Mask Mesh, UV Bleed & Manual UV Unwrap
See this page for more information regarding Mash Mesh, UV Bleed and Manual UV Unwrap.
Last updated
See this page for more information regarding Mash Mesh, UV Bleed and Manual UV Unwrap.
Last updated
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)
If the plinth is not included within the scene, parts of the plinth will be mistakenly projected onto the underside of the shoe.
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.
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.
“UV Bleed” is a post-process applied to the final texture to extend the values slightly at the UV Map boundaries. It is enabled to address a “cracking” effect on the final asset. It is recommended to leave this enabled, unless you have an alternative solution.
You are welcome to UV unwrap the mesh yourself in an application of your choosing before importing it into Marso.
Photogrammetry → .abc → UV Unwrap → .abc → Marso
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.