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Lighting is a key component of how MARSO identifies the material properties of a 3D-scanned object. MARSO is designed to work with easily accessible lighting hardware, yet there are still key considerations to be made.

A single light works best when placed close to the lens, however, in scenarios where this is not possible, we suggest using multiple lights sequenced one light at a time.


Light Type

For best results, we recommend using as small of a light as possible. Sometimes this can be achieved by removing any diffusion or reflectors attached to an existing light fixture to expose just the bulb.

Works well

  • Point Light

  • Built-in camera flash

  • Small strobe

  • Single LED

Does not work

  • Softboxes

  • Umbrella lights

  • Reflectors

  • Polarisation Filters

  • Ring Lights

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Tip

Small point light,

Crisp shadows,

Sharp highlights

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Note

Soft shadows,

Irregular light falloff,

Variable Intensity

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Note

Large effective area,

Soft shadows,

Soft / smooth reflections


Light Size

The size of the light source plays a key role in M-XR’s ability to identify roughness. By using a relatively small light source, glossy surfaces can be predicted as the reflections are sharper. It is worth noting that the size of the light source is however relative to how close the light is to the subject.

The example below illustrates this effect when the same-sized light is used for near / far scans

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Info

Smaller Light    =    Better Materials

\uD83D\uDCD8 Instructions

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Light Placement

The closer a light is to the centre of the camera, the less apparent shadows will be in the source photography. Reducing shadows, results in better material predictions.

Note

When there are too many shadows, the shadows themselves can result in artifacts in the form of prediction errors or ambient-occlusion regions being baked into the material channels.

Image Added
Tip

Minimal Shadows

Image Added
Note

Too much Shadow