Thanks Casual!! Got your latest version. What is “mcjTeleBlenderDS2.ds” for?
I also tweaked your “mcjMakeCyclesNodes_MIX_instead_of_ADD”. I added the following line of code to connect the mixNode (multiply) output to the glossNode Input.
links.new( mixNode.outputs, bsdfNode.inputs )
links.new( mixNode.outputs, glossNode.inputs ) <—added this line
links.new( bsdfNode.outputs, addNode.inputs )
links.new( glossNode.outputs, addNode.inputs )
links.new( addNode.outputs, outNode.inputs )
It seems to me that Glossy shader is really a reflection shader. There really is no Specular like there is in Poser and DAZ Studio—that is just a simple form of reflection. Now I need to figure out how to best adjust my Diffuse/Glossy mix and roughness, based on a material’s DS4/Poser reflection and glossy settings.
by default the BSDF Glossy node uses the ‘Beckman’ type,
which gives a sort of specular effect since it disperses the rays.
In Daz Studio if you apply a random image to the reflection channel,
mcjTeleblender changes the BSDF Glossy type to “Sharp” which is closer to a mirror.
in the examples shown below, i apply a given hue to the diffuse color, and vary the intensity.
For the specular color. sometimes i apply different intensities of white, sometimes i apply different intensities of that same hue.
in all those examples, the mcjTeleblender was set to gloss factor=0.1 roughness=0.1
if the Daz Studio’s obj exporter and Blender’s obj importer allowed it, each surface would have its own gloss factor and roughness
unfortunately the obj/mll pipeline is limited
mcjTeleBlenderDS2.ds is the version for Daz Studio version 1.8 and version 2.3 which are still in use in far corners of the galaxy.
—later tonight i’ll publish the materials shown below, as poser poses or daz scripts
Click thumbnail to see full-size image