sirpalee
10-10-2008, 03:27 PM
Hi guys!
I was working on a hardware shader for our mental ray shader (since it freezes in the uv editor If there isn't a hardware shader). It works flawless (now with GLSL shading, not fixed function), but I need to create a hw shader node, and automatically connect the attributes. (I have rewritten the mentalrayCustomNodeUI.mel script). But with large project, there are more than 30-40 shaders in the hypershade, and one hardware shader for all of them. And that can be really confusing.
Is there any method, to do this without creating a hardware shader, or showing it in the viewport? Like in the default mib_ shaders. They can work, and shown without an extra hw shader node.
thx in advance
I was working on a hardware shader for our mental ray shader (since it freezes in the uv editor If there isn't a hardware shader). It works flawless (now with GLSL shading, not fixed function), but I need to create a hw shader node, and automatically connect the attributes. (I have rewritten the mentalrayCustomNodeUI.mel script). But with large project, there are more than 30-40 shaders in the hypershade, and one hardware shader for all of them. And that can be really confusing.
Is there any method, to do this without creating a hardware shader, or showing it in the viewport? Like in the default mib_ shaders. They can work, and shown without an extra hw shader node.
thx in advance
