by joepal » Wed Feb 06, 2019 9:10 am
Implementing PBR inside makehuman simply isn't going to happen. We use a simple phong model for shading, and implementing much more than that is overkill.
For exports, it's a limitation of what the export format support. For game engines we're only able to implement those materials which are describable in FBX and DAE. For blender we basically rely on principled BSDF already which is in some sense PBR as it is.