pymel.core.rendering.shadingNode¶
- shadingNode(*args, **kwargs)¶
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 asLight / al bool classify the current DG node as a light asPostProcess / app bool classify the current DG node as a post process asRendering / ar bool classify the current DG node as a rendering node asShader / asShader bool classify the current DG node as a shader asTexture / at bool classify the current DG node as a texture asUtility / au bool classify the current DG node as a utility isColorManaged / icm bool classify the current DG node as being color managed name / n unicode Sets the name of the newly-created node. parent / p unicode Specifies the parent in the DAG under which the new node belongs. Flag can have multiple arguments, passed either as a tuple or a list. 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)