DirectX .x files have the ability to save shader information into them, but from a bunch of tests and browsing the source code, it doesn't look like Irrlicht loads them. How can you integrate shaders in such a way that you don't need to explicitly specify them for specific objects in code?
It would be ideal to be able to model everything in Max/Maya and export the model as a .x (which they already can), and have Irrlicht load up the shader information so that the shaders can be specified via Max & Maya (which I don't think it can).
Is there any best way to handle attaching shaders to models without having to specify them myself in code? (so that artists can model and attach the shaders themselves)
Any help is greatly appreciated!

Edit: If there are any other formats that save shader information (the only one I know of is .x) it would be useful to know also. However, the .x format would be ideal.