is it possible to cache feathers with shading attributes such as scalp texture coordinates and curveIDs? We're looking into rendering them in katana and working with feather geo as individual meshes rather than a combined single mesh, i.e. to work in other packages. We'd like to get them in alembic but a function to break them up in maya prior to export might work as well, i.e. a mel call with the feather object as an argument.
thanks
Dan