Material is defined within a shaderref clause, and in all the examples I can find is to define a surface shader shaderref in material section. Question is how to define a material contains both surface shader and displacement shader? Just put a displacement shaderref below the surface shader?
Solved! Go to Solution.
Solved by Stephen.Blair. Go to Solution.
Use the shaderref type to specify that the shader is a displacement shader:
<shaderref name="simple_disp" node="noise" type="displacementshader">
place a noise directly in shaderref directly is working, but in maya there is usually a MayaNormalDisplacement node, I've tried to use this node as displacementshader type shaderref, connecting with a nodegraph, didn't work out. Do arnold support this kind connection or there mightbe something wrong in my mtlx document?