Versions Compared

Key

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

Select the row and click Queue to configure how the PROCESS step will run

Configure Processing

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

36_process_job_queue.png

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

26_initial_configure_window.pngImage Removed

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

37_process_job_configure.pngImage Added

Select Presets

An exposure preset is required to process a job.

38_process_job_exposure.pngImage Added

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

39_process_job_select_exposure.pngImage Added

The Light system has been pre-filled from when the job was created. It can be overwritten if the measurements were wrong, however if the new 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.

The Exposure Preset defines how your raw files should be processed. These can be created from a single Calibration Image captured with the same setup as you took the scan. See Calibration for more information.

27_configure_select_exposure.pngImage Removed

Provide Geometry

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

You can optionally provide a Mask Mesh if there is geometry in the scene that can occlude the subject from any camera angle.

29_configure_photogrammetry_info.pngImage Removed

the path to an additional Mask Mesh file.

41_process_job_geometry.pngImage Added


Select Shader Workflow

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

42_process_job_shaders.pngImage Added


Texture Export Options

The final settings are:

  • UV Bleed: we recommend leaving this on by default.

  • 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.

  • Shaders: Select the desired texture workflow

30_configure_output_options.pngImage Removed
Clicking Save to save changes
43_process_job_export.pngImage Added


Save Configuration

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

31_populated_configure_window.pngImage Removed44_process_job_configure_finish.pngImage Added

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. There should also be no missing fields, coloured red, remaining.

32_queue_ready_processing.pngImage Removed

Click Start to begin processing the asset.

33_start_queued_processing.pngImage Removed

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

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

46_process_job_running.pngImage Added

Panel
panelIconId23f0
panelIcon:alarm_clock:
panelIconText
bgColor#F4F5F7

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.

34_processing_job_row.pngImage Removed

📦 Results

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

35_finished_job.pngImage Removed

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.

image-20240605-132842.pngImage Removed

☠️ 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.

⬅️ Develop

https://m-xr.atlassian.net/wiki/spaces/MD/pages/486277205

.


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

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

Go to Using Results for more on how to use your texture files.

47_process_job_finished.pngImage Added


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

48_process_job_failed.pngImage Added