As far as I know, Poseray automatically triangulates squares. Does anyone know how to avoid that? It makes it more difficult to later double the density, say in LW or ZB.
What I usually do in Poseray is group parts according to the materials used, so less groups remain. I then convert the materials to groups, so there are no double texture imports later on in TG (I can of course assign one default shader to several parts, but I hate the long lists). After Poseray, in ZB I'd like to just increase density of (part of) the face, but I think that would be better from squares than triangles.