Okay first don't panic. What you are seeing is a combination of two things.
(1) What you see in the display is not the same as what you will get in the render.
To speed up the UI display maya sets the surface curvature precision to 4. To see this select the trimmed surface and go to the attributes tab and twirl down the NURBs Surface Display and you will see "Curve Precision" and "Crv Precision Shaded".
By increasing these values you can smooth out what you see in your UI at the cost of slower UI speeds. If you crank these values to high you can crash your system so use with caution. I generally never touch these unless I just want to check things and then I set them back to the defaults (you can do this by just pressing the 3-key again). To permanently change them you do it in Windows>Preferences.
(2) Now the second thing is that when you render those precision values above have no effect and in most cases your renders will not have the gaps.
However, if your renders have facets then you need to change the render tessellation settings. You can do this in two different ways. If you are rendering with maya software then go to the tessellation tab in the attributes for the surface and play with the simple or advanced tessellation settings.
If you are rendering with MR create a NURBs Tessellation Surface approximation node, set it to spacial, and then adjust the length and max subdivisions to increase the render tessellation based on the camera distance. I prefer this method as once you create an approximation node you can assign it to all your nurbs surfaces and get good results.
With the maya software tessellation settings you have to set the tessellation for each surface individually and the settings are fixed regardless of camera distance. This is why I would never render NURBs using the maya software renderer as a complex model would take forever to manually tweak all the tessellation settings of lots of surfaces. As a note you can also create approximation nodes for poly surfaces and so I prefer using mental ray over maya software render for polys as well.
If this is all confusing to you then respond and I will make a short video to demonstrate what I have said above.
-Rick
NOTE: You can also reduce render faceting by rebuilding either your curves or surfaces to have more spans. Of course at the expense of render time.
"If I have seen further it is by standing on the shoulders of giants." Sir Isaac Newton, 1675
Last edited by ctbram; 13-06-2012 at 12:51 AM.