***************************************************************************** Copyright (C) Alias Systems, a division of Silicon Graphics Limited and/or its licensors ("Alias"). All rights reserved. These coded instructions, statements, computer programs, and/or related material (collectively, the "Material") contain unpublished information proprietary to Alias, which is protected by Canadian and US federal copyright law and by international treaties. This Material may not be disclosed to third parties, or be copied or duplicated, in whole or in part, without the prior written consent of Alias. ALIAS HEREBY DISCLAIMS ALL WARRANTIES RELATING TO THE MATERIAL, INCLUDING, WITHOUT LIMITATION, ANY AND ALL EXPRESS OR IMPLIED WARRANTIES OF NON-INFRINGEMENT, MERCHANTABILITY AND/OR FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL ALIAS BE LIABLE FOR ANY DAMAGES WHATSOEVER, WHETHER DIRECT, INDIRECT, SPECIAL, OR PUNITIVE, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, OR IN EQUITY, ARISING OUT OF OR RELATED TO THE ACCESS TO, USE OF, OR RELIANCE UPON THE MATERIAL. ***************************************************************************** mental ray for Maya 6.0 CONTENTS - README (this file) - include - mi_version.h - shader.h - geoshader.h - mayaapi.h - lib - nt - shader.lib - mayabase.lib - shaders - public-baseshaders - public-contourshaders - public-physicsshaders - docs - writingShaders NOTES - include This directory contains header files for custom shaders. The three header files in the include directory are : "mi_version.h", "geoshader.h" and "shader.h" are for generic mental ray shaders. "mayaapi.h" is for mental ray shader that only works for maya. This file provides interface for maya light linking. Please see devkit/mentalray/docs/shaders for more detail. - lib The file "shader.lib" is for the Windows platform only. This prevents hard-to-find bugs from occuring when compiling custom shaders on Windows. No equivalent file is needed to compile a custom shader for the other platforms. "mayabase.lib" is for the Windows platform only, and used for shader that uses maya light linking. - shaders public mental ray shader source code - docs - gettingStarted This is a tutorial for how to use mental ray shaders in maya. It contains html file explaining the workflow for each type of shaders, and example scenes. - shaders The simple code demonstrates how to write a mental ray shader so that maya light linking is repected. - writingShaders This section describes how to write a maya specific mental ray shader. - lightlink Steps to follow to write a mental ray shader that respects maya light linking USAGE - Include the following statements at the beginning of the custom shader source code (among the other #include statements): #include #include #include - Please consult your compiler's documentation on how to add header and library paths so that the compiler can find the mental ray for Maya headers (and shader.lib if needed). - Please consult the mental ray custom shader documentation also for further details on usage.