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Standard Maya shaders created by their specific function set inside a MPxCommand plugin show up in Hypershade.
Shaders for Renderman and Arnold, which have to be created by name with
MDGModifier dgMod;
MObject Shader = dgMod.createNode("aiStandardSurface",&stat);
do not show up in Hypershade, though the Arnold ones work fine. But they can't be edited in Hypershade.
I found -
"The command creates the ‘blinn’ node, connects its ".message" attribute to the ".shaders" attribute on the defaultShaderList1 node -
this registers the node as a shader."
It said the mel shader command (and the Maya specific shader function sets) both create the node and add it to a shader list so the UI will recognize it as a shader.
In Maya 2017 defaultShaderList1 does not seem to exist. I can not find this node by name.
So how does one tell Maya that a shader node for an add on renderer is in fact a shader node so it will appear in Hypershade and the user can edit it?
Thanks
Solved! Go to Solution.