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mental ray for Maya shaders
Basics of mental ray for Maya shading
mental ray for Maya textures
mental ray Shader connections
The
following mental ray shader parameter types are recognized as message attribute
by Maya: light, geometry, color texture, scalar texture, vector
texture, lightprofile, shader.
Though it is possible to connect any node to
these attributes, you should make only those connections that Maya
expects, otherwise a crash or rendering abort may occur. That is,
if you drag a node to the message attribute in the Attribute
editor, the message attribute of the source node will
be connected to the attribute (for example node1.message > mrShaderNode.shader),
but only the following connections are recognized and will work
in Maya:
- light
: light transform node. For example, pointLight1.message > dgs_material1.lights[0]
- geometry
: geometry shader. For example, mib_geo_sphere1.message > mib_geo_instance1.object
- shader
: mental ray shader. For example, mib_illum_phong1.message > mib_geo_instance.material
- color
texture, scalar texture, vector texture: mentalrayTexture node.
For example, mentalrayTexture1.message > mib_texture_lookup1.tex.
The button next to a color/scalar/vector texture attribute in the
shader's attribute editor will create a new mentalrayTexture node,
and connect it to the attribute.
- lightprofile
: mentalrayLightProfile node. For example, mentalrayLightProfile1.message
-> mib_light_photometric.profile. The button next to a lightprofile
attribute in the shader's attribute editor will create a new mentalrayLightProfile
node, and connect it to the attribute.
- input-to-input
connections, that let you render more dependency graph connection
in Maya scenes.
NoteBreaking an input-to-input connection causes
all the dependent nodes in the chain to lose their inputs.