Yes, it’s almost like someone sat down and said “Hey, lets design a completely new standard for one of our products without even considering our other products.” It’s right up there with “Lets add some new export features and deliberately avoid the formats that our other products use.” *sigh* I’m sorry, but for the last week I have gotten nothing accomplished because of things like this. I spend an hour last night hand loading in a base texture onto each part of the Genesis Super Suit, and I’m still only halfway through loading in the base texture onto the hundreds of locations. Then I get the joy of hand editting every single one of those textures to point to the texture maps stored in the Runtime/Textures folder… and then I get to do the same with the specular maps and the bump maps. It’s going to take me days of work just to get supersuit working for my character and it’s leaving me rather bitter.
Hi Boojum, have you thought of trying Texture Atlas in DAZ Studio to cut down the number of textures? That’s what some folks are using to get high texture counts reduced (Stonemason’s stuff for example) for Octane Render with really good results. I’d link to one of Joel Gecko’s renders but it’s behind the customer area at the Otoy forum. He got a Stonemason scene and semi truck loaded with no problems reducing /combining textures with Texture Atlas so they would fit the texture limits of his video card and Octane.