Does you maps/tiling export work only for bump maps? Or does it work for other kinds of maps?
I think that exporting materials from DS as an Open Shader Language file might be the best approach. Since OSL works for CPU Cycles only, someone would have to implement OSL for GPU Cycles or an OSL to Nodes converter.
the color, specular, opacity and bump maps are transferred through the .mtl file
materials with active bump maps have the strength parameter transferred through the blender python file using
mcjBlendBot.setBumpMapStrength(‘mcjSofiSofa’, ‘mat2’, 0.024000000417232492 )
tiling is transferred using
mcjBlendBot.setTiling(‘mcjSofiSofa’, ‘mat2’, 4, 0, 3, 0 )
the “offset” part of the tiling may be faulty ... which will be ascertained and fixed some day
i don’t foresee changing the way materials are handled
with the use-mat-lib and the other material lib_ mechanism i think it’s practical the way it is
one thing i’d like to try is, to have a blender script which exports a finalized node-tree as a Daz Material Preset, which would be a basic Daz Default material but with sliders and image map selection for each node and parameter in the Blender node-tree
so if you develop a good skin shader, you could apply it to a different figure, swap the textures and tweak colors and channel strength
when exported for rendering, mcjBlendBot would import the node-tree ( noodel actually, for 1 material ) which would probably be in a .blend file, then apply all the settings from the daz scene material