Syntax extensions for Maya specials
You can provide additional parameters for each attribute on a node, and the node itself. Because there are no counterparts for these parameters in mental ray's scene description language, the Factory parser has been extended beyond the standard mental ray syntax to recognize certain keywords that can be given on a per attribute or per shader or phenomenon basis.
Add additional attributes with keywords
You can provide additional parameters for each attribute on a node, and the node itself by including keywords in the .mi declaration file.
These keywords must be prefixed with #: so that the declaration files are still accepted by the standard mental ray parser; these keywords are ignored by the standard mental ray parser (but not the Node Factory parser) because they are recognized as comments. Special comments in wrong places or syntactically wrong #: comments cause parse errors, which are written to the Script Editor.
Where to put keywords and what to write
Such #: comments can appear in two places: after a shader parameter or phenomenon parameter or in the requirement section of a declaration.
default scalar [scalar [scalar]] max scalar [scalar [scalar]] min scalar [scalar [scalar]] shortname "string" softmax scalar softmin scalar hidden boolean
If none of these additional keywords are provided, the default is zero; the min/max and softmin/softmax are undefined; and the short name is uniquely assigned by counting attributes on nodes. Likewise unique node IDs are determined by counting nodes.
For attributes, not every keyword makes sense for every attribute type. The following is supported by Maya and thus by the Node Factory:
Short names can be given to every attribute. The Factory appends R,G,B to color children names/short names and X,Y,Z to vector children names/short names.
declare shader vector #: shortname "ov" "multiplyDivide" ( integer "operation", #: default 1 min 0 max 2 vector "input1", #: default 1. 1. 1. vector "input2" #: default 1. 1. 1. ) #: #: nodeid 6894 # This is the node ID for binary Maya files. #: version 1 end declare
declare shader struct { color "outColor", #: shortname "oc" scalar "outAlpha" #: shortname "oa" } "ramp" ( array struct "colorEntryList" { scalar "position", #: default 1. color "color" #: default 0.8 0.8 0.8 }, #: shortname "cel" # compound's short name scalar "uWave", #: shortname "uw" #: default 0.5 #: softmin 1E-5 softmax 1 #: min 1.0E-05 max 1 scalar "vWave", scalar "noise", scalar "noiseFreq", scalar "hueNoise", scalar "satNoise", scalar "valNoise", scalar "hueNoiseFreq", scalar "satNoiseFreq", scalar "valNoiseFreq", # Inherited from Texture2d vector "uvCoord", #: shortname "uv" vector "uvFilterSize", scalar "filter", scalar "filterOffset", boolean "invert", #: default 0 boolean "alphaIsLuminance", #: default 1 color "colorGain", #: default 1.0 0.8 0.8 #: min 0.1 0.1 0.1 max 0.5 0.5 0.5 color "colorOffset", scalar "alphaGain", #: shortname "ag" scalar "alphaOffset", #: shortname "ao" color "defaultColor" ) #: #: nodeid 6895 # Node ID for binary Maya files #: apply texture version 2 end declare
The Factory parser syntax vs. the mental ray parser syntax
Details about what the Factory parser does not accept, but mental ray's parser does:
declare shader vector "reverse" ( vector "input", ) end declare
The Factory parser reports a syntax error at the comma.
The Factory creates Maya nodes from mental ray shader declarations. Once created, each such node represents a custom mental ray shader (a shader definition, to be precise). It can conveniently be used with various Maya scene entities.
The following mental ray shader parameter types are registered as message attribute by node factory: light, geometry, color texture, scalar texture, vector texture, lightprofile, shader.
Though it is possible to connect any node to these attributes (if you drag a node to the message attr in the Attribute editor, the message attribute of the source node is connected to the attribute. For example node1.message -> mrShaderNode.shader), you should make a proper connection. Otherwise, it may lead to crash or rendering abort.
The following are expected to be connected to each mental ray shader parameter type.
Custom materials may be specified in the shading group node. In the Attribute Editor, go to the mental ray section of the shading engine created along with this shader. Turn on Suppress all Maya shaders and connect the desired custom shaders to the corresponding attributes. The shading engine is now going to be exported as a mental ray material. You may still assign it to Maya objects in the usual ways.
You may specify a custom light shader in the mental ray section of any Maya point, spot or directional light. Turn on Suppress all Maya shaders and connect your light shader. On export, this overrides the default Maya shader while other properties of the light (orientation, spot cone angle, and so on) are preserved.