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.
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 light system has a different number of lights to the initial configuration, Marso may not work correctly.
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.
Click Start
to begin processing the asset.
Processing can take upwards of 6 hours, depending on the mesh size, source photography resolution, and the number of cameras and lights. See Processing Times.
📦 Results
Upon processing completion, the Results
button will be made available and clicking it will open the directory storing the material textures:
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.
☠️ 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.