> 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/scenes/working-with-scene-results.md).

# Working with scene results

Once you've confirmed a selection, each generation stage runs across the whole group. This page covers what to expect while it runs, and what to do when part of a scene doesn't come back.

## Group runs

The three generation stages — **Generate Reference Images (Group)**, **Generate 3D Models (Group)** and **Generate PBR Textures (Group)** — each run as a group across your whole selection, and each is charged per object. See [Credits & billing](/marso-studio/reference/credits-and-billing.md).

Whichever 3D generator is selected on **Generate 3D Models (Group)** runs for every object in the group, so it sets the per-object cost of the whole scene — and the generators are priced differently. Its texture setting applies to every object too, unless an object has its own. Settle that before you run a large selection: see [Choosing a generator](/marso-studio/reference/nodes-reference.md#choosing-a-generator) and [Credits & billing](/marso-studio/reference/credits-and-billing.md).

Objects are processed in parallel, so a scene takes considerably longer than a single asset but not the sum of its parts. Larger selections take proportionally longer — plan for a long run on a big scene rather than watching it. The project's card on the **Projects** page shows a dot while runs are in progress, then **Done** or **Failed** for a day after the last one finishes.

You can review objects as they arrive. You don't have to wait for the whole group to finish before opening the 3D viewer on the ones that are already done.

## Partial completion

A group can finish with some objects succeeded and some failed. This is normal on larger scenes — one object failing does not stop the rest, and does not invalidate the ones that worked.

When a stage completes, check the group for anything that didn't come through. Failures are usually specific to one object rather than to the scene, and the most common cause is the reference image:

* **The object doesn't fill enough of its reference image.** 3D generation needs the object to take up the majority of the frame. Objects that were small, distant or heavily occluded in the original scene produce references that are too sparse to reconstruct from. This is the failure to expect.
* **A geometry the reconstruction can't resolve** — very thin, wiry or transparent objects are the common cases.
* **A mesh without usable base colour** — PBR prediction needs a base-colour texture to work from.

You don't have to fix every failure before moving on. Deselect a failed object on its card and the next stage runs with the rest. While a failed object is still selected, the next stage waits for it.

## Retrying an object

You can re-run individual objects rather than the whole scene, from **Re-run** in an object card's menu. A 3D Models or PBR group also offers **Re-run failed items**, and a Reference Images group **Re-run items** for the objects you've selected.

**Retrying a failed object is free**, up to three times, because you've already paid for it. Re-running an object that succeeded, to get a different result, is charged at that stage's price, and so is a retry with a different texture setting. The menu shows what it costs.

A retry uses the 3D generator the object was made with. If it fails the same way twice, the problem is usually upstream. Go back a stage: a bad mesh is usually a bad reference image, and a bad reference image is usually an object that was too small in the scene to begin with. Running detection again and re-selecting is often faster than retrying the same object repeatedly — see [Detecting & selecting objects](/marso-studio/scenes/detecting-and-selecting-objects.md).

## Editing reference images

Before you generate 3D, you can fix the reference images themselves:

* **One object:** in the Reference Images group, click the object's reference image. It opens on its own canvas, where you can edit it, for example with an **Edit Image** node. Its card then shows **Has edits**, and the next stage uses the edited image. Re-running that reference image discards the edits, and the app asks first.
* **Every selected object at once:** connect an **Edit Image** node to the Reference Images group and write one prompt. It edits each selected image the same way, at 10 credits per image, and puts the results in a new Reference Images group beside the node. A batch edit takes no reference images.

## Running out of credits mid-scene

Each stage reserves its whole cost before any object starts, so a stage doesn't stop halfway because your balance ran out. If your balance can't cover a stage, the stage doesn't start and nothing is charged.

**Objects from the stages that already finished are kept.** Top up, or deselect some objects, then run the stage.

To avoid it, work out the cost before you start — every object you keep is charged for all three stages. See [Credits & billing](/marso-studio/reference/credits-and-billing.md).

## Exporting a scene

Downloads need a paid plan or the trial: see [Plans](/marso-studio/reference/credits-and-billing.md#plans). You can download:

* **Every object:** **Download PBR group** on **Generate PBR Textures (Group)**. Choose **Textures** for the PBR maps, or **3D model with embedded textures** for one `.usdz` per object, each named after its object.
* **One object:** **Download** in its card's menu.

Each object's `.usdz` becomes simulation-ready, with real-world size and physics, once its card in your Library shows **Sim-ready**. See [Simulation-ready USD](/marso-studio/reference/previewing-and-exporting.md#simulation-ready-usd).

Objects that didn't complete are skipped rather than exported empty. Full format details are in [Previewing & exporting](/marso-studio/reference/previewing-and-exporting.md).

Each object exports as its own asset with its own material set, so you can place, swap and reuse them independently once they're in your DCC.


---

# Agent Instructions
This documentation is published with GitBook. GitBook is the documentation platform designed so that both humans and AI agents can read, navigate, and reason over technical content effectively. Learn more at gitbook.com.

## Querying This Documentation
If you need additional information that is not directly available in this page, you can query the documentation by asking a question.

Perform an HTTP GET request on the following URL with the `ask` and `goal` query parameters:

```
GET https://docs.m-xr.com/marso-studio/scenes/working-with-scene-results.md?ask=<question>&goal=<user_goal>
```

`ask` is the immediate question: it should be specific, self-contained, and written in natural language.
`goal` is what the user is ultimately trying to achieve, the reason they need the answer. Sharing it helps GitBook give you a better, more relevant answer. A goal is most helpful when it describes the outcome the user wants rather than restating the question. For example, with `ask=how do I create an API token`, a goal like `automate deployments from our CI pipeline` lets GitBook tailor the answer to that use case.

The response will contain a direct answer to the question and relevant excerpts and sources from the documentation.

Use this mechanism when the answer is not explicitly present in the current page, you need clarification or additional context, or you want to retrieve related documentation sections.
