Menatl ray has an additional cool feature i just discovered...
Trim surfaces would be cool if they actually trimed the surface insted of just making the trimmed part invisible...
The major problem is that when you render every nurb gives a different tesselation (for those of you who dont even know what tesselation means, it means that nubs actually convert to polys automatically just before redering)
On a normal nurb you can stitch surface borders so they seem to have continuity, on trim edges you cant.
Mental ray has a special way of tesselating nurbs, an as long as both surfaces are adjacent and in the same group it will make them to seem continuous... (ot doesnt matter if its a nurb ending isoparm+another or+a trim edge or 2 trim edges)
Which is cool cause that is the reason i was allergic to trims, and now can be used again... (trim options and conversion has to be enganced A LOT still, but...)
I include 2 images so you can see the difference
Edit: yes you can control tesellation paramenters, but to the surfaces to fit smoothly you can EITHER set them to insane polygon creation OR try to have both surfaces matching tesselation (which in curved trims can be funny...)
Last edited by dragonfx; 29-07-2003 at 07:33 PM.