MayaMan will automatically write RenderMan shaders for you based on the material hierarchies defined in Maya's HyperShade. These shaders written and compiled by MayaMan are referred to as 'Magic Shaders'.
If there are any nodes that do not appear to be supported, or any nodes which give a result that is significantly different to the Maya renderer's result, then please let us know at support@al.com.au. Also let us know if there are any 3rd party shading nodes written for Maya that you would like to see supported. We cannot guarantee that we can support these, but if there is sufficient support we will look into it.
For a comprehensive listing of the nodes supported with any given MayaMan release, please refer to the file 'maya_texture_description' in the MAYAMANROOT/shaders directory. This is the file actually used by MayaMan, so any nodes not mentioned in that file will not be supported.
These files are written into a subdirectory of the RIB output directory named 'shaders'. The source and compiled shader filenames are based on the Maya material names. For example, if your RIB output directory was 'c:\temp\mayaman' and you had a material node called 'lambert1' in your scene, then MayaMan would write out a source file of 'c:\temp\mayaman\shaders\mms_lambert1.sl' and compile it into that same directory.
This shader file will be correctly attached to the geometry in the RIB files MayaMan creates.
MayaMan inspects the file and if it's already a texture file then it's used as is... otherwise mayaman will attempt to convert it to a texture and put the result in the texture cache. Note that conversion of texture files that have project relative path names is not currently supported in this context.
Use of the texture search path is recommended so that these paths can be kept simple.