Hey, thanks a lot for the hints.

I tried all the Data Type options in the Mental Ray's Framebuffer menu. 
Some of them suppress the error message, but still the texture is not taken 
into account by the renderer. It's just black!

I also tried to change the data type into my node, from kFloat to kDouble, 
to achieve a higher precision and to see if it was making any difference, 
but apparently it's not.

What I don't understand is that my node has floats as input, and a float as 
output. So I am not 'contaminating' the value. What the hell is going wrong?

I do really need to make this work with Vray. I already tried to 
implemented the algorithm with a network of maya nodes, but it's very 
intricate. I need at least 5 nodes to blend each pair of textures, and I 
have about 20. I would have to lay down one hundred nodes or so!
Do I really have to write a Vray plugin in order to make my node compatible 
with VRay? Isn't there an easiest way? Writing a counter-plugin for Vray 
seems to be too much work for this task! 

Seems like this small piece of pipeline is taking longer than expected.
Maybe i shold consider a different approach to the problem!

What do you think?

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