Specialized workflow examples for mia_material and mia_physicalsky shaders

 
 
 

When a mental ray shader has a parameter of type shader, this requires a mental ray shader connection. There is no type checking when connecting to this type of parameter. It is assumed that the shader connected to this parameter has the implicit data flow required. None of the Maya shading nodes behave in this manner.

Example 1

To use an image file as the background for the mia_physicalsky

  1. Connect a mib_lookup_background to the Background parameter
  2. Connect a mentalrayTexture to the Texture attribute of the mib_lookup_background node.
  3. Specify the image file in the ImageName attribute of the mentalrayTexture node.

Example 2

Tip

The mia_material_x shader supports both the Maya bump workflow and the mental ray bump workflow and is recommended over the mia_material shader.

To add a bump map to the mia_material shader

  1. Create the following nodes: mib_passthrough_bump_map, mib_texture_remap, and mib_bump_basis. You also need to create a texture vector, and it is recommended that you do so by creating the mib_texture_vector node.
  2. Connect mib_passthrough_bump_map.message to mia_material.bump.
  3. Connect mib_texture_vector.outValue to mib_texture_remap.input.
  4. Connect mib_texture_remap.outValue to mib_passthrough_bump_map.coord.
  5. Connect mib_bump_basis.u to mib_passthrough_bump_map.u and mib_bump_basis.v to mib_passthrough_bump_map.v.

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