Ratsfugel: here are a couple of illustrated screen grabs that may help. As Greg mentioned specularity settings can be problematic and need to be adjusted. Opacity settings, and map assignments are critical to having the objects show properly. Provided you exported the ST mesh properly (see example below) you should have png or tiff output with 'Y' axis up, ST defaults to .tga which is a problem for TG. The shader network in TG is pretty straightforward, and will auto-load some, but not all of the maps you will need. For the "branch shader" you should load the png/tiff image in the 'Opacity' slot (see example below), remember to check the 'use alpha channel" box. The same image most likely auto-loaded into the diffuse slot, if not load it in. The "cap shader" needs to have the 'Opacity' slot manually loaded with the png/tiff image named 'cap 1' (same as the diffuse image). The leaves also need the leaf image manually loaded into the 'Opacity' slot with the 'use alpha channel' box checked. The 'specularity' settings in the leaf map are contingent upon scene and lighting requirements, the defaults rarely work for me. There are more map types available, but these basics should allow you to create some cool stuff. I've included graphic representations of everything mentioned here, as well as a render from those settings. Good luck mi amigo, let me know if you have any problems or questions.