Hi all,
I write a surface shader which uses 3delight(10.0.4)'s maya_phong() function. Then I compile the shader and render my rib file with prman13.5. But the output image seems wrong. I'm not sure where is the problem, may be the incorrect use of maya_phong().
Here is my shader and rib file.

My surface shader phong1.sl:

  vector specularColor = vector (0,0,0);
  float reflectivity = float 6e-005;
  vector reflectedColor = vector (0.16528,0.16528,0.16528);
 uniform float refractions = float 0;
  float refractiveIndex = float 1;
 uniform float refractionLimit = float 6;
  float lightAbsorbance = float 0;
  float shadowAttenuation = float 0.5;
 uniform float reflectionLimit = float 1;
  float translucence = float 0;
  float translucenceDepth = float 0;
  float translucenceFocus = float 8e-005;
  vector transparency = vector (0.42148,0.42148,0.42148);
 uniform float i_reflectionMaxDistance   =4;
 uniform float i_reflectionSamples       =4;
 uniform float i_reflectionBlur          =4;
 uniform float i_reflectionNoiseAmplitude=4;
 uniform float i_reflectionNoiseFrequency=4;
  vector outColor = vector (0,0,0);
  vector outTransparency = vector (0.42148,0.42148,0.42148);
 {
   color _outColor;
   color _outTransparency;
   maya_phong(color ambientColor,        
    color i_color,                
    cosinePower,                
    diffuse,                    
    color incandescence,        
    matteOpacity,                
    matteOpacityMode,            
    normal normalCamera,        
    color specularColor,        
    reflectivity,                
    color reflectedColor,        
    refractions,                
    refractiveIndex,            
    refractionLimit,            
    lightAbsorbance,            
    shadowAttenuation,            
    reflectionLimit,            
    translucence,                
    translucenceDepth,            
    translucenceFocus,            
    color transparency,        
    i_reflectionMaxDistance,    
    i_reflectionSamples,        
    i_reflectionBlur,            
    i_reflectionNoiseAmplitude,
    i_reflectionNoiseFrequency,
    _outColor,                    
    _outTransparency            
   );
    Ci             = _outColor;
    Oi             = _outTransparency;
   outColor        = vector Ci;
   outTransparency = vector Oi;
 }
}
 
// call the shaders ------------------
 phong1();
}

compile the shader with prman shader.exe

\>shader.exe -o "E:/MyDocuments/maya/projects/default/generatedShader/phong1.slo" -I"%LIQUID_ROOT%/dependence/_3delight" "E:/MyDocuments/maya/projects/default/generatedShader/phong1.sl"

My rib file er_rm_shader_graph_phong3_perspShape.0001-3delight.rib:
(Note that I also use 3delight maya_pointlight shader for the point light.)

##RenderMan RIB-Structure 1.0
version 3.03
#    Generated by Liquid v2.3.5 (buildtime=11:33:32.87)
#    Scene : E:/MyDocuments/maya/projects/default/er_rm_shader_graph_phong3
#    User  : yaoyansi
#    Time  : Sun Apr 29 18:53:48 2012
 
Option "limits" "bucketsize" [ 256 256 ] 
Option "limits" "gridsize" [ 256 ] 
Option "limits" "texturememory" [ 65536 ] 
Option "limits" "eyesplits" [ 10 ] 
Option "limits" "othreshold" [ 0.996000 0.996000 0.996000 ] 
Option "limits" "zthreshold" [ 0.996000 0.996000 0.996000 ] 
Option "searchpath" "shader" [ "&:@:.:~:rmanshader://E/dev/autodesk/maya/myplugin/project/liquid_/2.3.3/lib/shaders:E:/MyDocuments/maya/projects/default/" ] 
Option "searchpath" "texture" [ "&:@:.:~://E/dev/autodesk/maya/myplugin/project/liquid_/2.3.3/lib/textures:E:/MyDocuments/maya/projects/default/://E/mydocuments/maya/projects/default/rmantex/" ] 
Option "searchpath" "archive" [ "&:@:.:~://E/dev/autodesk/maya/myplugin/project/liquid_/2.3.3/lib/rib:E:/MyDocuments/maya/projects/default/://E/mydocuments/maya/projects/default/rib/" ] 
Option "searchpath" "procedural" [ "&:@:.:~://E/dev/autodesk/maya/myplugin/project/liquid_/2.3.3/lib/plugins:E:/MyDocuments/maya/projects/default/" ] 
Option "searchpath" "display" [".:@:D:\Program Files\Pixar\RenderManProServer-13.5.2/etc:E:/dev/autodesk/maya/myplugin/project/liquid_/2.3.3/displayDrivers/PRMan/"]
Hider "hidden" "int jitter" [0] 
PixelSamples 4.000000 4.000000
ShadingRate 1.000000
PixelFilter "box" 2.000000 2.000000
Option "user" "string pass" [ "beauty" ] 
#Ray Tracing : OFF
Option "trace" "int maxdepth" [ 0 ] 
FrameBegin 1
    ShadingInterpolation "smooth"
    Quantize "rgba" 0 0 0 0.000000
    #Display Drivers:
    #Render To Maya renderView :
Display "E:/MyDocuments/maya/projects/default/rmanpix/er_rm_shader_graph_phong3_perspShape_1_renderman.bmp" "it" "rgba" "int merge" [0] "int mayaDisplayPort" [6667] "string host" ["localhost"]
    Format 768 576 1.000000
    Projection "perspective" "fov" [ 42.184677 ] 
    ScreenWindow -1.333333 1.333333 -1.000000 1.000000
    Clipping 0.100000 1000.000000
    Shutter 1.000000 1.000000
    Transform [ 0.998240 -0.055041 -0.022084 0.000000 0.000000 0.372367 -0.928086 0.000000 -0.059306 -0.926452 -0.371711 0.000000 -5.636015 11.409916 98.953972 1.000000 ]
    WorldBegin
        TransformBegin
            CoordinateSystem "worldspace"
        TransformEnd
        TransformBegin
            Rotate -90.000000 1.000000 0.000000 0.000000
            CoordinateSystem "_environment"
        TransformEnd
        ReverseOrientation
        AttributeBegin
            Attribute "identifier" "name" [ "_pointLight1_pointLightShape1" ] 
            ConcatTransform [ 1.000000 0.000000 0.000000 0.000000 0.000000 1.000000 0.000000 0.000000 -0.000000 -0.000000 -1.000000 0.000000 13.137122 15.475898 13.821261 1.000000 ]
            LightSource "E:/dev/render/renderer/renderman.compliant/3delight/10.0.4/shaders/src/maya_pointlight" 1 
        "intensity" [ 1.000000 ] 
        "lightcolor" [ 1.000000 1.000000 1.000000 ]
        "color shadowcolor" [ 0.000000 0.000000 0.000000 ] 
        "float decay" [ 0.000000 ] 
        "string shadowmapname" [ "" ]
        "float shadowBias" [ 0.010000 ] 
        "float shadowBlur" [ 0.000000 ] 
        "float shadowSamples" [ 16.000000 ]
        "float shadowFilterSize" [ 1.000000 ] 
        "float __nondiffuse" [ 0.000000 ] 
        "float __nonspecular" [ 0.000000 ] 
        "string __category" [ "" ] 
        AttributeEnd
        Illuminate 1 0
        AttributeBegin
            Attribute "identifier" "name" [ "_pPlane1_pPlaneShape1" ] 
            Illuminate 1 1
            GeometricApproximation "motionfactor" 1.000000
            Color [ 0.000000 0.500000 0.029750 ]
            Opacity [ 0.578520 0.578520 0.578520 ]
            #shading group: phong1SG
            Surface "E:/MyDocuments/maya/projects/default/generatedShader/phong1" 
            #no volume shader.
            #no displacement shader.
            Transform [ 1.000000 0.000000 0.000000 0.000000 0.000000 1.000000 0.000000 0.000000 0.000000 0.000000 1.000000 0.000000 -0.642661 -10.365156 8.772568 1.000000 ]
            PointsGeneralPolygons [ 1 ] [ 4 ] [ 2 3 1 0 ] "P" [ -18.502369 -0.000000 16.700991 18.502369 -0.000000 16.700991 -18.502369 0.000000 -16.700991 18.502369 0.000000 -16.700991 ] "vertex normal N" [ 0.000000 1.000000 0.000000 0.000000 1.000000 0.000000 0.000000 1.000000 0.000000 0.000000 1.000000 0.000000 ] "facevarying float[2] st" [ 0.000000 0.001809 0.997722 0.001222 1.000000 1.000000 0.000000 1.000000 ] 
        AttributeEnd
    WorldEnd
FrameEnd

Render this rib file:

\>prman er_rm_shader_graph_phong3_perspShape.0001-3delight.rib

The output image seems not correct.Here is the output image:

My Question is:
1. I guss that my usage of maya_phong() is wrong, but I'm not sure where the problem is. Could you give me any help?
2. Can 3delight shader header files(e.g. phong.h) be used with prman?

Thank you in advance.