See below for details on how to use Marso textures in your render engine of choice
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For all engines we highly recommend using the EXR textures from Marso
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title | Blender 2.93 → 3.6.11 |
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Import your mesh from the Alembic: (camera can be hidden or deleted)
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Set your render settings to Cycles
and GPU
:
Now in the Shading
workspace create a new material on your mesh object with the Principled BSDF
:
Then load in your image textures using an image node:
Connect them up as shown, being careful to set all of their Color space
to Linear
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.
For our experimental Specular workflow use this node setup instead:
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Your textures are now ready to use in your scene:
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title | Unreal Engine 5+ |
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Start a new project, with Quality Preset
set to Maximum
, and Raytracing
enabled.
Once loaded into your project, in the Content Browser
select Import
:
Navigate to your alembic file and select it in file explorer.
Use these import settings:
Once imported, from the Content Drawer
drag your object into the viewport to place it. N.B. the scaling of units may be off, in the screenshot I’ve scaled up my mesh by 500
.
Then select all of the exr
files in the results from Marso and add them to your Content Drawer
:
Double click on the normals and it will open the file inside Unreal Engine:
Then set these settings:
Now from the Content Drawer
create a new material:
Double click to open the material editor. Then setup your nodegraph using the texture files from the Content Drawer
to look like this:
After saving the material return to the viewport, then drag and drop the material from the Content Drawer
onto the mesh:
Your asset is now ready for your use in Unreal Engine.
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title | Otoy Octane 2021+ |
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For other file formats, be sure to check the correct import settings.
If you are interested in using another render engine with Marso, please contact info@m-xr.com.
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