Launch Mitsuba and select File$\to$Import. Next, open the exported DAE file by clicking on the topmost browse button and and change the color format to sRGB. The remaining options can be ignored for now.
Many of the materials in this rendering are incorrect, which is in part caused by the limited material description abilities of COLLADA.
To fix them, we will have to provide a so-called adjustment file. The idea here is very simple: if you look at the output file (\texttt{kitchen.xml})
generated by the conversion, you will notice that every relevant XML node has an \code{id} attribute. For instance, there is a material named \code{glass} with the following entry:
This is the reason why the glass looks incorrect in the above rendering: it is completely diffuse!
To fix it, we will provide a dielectric material with the same \code{id} attribute, which then allows Mitsuba
to replace the incorrect material during import.
We can do this by creating a file named \code{kitchen\_adjustments.xml} containing
the following lines:
\begin{xml}
<adjustments>
<bsdf id="glass" type="dielectric"/>
</adjustments>
\end{xml}
The adjustments mechanism can also be used to add content, such as light sources or even geometry. Insert the objects which should
be part part of the scene into the adjustment file, and they will be copied on every import. Replacement is not limited to materials -- it
can also be applied to the integrator or the camera -- you only make sure that the \code{id} fields match for the replacement to happen.
After tweaking the remaining materials in this fashion, it is possible to re-import the scene and this time specify the adjustment file in the import dialog.
This makes it possible to get the following more realistic result (material descriptions courtesy of Pomesuba):