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CONTENTS
- README (this file)
- include
- mi_version.h
- shader.h
- geoshader.h
- mayaapi.h
- lib
- nt
- shader.lib
- mayabase.lib
- shaders
- public-baseshaders
- public-contourshaders
- public-physicsshaders
- docs
- writingShaders

NOTES
- include
This directory contains header files for custom shaders.
The three header files in the include directory are
: "mi_version.h", "geoshader.h" and "shader.h"
are for generic mental ray shaders.
"mayaapi.h" is for mental ray shader that only works for maya.
This file provides access to maya specific information
such as light linking, render pass.
Please see devkit/mentalray/docs/writingShaders for more detail.

- lib
The file "shader.lib" is for the Windows platform only. This prevents
hard-to-find bugs from occuring when compiling custom shaders on Windows.
No equivalent file is needed to compile a custom shader for the
other platforms.
"mayabase.lib" is for the Windows platform only, and used for
mental ray for maya shaders.

- shaders
public mental ray shader source code

- docs
- gettingStarted
This is a tutorial for how to use mental ray shaders in maya.
It contains html file explaining the workflow for each type of shaders,
and example scenes.
- writingShaders
The simple code demonstrates how to write a mental ray shader
so that maya light linking is repected.
- writingShaders
This section describes how to write a maya specific mental ray shader.
- lightlink
material shader using light linking.
- lightEmit
light shader and material shader example that uses
"emit diffuse", "emit specular" attributes on light.

USAGE
- Include the following statements at the beginning of the custom
shader source code (among the other #include statements):

#include <mi_version.h>
#include <shader.h>
#include <geoshader.h>

- Please consult your compiler's documentation on how to add


header and library paths so that the compiler can find the
mental ray for Maya headers (and shader.lib if needed).

- Please consult the mental ray custom shader documentation


also for further details on usage.

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