ISO clarification re: outTransparency 2003-12-08 - By Vovka
Back You misunderstood some concept behing Shading Group node. It`s inherited from Maya Set node. It a connection between Surfaces and actual Shading hodes. It Just tells Maya software render : render this suface using This surface shader, this displasement shader, .. may be some Mental ray shaders... etc. As I understood, u need to reread some rendering concepts. There is no magic at all. Hope this will help.
-- -- Original Message -- -- From: "Mike Mcaulay" <mmcaulay@(protected)> To: <maya-dev@(protected)> Sent: Monday, December 08, 2003 7:19 AM Subject: ISO clarification re: outTransparency
> There's something about the outTransparency attribute of shaders that I > don't understand. It appears that it affects the transparency of target > meshes even though it is not explicitly connected to an attribute on the > shadingGroup. For example, if I apply the default lambert1 shader to a > piece of test geometry and drag the Transparency slider back and forth, the > geometry's transparency is affected. But if I go into the Hypershade window > the only connection I see is lambert1.outColor -> > initialShadingGroup.surfaceShader. And if I look in the Connection Editor I > see that the OutTransparency attribute is not in fact connected to any > attribute on the shading group (indeed, there does not appear to be a > reasonable candidate attribute to which it could be connected). > > > The docs for the ShadingEngine node (aka shading group) state that "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." So, I guess that means that > outTransparency is somehow "magical," and takes effect even when it is not > connected. > > > > My questions are: 1) Am I understanding this correctly? 2) Where does the > magic reside? Does the shading group node traverse upstream to the shader > and query its outTranparency attribute, or does some piece of internal Maya > code do it?. And finally, 3) what other attributes are similarly magical? > > > > I am fairly new to Maya coding, and I was just getting comfortable with the > notion that I could rely on Maya's tools (hypergraph, hypershader, etc.) to > tell me what was going on. But now it seems that - in at least one case - > there is some extra voodoo that has to be accounted for. > > > > Thanks in advance to anyone who can shed light on this subject. > > > > Mike > > > > -- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- --- > List-help: <mailto:listar@(protected)?Subject=help> > List-archive: <http://www.highend3d.com/maya/devarchive/>
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