Category: mental ray > Geometry
This shader returns a copy of the input object, which must be a freeform-surface. It loops over all faces and adds a Bézier texture surface of degree 1 to each face as the last texture surface. The parameters and control points of the texture surfaces are chosen in such a way that there is an exact mapping of the parametric UV coordinates of the geometric approximation to the texture vertex coordinates; that is, the texture coordinates of the triangle vertices are the UV coordinates of the triangle vertex positions. The Bézier basis is always added to the copy of the object.