Have you ever noticed that one some poly sorfaces mental ray triangulates the polys differently from maya?
Normally this wouldn't really matter, however I'm trying to use the new Surface Sampler in Maya 7.0 to transfer normals from a high poly object to a low poly object. Since I'm trying to encode the normels in the tangent space of the low polly surface it's important that the same triangulation be used by this proccess as when the final renderer will use. Since the triangulation is currently different during the normal encoding vs the later render using that normal map, you get very slight artifacts in the shading as a result.
Explicitly triangulating the mesh in Maya before it gets to Mental Ray is a work around, however that's not ideal because adaptive tesselation is then not based on the original quad modelled poly surface and doesn't smooth the object as well....
Is there any way to triangulate poly models within maya that match the way Mental Ray will triangulate them at render time?