Deleting shader networks on objects:
When working with imported models, I find it easier to create one set of shaders that work with a specific model. The shader set is already tweaked and fully working. So, when I import the object again (say, in a different pose), I delete the imported shader network and copy/paste (or load) a the working shader system into the newly imported object, then link it up The difficulty comes when I swap out the new shader node network for the old one. Once I link the new, the old shader network is still sitting out there unlinked. If I try to delete it, TG2 doesn't allow it. I'm not sure this is technically a bug, but once the old shader network is no longer linked, I should be able to delete it.
Importing .OBJ files:
I find that when I create object files from Daz Studio and then import them into Terragen 2, the texture maps are not loaded correctly. Apparently, Daz Studio exports the map pathnames as "C:\path\to\texture.jpg" (with the quotes). These quotes get imported into Terragen 2. Terragen 2 barfs on the quote marks and doesn't load the map. If I remove the quote marks, the map loads fine. Since quote marks are common in filenames (specifically file names or paths with spaces), it would be optimal for TG2 to support paths with and without quote marks. Alternatively, stripping the quote marks off would also work. Either way, I'd prefer not to have manually correct this issue each time I load a .OBJ with quote marks to texture maps. Note, these two issues compound to create a problematic third.
For example, I load an object with paths containing quote marks. I unlink that shader, but I cannot delete it. I link up the 'fixed' shader network and that works fine. The unfixed shader network hangs out there that's uncorrected with quotes and the parsing system parses through it (even though it's unlinked) and can't find the quoted paths.
Please fix.
Thanks.
--Brian