Versions Compared

Key

  • This line was added.
  • This line was removed.
  • Formatting was changed.
  • Import Mesh

  • Rendering - Cycles (recommended)

  • Rendering - Eevee

  • Default Workflow - ‘BlenderCycles' (metallic-workflow)

  • Experimental Workflow - ‘BlenderCyclesSpecularWorkflow' (Specular-workflow)
    Table of Contents
    stylenone

    Importing a Mesh

    Import your mesh from the Alembic: (camera can be hidden or deleted)

    image-20241023-162720.png


    Rendering - Cycles (recommended)

    Set your render settings to Cycles and GPU

    Default Workflow - ‘BlenderCycles'

    Info

    Marso’s default texture output BlenderCyles is designed for Blender’s Principle BSDF shader which is a metallic-workflow - however, we have had difficulties delivering the metallic texture map.

    In the Shading workspace create a new material on your mesh object by Add > Shader > Principled BSDF

    Load in each of your image textures using an image node. Connect them up as shown below, being careful to set all of their Color space to Linear (when exr) except for Normals which should be set to Non-Color and should go into the shader through a Normal Map node with the UV map selected.

    image-20241023-161235.png

    🧪 Experimental Workflow - ‘BlenderCyclesSpecularWorkflow'

    Info

    For Marso’s new Specular-Workflow, a custom node-graph is required, as BlenderCycles does not natively support a true Specular-Workflow.

    For our experimental Specular workflow , you will need to use the ‘Add Shader’ node to add a Principle BSDF shader to a Diffuse BSDF shader. It is important that you also set Metallic & Specular to 1 as shown below.

    image-20241023-161703.png


    Rendering - Eevee

    Set your render settings to Eevee

    image-20241023-154227.png
    Info

    If you notice seams between UV islands, you will need to set the interpolation on the texture from Linear to Closest as shown in the node graph bellow.

    Default Workflow - ‘BlenderCycles'

    In the Shading workspace create a new material on your mesh object by Add > Shader > Principle BSDF

    image-20241023-162557.png

    🧪 Experimental Workflow - ‘BlenderCyclesSpecularWorkflow'

    In the Shading workspace create a new material on your mesh object by Add > Shader > Glossy

    image-20241023-162258.png