> For the complete documentation index, see [llms.txt](https://docs.m-xr.com/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.m-xr.com/marso-measure/using-results/blender.md).

# Blender

***

## Using your asset in Blender

1. Import your mesh from the alembic. (Camera's can be hidden or deleted)
2. Choose your settings, set 'Render Engine' to 'Cycles' and 'Device' to 'GPU Compute'.
3. Apply your textures, see below for choices:

#### [Blender Cycles - Recommended ](#blender-cycles-recommended-1)

#### [Blender Cycles Specular Workflow - Experimental](#blender-cycles-specular-workflow-experimental-1)

***

## Applying Textures

{% tabs %}
{% tab title="Blender Cycles - Recommended" %}
{% hint style="info" %}
Marso Measure’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.
{% endhint %}

1. In the shading workspace, create a material on your mesh object by going to: Add > Shader > Principled BSDF.

<figure><img src="/files/bbz8GTkLPAOv7z71pDZD" alt="" width="563"><figcaption></figcaption></figure>

2. 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 'Normals' which should be set to 'Non-Color' and should go into the shader through a 'Normal Map' node with the UV map selected.

<figure><img src="/files/H7e8y8W8zgOkqYfRGBzq" alt="" width="563"><figcaption></figcaption></figure>
{% endtab %}

{% tab title="Blender Cycles Specular Workflow - Experimental" %}
{% hint style="info" %}
For Marso Measure’s new specular workflow, a custom node-graph is required, as BlenderCycles does not natively support a true specular workflow.
{% endhint %}

1. 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.

<figure><img src="/files/LDEyLn6BcCoRN6iRufSM" alt="" width="563"><figcaption></figcaption></figure>
{% endtab %}
{% endtabs %}


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