The shadingNode command classifies any DG node as a shader, texture light, post process, or utility so that it can be properly organized in the multi-lister. Recall that any DG node can be used a part of a a shader, texture or light - regardless of how it is classified by this. command. These classifications are provided for convenience in the UI.
Flags:
Long Name / Short Name | Argument Types | Properties | |
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asLight / al | bool | ![]() |
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asPostProcess / app | bool | ![]() |
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asRendering / ar | bool | ![]() |
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asShader / asShader | bool | ![]() |
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asTexture / at | bool | ![]() |
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asUtility / au | bool | ![]() |
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isColorManaged / icm | bool | ![]() |
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name / n | unicode | ![]() |
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parent / p | unicode | ![]() |
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shared / s | bool | ||
skipSelect / ss | bool | ||
Derived from mel command maya.cmds.shadingNode
Example:
import pymel.core as pm
myShader = pm.shadingNode('anisotropic', asShader=True)