:DOCUMENTATION:
Velvet shader is created just like any other Maya shader. Simply go in to the hypershader and find the Velvet shader and click. Then apply to an object as you normaly would.
Click the Velvet shader icon to make one.
:ATTRIBUTE INFORMATION:
:COLOR:
The surface color of the object.

:TRANSPARENCY:
Controls how transparent or opaque the material is. Black means completely opaque (the default), and white means completely transparent.

:AMBIENT COLOR:
Controls how much ambient color to color to add on the object. If there are ambient lights in the scene, then the color and brightness of those lights is used to control how much the ambient color contributes to the final color of the material.

:INCANDESCENCE:
Makes a material appear opalescent, as if it were emmitting light itself, such as lava or a phosphorescent moss.

:BUMP MAPPING:
Will make the surface of the object appear to be rough with texture. Object appears to rough but its only happening during render time. Geometry of the Object is not affected.

:DIFFUSE:
Controls how much of the light in the scene is reflected from the object. Most materials absorb some of the light falling on them, and scatter the rest.

:TRANSLUCENCE:
Simulates the way light diffusely penetrates through translucent objects. This means that when light shines on one side of the object, the other side is partially illuminated.

:ROUGHNESS:
Controls how rough the surface will be. Higher values will make the surface appear rougher and absorb more light.

:EDGINESS:
Controls how big the rim fuzz will be. Higher values give a sharper edge and lower values will give a bigger edge.

:BACKSCATTER:
This corresponds with the roughness slider. This controls how much of the light scatters from the back to the front of the object. Lower values give less scattering and higher values let more light penetrate.

:SPECULAR COLOR:
Controls the color of the specular highlight.
Gooch Attributes