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Generate a scene

Take a whole environment and come out with every object in it as a separate, textured, production-ready 3D asset.

This is the main route through Marso Studio. Everything else in the AI mesh space works one asset at a time; here you describe a scene once and get back a set of individual assets you can place, swap and reuse.

Start a bulk project

When you create a new project you choose between two workflows:

  • Bulk — for scenes. You land on a graph with a Scene Generation node and a Detect Objects node already in place.

  • Individual — for a single asset. You land on 3D Model Upload and Generate PBR Textures.

Scene generation is the Bulk workflow. There's nothing to assemble — the starting nodes are there when the project opens.

How it works

A scene isn't generated as one enormous mesh. It's broken into objects, and each object is then built on its own:

  1. Scene Generation — describe the environment you want, and get a scene image.

  2. Detect Objects — the scene is broken into its individual objects and shown to you as a list.

  3. Choose what to keep — everything is selected by default; deselect what you don't need. This is where you control the cost.

  4. Reference images — each selected object gets a clean reference image of its own.

  5. 3D models — each object is reconstructed as a mesh.

  6. PBR — I2M predicts the material stack for every object.

  7. Export — download the whole scene, or any object on its own.

Steps

  1. Create a new project and choose the Bulk workflow.

  2. In Scene Generation, describe the environment. A place, not a single object: "a cluttered mechanic's workshop, tools on the bench, oil drums in the corner".

  3. Run Detect Objects. Optionally tell it which categories to look for first.

  4. Open the object viewer and review what was found. Everything is selected by default — deselect anything you don't need, then confirm. See Detecting & selecting objects.

  5. Run Generate Reference Images.

  6. Run the group Generate 3D Model.

  7. Run the group Generate PBR Textures.

  8. Preview any object in the 3D viewer, then export the scene or individual assets — see Working with scene results.

What it costs

Every object you keep is charged for all three generation stages — its reference image, its mesh, and its PBR. So the size of your selection at step 4 is what decides the cost of the scene.

Generating the scene image and detecting objects are charged once, and both are cheap relative to the generation that follows. That's deliberate: you can look at what was found, and cut it down, before anything expensive runs.

See Credits & billing for what each step costs and how to budget a run.

Tips

  • Describe a place, not an object. Prompts that read like a set dressing brief decompose better than prompts that read like a single hero asset.

  • Clutter is good. A scene with clearly separated, distinct objects detects far better than one with a few large overlapping forms.

  • Objects need to be big in frame. 3D generation works from each object's reference image, and it needs the object to fill most of that image. Anything small, distant or mostly hidden in the original scene tends to fail at the 3D stage — deselect it rather than paying for it.

  • Cut hard at selection. Keep the objects you'd actually place in a level.

  • Run one scene at a time while you're learning what your prompts produce — a large scene is a long run, and it's cheaper to learn on a small one.

Single-asset routes

Scene generation doesn't replace the single-asset flows, and for one hero prop they're still the faster path. Choose the Individual workflow when you create the project:

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