The following describes the Arnold shading group attributes that belong in Maya's shading engine:
There is a surface_shader slot in the Arnold section of Shading Engines. When a shader is connected to this slot, it will be used instead of the Maya surface shader. When nothing is connected, the Maya surface shader will be used; so it will not break backward compatibility. This can be useful in situations where you might need to display a shader in Maya's viewport that is different from the one that is assigned to the same surface. You could, therefore, connect both a Maya shader and an Arnold shader to the same shading engine because each renderer has its surface shader slot.
In the example below, a blue standard_surface shader is connected to the Arnold Surface Shader attribute of a red standard_surface shading group. The sphere is shaded with a red standard_surface shader in the viewport but renders as the blue standard_surface.
blue standard_surface → Surface Shader
There is a Volume Shader slot in the Arnold section of Shading Engines. When a shader is connected to this slot, it will be used instead of the Maya surface shader. When nothing is connected, the Maya surface shader will be used; so it will not break backward compatibility.
A Maya scene that demonstrates this workflow can be found here. |
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Arnold can use a shape container for volume rendering points, sphere, and box primitives. Information about how to render a mesh as a volume can be found here.
The example below shows you how to connect a custom volume shader to the Shading Group of a material:
Volume Attributes for a polymesh
Standard_volume connected to Volume Shader in the Shading Group Attributes of a Standard Surface shader
Maya Cloud -> Transparency of standard_volume
The completed shader network should look like the following image:
You should end up with something that looks like this: