I wasn't sure if cages also need to be converted to tris if the low is also converted to tris. I guessed that the cage is just used to give an area for the rays to work within instead of using a cageless option like in painter.
If I have a low mesh converted to tris does the cage also need to have tris considering a quad could split the other way and result in a different geometry look between the low and cage?
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In Marmoset Toolbag, custom cage meshes use UVs to match, so the geometry can vary significantly (different triangulation, different vertex count, etc) as long as the UVs are the same.