> 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-studio/welcome-to-marso-studio-by-m-xr.md).

# Welcome to Marso Studio by M-XR

An introduction to Marso Studio.

Marso Studio is M-XR's node-based web app for building game-ready 3D assets and giving them physically-based materials, predicted by a material model trained on real-world measurements.

Describe an environment and Marso Studio breaks it into its individual objects, builds each one as a separate 3D asset, and predicts a full PBR material stack for every one of them. Or bring a single mesh you already have and texture just that. Both routes run in the same node editor, in your browser.

## Scene generation

**Scene generation is the main route through Marso Studio.** A favela street, a teenage bedroom, a mechanic's workshop — you start from one scene image and finish with every object in it as a separate, textured, game-ready asset.

The scene isn't generated as one enormous mesh. It's **decomposed into objects**, and each object is reconstructed on its own — so an object half-hidden behind something else in the scene still comes out as a complete asset:

1. **Generate Image**, on its **Scene** tab — describe the environment and get a scene image
2. **Detect Objects** breaks it into its individual objects
3. **You choose what to keep** — everything is selected by default, and nothing expensive runs until you confirm
4. **Reference images, 3D models and PBR** run across every object you selected
5. **Export** the whole scene, or any object on its own

To run one, create a project and choose **Scene** — every node in the chain is placed for you. Start with [Generate a scene](/marso-studio/scenes/generate-a-scene.md).

## The material model

At the heart of Studio is **I2M (Image-to-Material)** — M-XR's foundational material model. Give it a textured mesh and it predicts a complete PBR material stack in minutes: **albedo, metallic, roughness and IOR**.

I2M is trained on Marso Measure's measured material data rather than hand-authored guesswork, so its predictions are physically grounded and drop straight into a production pipeline. *(Normal map prediction is in active development.)*

## The node editor

Every route is built from nodes, and you can assemble your own pipeline from any of them:

* **Scene** — describe an environment with **Generate Image** on its **Scene** tab, break it into objects with **Detect Objects**, then build per-object references with **Generate Reference Images (Group)**
* **Images** — generate an image from a prompt, create a multi-view turntable, or edit an existing image
* **3D** — turn an image into a mesh with **Generate 3D Model**, choosing from several reconstruction models, or bring your own with **Load 3D Model** (GLB, USD or FBX)
* **Materials** — run **Generate PBR Textures** to predict and attach a full material set with I2M
* **Preview & export** — inspect the result in the 3D viewer, then download the textured asset and its individual maps

When you create a project you choose how to start, and the starting nodes are placed for you:

* **Scene** — the whole scene chain, from Generate Image through Detect Objects to PBR, for a whole environment
* **Single asset** — Load 3D Model → Generate PBR Textures, for a single asset
* **Blank** — an empty canvas, to build your own

## Who it's for

Marso Studio is built for teams and creators who need realistic 3D assets at volume — AAA/AA game studios, VFX houses, fashion and product visualisation, cultural heritage, and solo artists. If you understand meshes, UVs and PBR workflows, you'll be productive in minutes.

## What you'll need

* An idea for a scene, an image, **or** a textured 3D asset — **GLB**, **USD** or **FBX**
* An M-XR account

If you're bringing your own mesh, it's worth a two-minute read of [3D file support](/marso-studio/preparing-your-assets/3d-file-support.md) so your file isn't rejected at the door.

## How it's charged

Marso Studio runs on **credits** — each generation step spends a set number, and your balance is always shown at the top of the screen. Scenes are charged per object, so what a scene costs depends on how many objects you choose to keep.

New accounts start on a 14-day trial of the Artist plan. See [Credits & billing](/marso-studio/reference/credits-and-billing.md) for the plans and the full breakdown.

## Getting help

Results depend a lot on what you put in, and [Sourcing & preparing assets](/marso-studio/preparing-your-assets/sourcing-and-preparing-assets.md) covers what works best. If something isn't right, [Troubleshooting](/marso-studio/help-and-support/troubleshooting.md) covers the common cases and [Contact Support](/marso-studio/help-and-support/contact-support.md) tells you how to reach us. Your feedback directly shapes the product.

***

**New here?** Start with [How Marso Studio Works](/marso-studio/getting-started/how-marso-studio-works.md), then run your first scene through the [Quickstart](/marso-studio/getting-started/quickstart.md).


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