To prepare the geometry for rendering, you assign the mental ray mia_material_x shader to the pitcher, glass, and water meshes. Using the mia_material_x shader presets for the glass and water provide a quick and easy way to have proper refraction, reflectivity, and transparency values set on these materials. For more information about material shaders, see the mental ray mia_material/mia_material_x shader attributes section in the Rendering and Render Setup guide.
To assign a material to the pitcher and glass objects
The right panel of the Hypershade now shows the list of mental ray shader nodes.
A mia_material_x material swatch appears in the Work Area tab of the Hypershade, and the material attributes appear in the Attribute Editor.
In the scene view, the pitcher turns black. You can only see the true color and texture of the material after the frame is rendered using mental ray for Maya renderer.
For the glass (geo_glass) mesh:
For the water (Water_Mesh) mesh: