Go to: Synopsis. Return value. Related. Flags. Python examples.
shadingNode(
node
string
, [asLight=boolean], [asPostProcess=boolean], [asRendering=boolean], [asShader=boolean], [asTexture=boolean], [asUtility=boolean], [isColorManaged=boolean], [name=string], [parent=string], [shared=boolean], [skipSelect=boolean])
Note: Strings representing object names and arguments must be separated by commas. This is not depicted in the synopsis.
shadingNode is undoable, NOT queryable, and NOT editable.
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.
string | The name of the new node. |
string | (the name of the new node) |
connectAttr, setAttr
asLight, asPostProcess, asRendering, asShader, asTexture, asUtility, isColorManaged, name, parent, shared, skipSelect
Long name (short name) |
Argument types |
Properties |
|
asLight(al)
|
boolean
|
|
|
classify the current DG node as a light
|
|
asPostProcess(app)
|
boolean
|
|
|
classify the current DG node as a post process
|
|
asRendering(ar)
|
boolean
|
|
|
classify the current DG node as a rendering node
|
|
asShader(asShader)
|
boolean
|
|
|
classify the current DG node as a shader
|
|
asTexture(at)
|
boolean
|
|
|
classify the current DG node as a texture
|
|
asUtility(au)
|
boolean
|
|
|
classify the current DG node as a utility
|
|
isColorManaged(icm)
|
boolean
|
|
|
classify the current DG node as being color managed
|
|
name(n)
|
string
|
|
|
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)
|
string
|
|
|
Specifies the parent in the DAG under which the new node belongs.
|
|
shared(s)
|
boolean
|
|
|
This node is shared across multiple files, so only create it if
it does not already exist.
|
|
skipSelect(ss)
|
boolean
|
|
|
This node is not to be selected after creation, the original selection
will be preserved.
|
|
Flag can appear in Create mode of command
|
Flag can appear in Edit mode of command
|
Flag can appear in Query mode of command
|
Flag can have multiple arguments, passed either as a tuple or a list.
|
import maya.cmds as cmds
cmds.createNode( 'transform', n='transform1' )
cmds.createNode( 'nurbsSurface', n='surface1', p='transform1' )
cmds.createNode( 'camera', shared=True, n='top' )
# This transform will be selected when created
cmds.createNode( 'transform', n='selectedTransform' )
# This will create a new transform node, but 'selectedTransform'
# will still be selected.
cmds.createNode( 'transform', ss=True )
# Create node under new namespace
cmds.createNode( 'transform', n='newNS:transform1' )
myShader = cmds.shadingNode('anisotropic', asShader=True)