General: 
Avoid Grouped Objects, Combine Objects per Shader to speed up translation / instancing of many objects
using the obj. Exporter. (Very slow w. Thousands of objects)

General: Avoid using the default shading with any polygon object, Delete Construction History.

Exit Portals: Name of Object == ExitPorta*, Normals should point into the room

Instancing w. Locators: Generate mti_InstanceLocator from within the mti-GUI, 
change custom attribute of thus generated locator to "name to be instanced *"
(e.g. "ToInstanc" for objects called "ToInstanceShape*")

Note that the transformation is relative to 0 0 0: If you want to build an array of spheres with the first sphere being place at 1000 1000 0 and you want 9 instances at 1100 0 0, 1200 0 0, [...], 2000 0 0, your locators have to be at
100 0 0, 200 0 0 ...

Incandescent Shader: 
first  incandescence-Component -> Temp
second Incandescence-Component -> Power Drawn in Watt
third  Incandescence-Component -> efficacy, % of energy that is visible

If the first component will be in the range of 0..1, I assume a mistake and 
set the Temp to 6500K.

Lambert:
Diffuse = Colour (Spectrum)

Phong:           
Diffuse = Colour (Spectrum)
Refractive Index = IOR
Spec Rolloff * 100 =  Exponent

Specular: 
Refraction Limit = precedence
Surface Thickness = cauchy_b_coeff
Transparency = absorption_coefficient_spectrum
Light Absorbance = scattering_coefficient_spectrum

PhongE:       Currently not Supported
Surface Shader: Currently not Supported

Finally: Make sure to have the folder \objs so obj-export can work.
Even more finally, have fun.


