The Phenomenizer is
            a mental ray for Maya extension that allows you to turn any shading
            graph consisting of mental ray nodes into a mental ray Phenomenon.
            This Phenomenon encapsulates the
            shading graph into a new single shading node with custom input and
            output parameters, and hides the internal details from the user. Phenomena are
            stored in regular .mi files, and
            can be loaded into Maya as regular shader nodes using the mental
               ray Shader Manager. See the mental
            ray reference guide for more details on Phenomena.
         
         Creating Phenomena
            The basis for building
               and attaching Maya shading graphs is the Maya utility node Mentalray Phenomenon,
               also referred to as Phenomenizer node (Maya node
               type: mentalrayPhenomenon). It allows
               you to attach Maya shading graphs easily, and automatically generates
               the required input attributes on the Phenomenon node.
               It also provides access to all the advanced mental ray Phenomenon options.
               The full phenomenon description can be exported to a .mi file for later use.
            
         Phenomenon Options
            All Phenomenon options
               are available in the Attribute Editor of the node grouped
               under the Options tab. These include
               version number, apply flags, and requirements. For more information,
               see Phenomenon in the mental ray reference
               guide.
            
         Workflow in Maya
            
            To build your phenomenon in Maya
            
            
               - Build the initial Phenomenon as
                  follows:
                  
                     - Create a Phenomenizer node
                        (In the Hypershade, select Create
                           > mental ray Miscellaneous).
                     
- Create a mental ray render node intended
                        as the Phenomenon root. The output
                        of this node determines the output attributes
                        of the whole Phenomenon.
                     
- Shift-drag the node onto the Phenomenizer node.
                        The Connection Editor opens with
                        the two nodes selected.
                     
- Connect the message attribute
                        of the node to the Phenomenizer root attribute.
                        You may need to select Left/Right Display >
                           Show Hidden to see the message attribute.
                        NoteUpon connecting the root node
                              of the Phenomenizer, all additional output
                              (read-only) attributes of that node are also dynamically added to
                              the Phenomenizer node as output.
                              They are considered fields of the final output parameter struct
                              of the Phenomenon.
                            
 
- Build the shading graph content
                  
                     - Create and connect new nodes to the root
                        node as driving nodes.
                     
- Set input attributes of those nodes to
                        the desired constant values if they are not going to be exposed
                        as interface parameters.
                     
 
- Build the Phenomenon interface
                  Create input parameters
                     for the Phenomenon from input attributes
                     of any content node by drag-dropping the Phenomenizer onto
                     the desired node, and then connecting an interface array element
                     to the desired attribute.
                   Note
                        
                           - Upon connecting an interface element,
                              the attribute behind that plug is dynamically copied to the Phenomenizer,
                              and can be connected to other nodes. Unlike the root attribute (there
                              can only be one root), more than one connection may originate from
                              a single interface element. The Phenomenizer checks
                              if new connections are compatible with the existing dynamic attribute.
                              If not, the connection is refused and an error message is reported.
                           
- When disconnecting interface elements
                              or the root attribute, the corresponding dynamic attributes are
                              also deleted.
                           
 
 
To export the phenomenon to a .mi file 
            
            
               - Select the Phenomenon node
                  in Maya.
               
- Select 
                           File
                           > Export Selection >    
                     - Set File type to mentalRay
- Turn on Export selected items
                           only
- Select the filters Factory shaders,
                        and Phenomenizers.
                     
 
- Click the Export Selection button.
               
General Rules
            
            
               - Mental ray phenomena are considered closed.
                  Shaders inside phenomena must not connect directly to the outer
                  shading graph. Instead, they must pass through the Phenomenon interface.
               
- mental ray does not support connections
                  to whole parameter struct but only to individual fields. Therefore,
                  interface elements can only be connected to atomic data types (boolean,
                  integer, float, double, and so forth) and compounds with three numeric
                  children (vectors or colors). The mental ray tags are represented
                  as message attributes. Any other type of connection is rejected.
                  Root nodes, however, can have any type of (even compound) result
                  attributes.
               
- Use of the Connection Editor with
                  the Phenomenizer is encouraged. The Hypershade workflow
                  is somewhat restricted. It does not allow you to connect interface
                  elements to compound plugs and array elements. Furthermore, dynamic
                  attributes may not show up in the UI.
               
- Save your scene (or shading graph) regularly.
                  The Phenomenon workflow introduces
                  cyclic dependencies into the Maya dependency graph, with the potential
                  to cause problems.
               
Limitation
            
            
               - Attribute naming conflicts are not resolved
                  automatically. When connecting a new interface element to an attribute,
                  the name of that attribute is used as the new name of the corresponding
                  interface attribute. If such a name exists already in the interface,
                  the attribute creation fails. If necessary, rename the attributes
                  in the interface before establishing new interface connections.