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Table of Contents
stylenone

Once you have completed photogrammetry, and have produced an Alembic, ST Map(s), and optional Mask Mesh, you can run the PROCESS step to create PBR textures.

Configure Processing

Click ‘Queue’ to add the selected row job to the run queue.

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The configure window will be launched, with the Process tab selected.

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Select Presets

The Light system has been pre-filled from when the job was created. It can be replaced with a different preset if necessary.

Note

If the selected light system has a different number of lights to the initial configuration, Marso may not work correctly.

An exposure preset is required to process a job.

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Click the exposure preset for your capture system, and click ‘Select’ to confirm.

If you have not yet created an Exposure preset, see:
https://m-xr.atlassian.net/wiki/spaces/MD/pages/486539289/Setup#Exposure-Preset

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Provide Geometry

Then provide the paths to the Mesh File and ST Map produced by photogrammetry.

You can optionally provide the path to an additional Mask Mesh file.

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Select Shader Workflow

Next check all shader workflows you would like to use textures for.

  • BlenderCycles:
    Recommended

  • BlenderCycles
    SpecularWorkflow
    Experimental

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Texture Export

The final settings are:

  • UV Bleed: we recommend leaving this on.

  • UV Resolution: Select the desired UV texture resolution.

    • If multiple are selected, the material will be processed at the highest resolution and smaller textures will be down-sampled from it.

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Clicking Queue to add the job to the processing queue, or Cancel to discard changes.

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This will return you to the main Marso window, where the selected job is now in the run queue. You should see the configuration you entered in the Details panel.


Run Process

As with the

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Click Start to begin processing the asset.

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Develop step, clicking ‘Start’ will run all jobs in the queue.

Once Running you can see progress at the bottom of the window.

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Panel
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Processing can take upwards of 6 8 hours, depending on the mesh size, source photography, export resolution, and the number of cameras and lights. See Processing Times.

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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.


When the processing has completed, the ‘Results’ button will become available.

Click ‘Results’ to open explorer in a folder containing textures for your subject

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Failed Jobs

If the processing fails, check the log file listed in the details panel.

If there is no obvious error, go to Help & Support

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