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 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. 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 Specifies the parent in the DAG under which the new node belongs. shared / s bool This node is shared across multiple files, so only create it if it does not already exist. skipSelect / ss bool 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)