ok I've found it,
After including the mi fragment (my geometry) in the Global Text:
$include "z:/my_lambert_shader.mi"
$include "z:/geometry.0003.mi"
for appearing in the render there must be set another custom text for Scene Text:
instance "myCube" "pCubeShape1"
material "lambert1"
end instance
this is making an instance with name "myCube" of the included object (only instances can be rendered) and
also connects material to the instance object.
and another additive custom text for Root Group Text:
"myCube"
this will add "myCube" in the renderworld in final mi scene and thats it
hope this will help to someone
But I have another problem, how can I make the custom text to use attributes from maya?
I need to control the incrementing number of the included mi files.
can I do something like mel $include ("z:/file."+$my_attribute+".mi")
I dont have idea what to do. Only thing that I have in mind is to make a 100 custom text nodes and to
switch between them on changing the frame. this sounds crazy, there must be an inteligigent way. I know
that I have to read the whole mentalray help for clearing these thing but at the moment I dont have time
and the project I'm working on is going closer to the deadline. Please give me a point.
Thanks in advance