Step 4 : Process Materials
Configuration
Once you have completed your photogrammetry workflow, the job must be configured with the resulting alembic and ST map. Configuration also allows you to choose the export texture resolution, any down-samples, and whether you wish to enable UV Bleed to counteract “cracking” on the final asset.
Select the row and click Configure
to provide this information.
This will launch a window form to fill with the required information.
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 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.
Then provide 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.
Then UV Bleed can be turned on or off, we recommend leaving on by default. 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. If new shaders are available they can be selected, the textures will be made for each shader you select.
Clicking Save
to save changes, or Cancel
to discard changes.
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.