as I think some of you wanted to use mental ray adaptive tesselation (same options as nurbs or displacement tesselation, angle, fine..etc) but figured out that XSI doesn't allow this, cos it forces mental ray to call xsi internal tesselation geoshader or to declare the full vertex list.
The question is, is it possibile to create a custom geoshader that read the level zero polygons, 'converts' them to a proper MR subdivision structure so to allow the wanted adaptive tesselation to it?
I generated some mi2, and if you dont apply any local approx nor increase the approx level then xsi doesnt append any geoshader ,the non trivial point to me is to 'convert' level0 mesh to a proper MR suitable subdivision surface declaration (we can assume no creases and only quads to start with). Any C&C on this approach? other ideas?
cheers!
mrn
