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Blender <4.0

Blender <4.0


Importing a Mesh

Import your mesh from the Alembic: (camera can be hidden or deleted)

image-20241023-162720.png

 


Rendering - Cycles (recommended)

 

 

Set your render settings to Cycles and GPU

Default Workflow - ‘BlenderCycles'

Marso’s default texture output BlenderCyles is designed for Blender’s Principle BSDF shader which is a metallic-workflow - however, we have had difficulties delivering the metallic texture map.

 

 

In the Shading workspace create a new material on your mesh object by Add > Shader > Principled BSDF

Load in each of your image textures using an image node. Connect them up as shown below, being careful to set all of their Color space to Linear (when exr) 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.

 

Experimental Workflow - ‘BlenderCyclesSpecularWorkflow'

For Marso’s new Specular-Workflow, a custom node-graph is required, as BlenderCycles does not natively support a true Specular-Workflow.

For our experimental Specular workflow , you will need to use the ‘Add Shader’ node to add a Principle BSDF shader to a Diffuse BSDF shader. It is important that you also set Metallic & Specular to 1 as shown below.

 


Rendering - Eevee

 

 

Set your render settings to Eevee

If you notice seams between UV islands, you will need to set the interpolation on the texture from Linear to Closest as shown in the node graph bellow.

Default Workflow - ‘BlenderCycles'

In the Shading workspace create a new material on your mesh object by Add > Shader > Principle BSDF

 

Experimental Workflow - ‘BlenderCyclesSpecularWorkflow'

In the Shading workspace create a new material on your mesh object by Add > Shader > Glossy