Thanks, I will try out those suggestions. I did read at least part of the manual
I’ve also noticed that some textures don’t get included in the ‘Maps’ folder. I still don’t fully understand all the material options included with characters in DS. Some are designed to work with special kinds of lighting and others trigger 3Delight specific options like SSS. I wonder if this is a character specific issue, or does it have to do with material options? It’s not a problem for me since I just copy the files from my DAZ textures to the working directory for the .blend file and then see what I like best.
So much to learn and do and so little time!!
My current ‘cloth’ shader node group:
Only a few standard parameters and maps of the materials are exported,
you can see them in the .mtl file exported by teleblender/DazStudio.
When the material is a shader, all the non-standard parameters and maps are not written in the .mtl file,
so they don’t reach Blender.
one way to make sure a given non-standard image map of a shader makes the voyage to Blender
is to apply it to a channel like “Specylar Color” in Daz Studio. Once you’re in Blender, you can re-connect it.