Thanks a lot for the new contour rendering option, very well done and easy to use !
Just a little feedback for using contour to render wireframe from Nurbs data.
One of the way to recreate nurbs edge contour is to split the model into individual patch island.
MoI3D (the best CAD mesher around) has an option for that : unchecked "weld vertices along edges"
But so far, to trace this patches border, I can only deal with Clarisse "use shading group" in the pixel filter, and
thus I had to create a unique shading group name per connected poly island.
Quite easy to create this data in Houdini, the flipside is that my test engine here has something like +10000 shading groups

While it works ok in Clarisse (quite amazing in fact), it can slow down rendering with some feature, like when the mesh is inside a fog volume.
So it would be great to either :
- Have an option to create contour around connected geometry island.
- Driving the contour based on a custom primitive name attribute created in Houdini. (to avoid having to create thousands of shading group).
(ID per connectivity could be something useful in the utility node, even if it's a primitive attribute you easily create in Houdini)
Beside do you guys have any hint to render backface contour (hidden lines). I tried to invert normals from my model, but as Clarisse render everything on double side, it doesn't help :S