ok yeah, i got the error, don't know ...prehaps it may be a typo error, couse everything seems working allright!!!
so this is your poly descripion:
Attribute "user" "int receivesShadows" [1]
Attribute "visibility" "int camera" [1] "int specular" [0] "int diffuse" [0]
PointsGeneralPolygons
[ 1 1 1 1 1 1 ]
[ 4 4 4 4 4 4 ]
[ 2 3 1 0 4 5 3 2 6 7 5 4 0 1 7 6 3 5
7 1 4 2 0 6 ] "vertex point P" [ -0.5 -0.5 0.5 0.5 -0.5 0.5 -0.5 0.5 0.5 0.5 0.5 0.5
-0.5 0.5 -0.5 0.5 0.5 -0.5 -0.5 -0.5 -0.5 0.5 -0.5 -0.5 ]
"facevarying normal N" [ 0 0 1 0 0 1 0 0 1 0 0 1
0 1 0 0 1 0 0 1 0 0 1 0
0 0 -1 0 0 -1 0 0 -1 0 0 -1
0 -1 0 0 -1 0 0 -1 0 0 -1 0
1 0 0 1 0 0 1 0 0 1 0 0
-1 0 0 -1 0 0 -1 0 0 -1 0 0 ]
"facevarying float[2] st" [ 0.375 0.75 0.625 0.75 0.625 1 0.375 1 0.375 0.5 0.625 0.5
0.625 0.75 0.375 0.75 0.375 0.25 0.625 0.25 0.625 0.5 0.375 0.5
0.375 0 0.625 0 0.625 0.25 0.375 0.25 0.625 0.75 0.875 0.75
0.875 1 0.625 1 0.125 0.75 0.375 0.75 0.375 1 0.125 1 ]
AttributeEnd # }
#######################################
#######################################
while this one is the rman descrition:
ShadingInterpolation "smooth"
Attribute "user" "int receivesShadows" [1]
Attribute "visibility" "int camera" [1] "int specular" [0] "int diffuse" [0]
TransformBegin
PointsGeneralPolygons [1 1 1 1 1 1] [4 4 4 4 4 4]
[0
1 3 2 2 3 5 4 4 5 7 6 6 7 1 0 1 7 5 3 6 0 2 4] "P" [-0.5 -0.5 0.5 0.5 -0.5 0.5 -0.5 0.5 0.5 0.5 0.5 0.5
-0.5 0.5 -0.5 0.5 0.5 -0.5 -0.5 -0.5 -0.5 0.5 -0.5 -0.5]"facevarying normal N" [0 0 1 0 0 1 0 0 1 0 0 1
0 1 0 0 1 0 0 1 0 0 1 0
0 0 -1 0 0 -1 0 0 -1 0 0 -1
0 -1 0 0 -1 0 0 -1 0 0 -1 0
1 0 0 1 0 0 1 0 0 1 0 0
-1 0 0 -1 0 0 -1 0 0 -1 0 0] "constant string primtype" ["mesh"] "facevarying float s" [0.375 0.625 0.625 0.375 0.375 0.625 0.625 0.375 0.375 0.625 0.625 0.375
0.375 0.625 0.625 0.375 0.625 0.875 0.875 0.625 0.125 0.375 0.375 0.125] "facevarying float t" [0 0 0.25 0.25 0.25 0.25 0.5 0.5 0.5 0.5 0.75 0.75
0.75 0.75 1 1 0 0 0.25 0.25 0 0 0.25 0.25]
TransformEnd
in green you can see the difference in the vertex placement.
it is very weird, however that description is working in 3delight.
are you sure that there is another way the rib file passed to 3delight is done in a different way?
i m sure that everytime i create a rib file exporting from miarmy as a complete rib or a ribarchive has that little error.
let me know, i m pretty courois to see that issue solved:))) come on come on, then it will be perfect!!!
now i will try to use the internal mental ray render working....
mat