I'm diving in at the deep end here (never did any MR shader writing before, and only have vague notions of what's involved, but I'm busy reading up on it):
I'm going to start working on a bird character and will need realistic feathers. I was hoping that using the MR "hair" geometry shader type I would be able to create instanced feathers at render time. I know it's possible to use bounding boxes and callback functions in the MR hair shader so that it only creates the feather geometry if it's visible to the camera. So I think I can sort out a feather shader given a little time.
What I don't know is how to link this geometry shader to my Maya scene and the scripts that will populate my bird with instances of the feather? How do I actually get the geometry shader to create output in my scene, and how can I control the placement of the feathers?
Can someone help me out with a high-level overview of what's involved, starting in Maya and going into the MR shader? I'll sort out the details myself, I just need a few pointers...