title: Rendering a scene created in Blender with Babylon.js without the Babylon.js default shiny material
body: <p>I've a really simple scene created in Blender with a plane, a cube, a sun (AKA directional light) and a camera:
  <img src="https://i.stack.imgur.com/7S3sI.png" alt="Blender scene" /></p>
  <p>Rendered, it's looking like this:
  <img src="https://i.stack.imgur.com/Isrxr.png" alt="Blender's scene rendered" /></p>
  <p>My problem is, when I export this scene to .babylon file format, and load it into Babylon, it does not look like this at all. It seems that Babylon sets a specular-shiny-weirdy material to all my meshes:
  <img src="https://i.stack.imgur.com/rhF6A.png" alt="Babylon's scene rendered" /></p>
  <p>I'd like to have a &quot;matte&quot; (I mean, opaque and rough) material, like in Blender's render, in my Babylon scene as well, or at least suppress the specular thing, to make the meshes look like rough.
  Unfortunately I didn't encounter any case like mine on the internet yet.</p>
  <p>Some informations about what I'm using:</p>
  <ul>
  <li>Blender 2.74</li>
  <li>Blender to Babylon exporter (downloaded two days ago, I think it's the latest, still I can't figure out what version it is)</li>
  <li>Babylon.js v2.1</li>
  <li>Google Chrome for MacOSX</li>
  </ul>
  <p>I'm working on a python localhost server, so I can't provide a working example, but at least <a href="https://www.dropbox.com/s/ak3oiub6113eigf/Cube_and_plane.babylon?dl=0" rel="nofollow noreferrer">here's my .babylon scene</a> and my html code:</p>
  <pre class="lang-js prettyprint-override"><code>&lt;script&gt;
      if (BABYLON.Engine.isSupported()) {
          var canvas = document.getElementById(&quot;renderCanvas&quot;);
          var engine = new BABYLON.Engine(canvas, true);
  
          BABYLON.SceneLoader.Load(&quot;&quot;, &quot;Cube_and_plane.babylon&quot;, engine, function (newScene) {
              // Wait for textures and shaders to be ready
              newScene.executeWhenReady(function () {
                  // Attach camera to canvas inputs
                  newScene.activeCamera.attachControl(canvas);
  
                  // Add shadows
                  var shadowGenerator = new BABYLON.ShadowGenerator(2048, newScene.lights[0]);
                  for (var i = 0; i &lt; newScene.meshes.length; ++i) {
                      shadowGenerator.getShadowMap().renderList.push(newScene.meshes[i]);
                      newScene.meshes[i].receiveShadows = true;
                  };
  
                  // Once the scene is loaded, just register a render loop to render it
                  engine.runRenderLoop(function() {
                      newScene.render();
                  });
              });
          }, function (progress) {
              // To do: give progress feedback to user
          });
      }
  &lt;/script&gt;
  </code></pre>
  <p>Thanks in advance !</p>