M-XR Docs
  • Welcome
  • Marso
  • Welcome to Marso by M-XR
  • Requirements
    • Capture Requirements
      • Coverage
      • Light Sources
      • Supported RAW Formats
    • Processing Requirements
  • Getting Started
    • Installation
    • Setup
    • Capture
    • Create Job
    • Photogrammetry
    • Processing
  • Using Results
    • Blender
    • Unreal Engine 5+
  • Resources
    • Capturing a Calibration Image
      • Grey Cards | Known Values
        • Spyder Checkr | Datacolor
        • ColourChecker Passport Photo 2 | X-Rite
    • Creating an Exposure Calibration
    • Creating a Light System
    • Photogrammetry Tips
      • Agisoft Metashape
      • Reality Capture
    • Re-Scaling an alembic with Blender
    • Mask Mesh, UV Bleed & Manual UV Unwrap
    • Multiple Machines
    • Advanced features
  • Help & Support
    • Common Issues
    • Known Issues
    • Contact Support
  • Additional Information
    • Processing Times
    • Changelog
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On this page
  • M-XR Blender Add On
  • Using your asset in Blender
  • Applying Textures
  1. Using Results

Blender

Follow this page for guidance when using your asset in Blender.

PreviousProcessingNextUnreal Engine 5+

Last updated 2 months ago

M-XR Blender Add On

If you want to save time use our that loads the textures and configures the material nodes automatically! Follow for installing an add-on.


Using your asset in Blender

  1. Import your mesh from the alembic. (Camera's can be hidden or deleted)

  2. Choose your settings, set 'Render Engine' to 'Cycles' and 'Device' to 'GPU Compute'.

  3. Apply your textures, see below for choices:


Applying Textures

Marso’s default texture output BlenderCyles is designed for Blender’s Principle BSDF shader which is a metallic-workflow - however, we have had difficulties delivering the metallic texture map.

  1. In the shading workspace, create a material on your mesh object by going to: Add > Shader > Principled BSDF.

  1. Load in each of your image textures using an image node. Connect them up as shown below, being careful to set all of their 'Color Space' to 'Linear' (when exr) except 'Normals' which should be set to 'Non-Color' and should go into the shader through a 'Normal Map' node with the UV map selected.

For Marso’s new specular workflow, a custom node-graph is required, as BlenderCycles does not natively support a true specular workflow.

  1. For our experimental specular workflow , you will need to use the ‘Add Shader’ node to add a Principle BSDF shader to a Diffuse BSDF shader. It is important that you also set Metallic & Specular to 1 as shown below.

Blender Cycles - Recommended
Blender Cycles Specular Workflow - Experimental
add-on
Blender’s steps
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