How to create ShaderIntance from blinn shading node without attaching DAG object

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Not sure if my question makes sense. Basically what I have done is, derive a MPxSubSceneOverride, feed it with some geometry data from other custom DG nodes. In the subscene override, I create some render items and update geometry. These render items use default solid shader directly get from MShaderManager.
It works well to render geometry correctly in Maya VP2.0. Now I intend to replace solid shader with a blinn shader. I have a Maya standard blinn shading group with some bump texture. When it is attached a DAG object, it works perfectly. However, in my production pipeline, there is no place for me to attach this shading node to any DAG. So I hope there is way to generate a ShaderInstance directly from this shading node and later on set it to render items.
I check lots of document about VP2. All existed methods1) from stock shader, 2) from effect file, 3) from assigned node may not fulfill my need. I'm kind of stuck here. Any suggestions would be much appreciated.