# Mask Mesh & Manual UV Unwrap

### Mask Mesh

The Mask Mesh is a separate mesh file from the Subject Mesh. It should contain any geometry within the scene that occludes the subject from a given camera view.

In this example, the plinth occludes the shoe for the lower cameras (see below)

<div><figure><img src="https://3944730447-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FdSWZvUSEhiy6J2XcG20t%2Fuploads%2F2Bm8qYTySqDpN6d5oMU7%2Fmarso-measure-photogrammetry-mask-mesh-1.png?alt=media&#x26;token=199c0250-9682-423e-bf32-b2b9f07d5f99" alt="" width="563"><figcaption></figcaption></figure> <figure><img src="https://3944730447-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FdSWZvUSEhiy6J2XcG20t%2Fuploads%2Fb1NsZgFDHPOsuGALC1Aw%2Fmarso-measure-photogrammetry-mask-mesh.png?alt=media&#x26;token=12e101be-3f84-41f4-931e-fcd28f9bff4a" alt=""><figcaption></figcaption></figure></div>

{% hint style="warning" %}
If the plinth is not included within the scene, parts of the plinth will be mistakenly projected onto the underside of the shoe.
{% endhint %}

To avoid this, use a separate 'Mask Mesh' to denote unwanted geometry that occludes the subject, in this case, the plinth. **Blue (Asset)** will be used for the final texture, **Red (Plinth)** will not.

<div><figure><img src="https://3944730447-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FdSWZvUSEhiy6J2XcG20t%2Fuploads%2FVgeBuhMSlhzmNQ12fzMV%2Fmarso-measure-photogrammetry-mask-mesh-1-color.png?alt=media&#x26;token=7d0e2264-995c-4547-94a5-3906e4e619a9" alt="" width="563"><figcaption></figcaption></figure> <figure><img src="https://3944730447-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FdSWZvUSEhiy6J2XcG20t%2Fuploads%2F0xo7Hk3VrU77gMs0x0hb%2Fmarso-measure-photogrammetry-mask-mesh-2-color.png?alt=media&#x26;token=d31777e3-ef5a-4b22-90ba-27f78a0d1e9e" alt="" width="563"><figcaption></figcaption></figure></div>

{% hint style="danger" %}
Make sure the Subject is not present in the mask mesh, otherwise no textures will be produced.

Providing a mask mesh ensures that these areas will not affect the final asset, as otherwise they can be projected across the surface, leading to problems in the final textures.
{% endhint %}

***

### Manual UV Unwrap

You are welcome to UV unwrap the mesh yourself in an application of your choosing before importing it into Marso Measure.

**Photogrammetry → .abc → UV Unwrap → .abc → Marso Measure**

Just be sure to **adhere** to the following:

* You **must** export this new mesh as an alembic (.abc) file, with cameras, normals, and triangles rather than quads.
* Only do a single UV Page.
* Ensure the scale or units of the Object & Scene **does not change** upon export.
* Ensure that the cameras are exported within the alembic (.abc) file and have not been renamed or re-ordered.
