Hi.
How can I use ramp control with mental ray shaders? I mean “AEaddRampControl” command in AETemplete.
It works fine with MayaAPI node (plugin).

But print error with same node generated from mental ray shader.
../scripts/AETemplates/AEaddRampControl.mel line 281: Attribute is not a ramp.

Shader itself works fine, the issue only with GUI.
What is wrong? Is it possible?
It’s my AETemplete:
global proc AEp_flameTemplate( string $nodeName )
{
AEswatchDisplay $nodeName;
editorTemplate -beginScrollLayout;
editorTemplate -beginLayout "Main" -collapse 0;
AEaddRampControl ($nodeName+".density");
AEaddRampControl ($nodeName+".color");
editorTemplate -label "Step Size" -addControl "stepSize";
editorTemplate -label "Jitter" -addControl "jitter";
editorTemplate -endLayout;
AEdependNodeTemplate $nodeName;
editorTemplate -addExtraControls;
editorTemplate -endScrollLayout;
}
And mi shader declaration:
declare shader
color #: shortname "oc"
"p_flame" (
array struct "density" {
scalar "density_Position", #: shortname "denp"
scalar "density_FloatValue", #: shortname "denfv"
integer "density_Interp" #: shortname "deni"
}, #: shortname "den"
array struct "color" {
scalar "color_Position", #: shortname "clrp"
color "color_Color", #: shortname "clrcv"
integer "color_Interp" #: shortname "clri"
}, #: shortname "clr"
scalar "stepSize", #: shortname "step" min 0.0 max 100.0 softmin 0.01 softmax 1.0 default 0.1
scalar "jitter" #: shortname "jitter" min 0.0 max 1.0 default 0.5
)
version 1
apply volume
volume level 1
#: nodeid 333052
end declare