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🔗 Providing Geometry Data

Once you have complete your photogrammetry workflow, the job must be configured with the resulting alembic and ST map. Configuration also allows you to choose the export texture resolution, any down-samples, and whether you wish to enable UV Bleed to counteract “cracking” on the final asset.

Select the row and click Configure to provide this information.

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This will launch a window form to fill with the required information.

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An estimate of the required disk space will be calculated based on the selected UV texture resolution.

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A Mesh File and ST Map must be provided, as well as at least one UV Resolution for the textures to be produced at. You can also optionally provide a Mask Mesh, if there are objects in the scene other than the asset described in the mesh.

Clicking Save to save changes, or Cancel to discard changes. The changes will then be visible in the “Details” Panel.

Once a job has been configured, the status will become READY, meaning it is able to be queued.

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Click Start to begin processing the asset.

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Processing can take upwards of 12 hours, depending on the mesh size, source photography resolution, and the number of cameras and lights. See Processing Times.

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📦 Results

Upon processing completion, the Results button will be made available and clicking it will open the directory storing the material textures:

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The results directory for each completed job will present the following contents:

A directory named Textures, containing folders for each supported render engine (currently just BlenderCycles).  PBR textures will be generated for the Diffuse, Roughness, Specular and Normals channels in EXR, PNG, and JPEG formats.

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☠️ Interrupting a Job

A running job can be interrupted with either the Stop/Skip or Pause buttons. Both will keep any progress up to the current step. Pause will return it to the front of the queue, while Skip will remove it from the queue and start processing the next queued item.