joepal wrote:A latex ballet sounds kind of interesting.
I guess the fresnel might be hard to do anything about, but looking at the source code for the MHCLO file format, there is a specularMapTexture. I never played around with it, but my guess is it can be used to influence the outcome of the specularity?
No .mhclo is not used, when we do an export to Blender ...

Okay, but as an good old hacker, I just invested 15 minutes and looked into the mh2mhx2.py ... my coding knowledge in python is still not the best, but it seems, that everything is available.
Therefore I unzipped an .mhx2 file (if it is zipped). You get a json representation. Starting with, MH-version, skeleton, materials, geometries ...
The material is completely added into the export. So nothing of our setup is lost

Okay then the importer creates the setup. Then I've to look into the blender addons.
import_runtime_mhx2/materials.py, procedure buildMaterialCycles
I can see, that the fresnel node is added ... the setup of the IOR stays unchanged. But the glossy input is set to the diffuse color of the material?!
That means that, when the texture is fully visible in MH, the color is white. So I've to dim the texture to get a less glossy material?!
Okay, then most of my .mhmat files are wrong. Btw.: The ambient color and the specular color are unused in cycles.
But I propose to use the specular color for the glossy input OR if that is set to a value less than 0.5, 0.5, 0.5 the input of the glossy shader is connected to the texture (if available) ... but using the diffuse? Is that simply a bug? Hopefully I don't work with an older version ... wouldn't be the first time

And yes, the glossy texture is linked to the input of the glossy shader ... which is correct, of course.
The code of Thomas Larsson is rather self-explaining, I must admit ... cool.