pymel.core.rendering.shadingNode

shadingNode(*args, **kwargs)

This command creates a new node in the dependency graph of the specified type. 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 ../../../_images/create.gif
  classify the current DG node as a light
asPostProcess / app bool ../../../_images/create.gif
  classify the current DG node as a post process
asRendering / ar bool ../../../_images/create.gif
  classify the current DG node as a rendering node
asShader / asShader bool ../../../_images/create.gif
  classify the current DG node as a shader
asTexture / at bool ../../../_images/create.gif
  classify the current DG node as a texture
asUtility / au bool ../../../_images/create.gif
  classify the current DG node as a utility
isColorManaged / icm bool ../../../_images/create.gif
  classify the current DG node as being color managed
name / n unicode ../../../_images/create.gif
  Sets the name of the newly-created node. If it contains namespace path, the new node will be created under the specified namespace; if the namespace doesn’t exist, we will create the namespace.
parent / p unicode ../../../_images/create.gif
  Specifies the parent in the DAG under which the new node belongs.
shared / s bool ../../../_images/create.gif
  This node is shared across multiple files, so only create it if it does not already exist.
skipSelect / ss bool ../../../_images/create.gif
  This node is not to be selected after creation, the original selection will be preserved. Flag can have multiple arguments, passed either as a tuple or a list.

Derived from mel command maya.cmds.shadingNode

Example:

import pymel.core as pm

myShader = pm.shadingNode('anisotropic', asShader=True)