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Wrapping a Shader Node
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02-12-2008
10:35 PM
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Perhaps someone can point me in the right direction....
We are adding Maya support to our 3D game engine, and are porting over concepts from Max. Everything is pretty straightforward, except one. In Max we extend the standard material in order to create a new specialized interface for the material (which has some additional properties and such). This is a straight forward thing to do in MaxScript, but I cannot seem to find anything similar in MEL.
I'm not trying to change the fundamental shader in anyway. Just wrap a new UI over it, with its own attributes, mapping some to things on the original shader (say the Lamber one). The exporter we use will pick up these attributes which are meaningful to the game engine.
Any ideas how to accomplish something like this in MEL?
-- David
We are adding Maya support to our 3D game engine, and are porting over concepts from Max. Everything is pretty straightforward, except one. In Max we extend the standard material in order to create a new specialized interface for the material (which has some additional properties and such). This is a straight forward thing to do in MaxScript, but I cannot seem to find anything similar in MEL.
I'm not trying to change the fundamental shader in anyway. Just wrap a new UI over it, with its own attributes, mapping some to things on the original shader (say the Lamber one). The exporter we use will pick up these attributes which are meaningful to the game engine.
Any ideas how to accomplish something like this in MEL?
-- David