Storm rendering of meshes with n-gons yields poor tessellation
Certain n-gons are tessellated and rendered quite poorly in Storm as compared to how they are re-imported back into a DCC (such as Blender) or Houdini (Solaris/Karma).
Attached is a USDZ with a mesh made in Blender by boolean subtracting a cylinder from a cube. The top/bottom faces of the cut-out cube are n-gons. When loading into Storm, the tessellation results in what appears to be a solid face on the top/bottom of the cube (although switching rendering modes in usdview, you can see the z-fighting of the overlapping triangles).
Rendered in usdview (Storm) with WireframeOnSurface:
Rendered in usdview (Storm) with Flat Shaded:
Re-importing back into Blender (showing the mesh data is valid):
Boolean Cube USDZ used in the screenshots: BooleanedCube.usdz.zip