You
            can use mental ray for Maya shaders the same way you use Maya materials,
            textures, and other render nodes; you build shading networks out
            of them in Hypershade. See 
                     Connect render nodes using their default connections.
         
         The following shows where
            in a scene specific mental ray for Maya nodes are typically connected:
         
         
            - Lens shader. Attaches to camera.
            
- Surface shader. For surface effects (Blinn,
               Phong, and so on). Attaches to Shading Group.
            
- Light shader. For lighting style (point,
               spot, and so on), and shadowing controls. Attaches to light.
            
- Shadow shader. Called when a shadow ray
               hits an object. Overrides the appearance of the object to shadow
               rays (color, transparency). Attaches to Shading Group. 
            
- Volume Shader. Handles rays passing through
               objects. Attaches to Shading Group (or to Camera for Environment
                  Fog).
            
- Geometry shaders. Called prior to rendering
               for rendering. Attaches to transform node.
            
-  Displacement shader. Same as Maya, displaces
               surface geometry. Attaches to Shading Group.
            
- Output shader. For post effects (glow,
               2D blur, DOF, and so on). Attaches to camera, attaches to multiple
               shaders, control order of execution. 
            
- Contour shading. 2 Global shaders, 1
               shader on object, attaches to Shading Group. 
            
- Photon / photon volume shaders. Describe
               how photons are scattered/absorbed. Not commonly overridden. Attaches
               to Shading Group.