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Mask Mesh, UV Bleed & Manual UV Unwrap

See this page for more information regarding Mash Mesh, UV Bleed and Manual UV Unwrap.

Mask Mesh

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)

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.


UV Bleed

“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.


Manual UV Unwrap

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.

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