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The end result of a shading network made of various DlShadingNodes must be connected to a NetworkMaterial node so it defines in order to define a material scene graph location and . This material can then be assigned to objects. The DlShadingNode that will be connected to a NetworkMaterial node must use a shader of a specific type - surface or displacement shaders - and can then be connected to the related appropriate terminal on the Network Material.
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Adding a Surface terminal to a NetworkMaterial Node
Then connect the outColor output of a surface shader DlShadingNode, or the outDisplacement output of a displacement shader DlShadingNode, to the related NetworkMaterial terminal.