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The shading engine node (also known as the shading group node) is
the node that associates shaders with geometry. The shading group
is a special type of object set that, in addition to containing
geometry, defines a number of "shading ports" that control how the
geometry in the set will be shaded. Each port is the starting point
of a shading network.
The shading group has 3 shading ports:1) surface shading port - The
shader that is connected to this port will control the appearance
of the "surface geometry" contained in the shading group. Maya
currently has 4 surface geometry types:- NURBS surfaces - polygonal
meshes - subdivision surfaces - particle systems using the "blobby"
software render modeFor each of these object types, the renderer
will evaluate the "outColor" and "outTransparency" attributes of
the shader attached to the surface shader port to determine the
color and transparency of the objects, respectively.2) volume
shading port - The shader that is connected to this port will
control the appearance of the "volume geometry" contained in the
shading group. Maya currently has 3 volume geometry types:- light
fogs - environment fog - particle systems using the "cloud" or
"tube" software render modesThe renderer will evaluate the
"outColor" and "outTransparency" attributes of the shader attached
to the volume shader port to compute the color and transparency of
these volume objects.3) displacement shading port - The shader that
is connected to this port will be invoked for the purpose of
displacement-mapping all of the surface geometry in the shading
group. The renderer will evaluate the "displacement" attribute of
the shader attached to the displacement shader port for this
purpose. The surface shader port will then be used to shade the
displaced geometry.Following shading port is for mental ray for
maya exclusively.1) material shading port2) shadow shading port3)
volume shading port4) photon shading port5) photon volume shading
port6) displacement shading port7) environment shading port8) light
map shading port9) contour shading portIt should be noted that the
type of the actual shading port attributes is irrelevant, as they
exist only to establish a connection between the shading group and
the root node of a shading network. Connecting *any* attribute of a
shader to the shading port is sufficient to establish this
connection. For this reason, the port attributes are declared as
type Tdata, meaning that any type of attribute can be connected to
them.
| Node name |
Parents |
MFn type |
Compatible function sets |
| shadingEngine |
objectSet |
kShadingEngine |
kBase
kNamedObject
kDependencyNode
kShadingEngine |
Related nodes
objectSet
Attributes (26)
displacementShader,
imageShader, miContourAlpha, miContourColor, miContourColorB, miContourColorG, miContourColorR, miContourEnable, miContourRelativeWidth, miContourShader, miContourWidth, miCutAwayOpacity, miDisplacementShader, miEnvironmentShader, miExportMrMaterial, miExportShadingEngine, miExportVolumeSampler, miLightMapShader, miMaterialShader, miOpaque, miPhotonShader, miPhotonVolumeShader, miShadowShader, miVolumeShader, surfaceShader, volumeShader
| Long name (short name) |
Type |
Default |
Flags |
|
surfaceShader
(ss) |
generic typed
data |
NULL |
   |
|
displacementShader
(ds) |
generic typed
data |
NULL |
   |
|
volumeShader
(vs) |
generic typed
data |
NULL |
   |
|
imageShader
(is) |
generic typed
data |
NULL |
   |
|
miExportMrMaterial
(mimt) |
bool |
false |
   |
|
miOpaque
(miop) |
bool |
false |
   |
|
miCutAwayOpacity
(mico) |
float |
0.0 |
   |
|
miExportShadingEngine
(mise) |
bool |
false |
   |
|
miMaterialShader
(mims) |
generic typed
data |
NULL |
   |
|
miShadowShader
(miss) |
generic typed
data |
NULL |
   |
|
miExportVolumeSampler
(mism) |
bool |
false |
   |
|
miVolumeShader
(mivs) |
generic typed
data |
NULL |
   |
|
miPhotonShader
(mips) |
generic typed
data |
NULL |
   |
|
miPhotonVolumeShader
(mipv) |
generic typed
data |
NULL |
   |
|
miDisplacementShader
(mids) |
generic typed
data |
NULL |
   |
|
miEnvironmentShader
(mies) |
generic typed
data |
NULL |
   |
|
miLightMapShader
(milm) |
generic typed
data |
NULL |
   |
|
miContourShader
(mics) |
generic typed
data |
NULL |
   |
|
miContourEnable
(mice) |
bool |
false |
   |
|
miContourColor
(micc) |
float3 |
|
   |
|
miContourColorR
(micr) |
float |
1.0 |
   |
|
|
miContourColorG
(micg) |
float |
1.0 |
   |
|
|
miContourColorB
(micb) |
float |
1.0 |
   |
|
|
miContourAlpha
(mica) |
float |
1.0 |
   |
|
miContourWidth
(micw) |
float |
1.25 |
   |
|
miContourRelativeWidth
(mirw) |
bool |
false |
   |