Mari 4

NOTE: Mari increases its level of performance with newer, more advanced hardware configurations.However, Mari is tested and capable of operating on many older, prior-generation systems. For this reasonwe are listing below-minimum requirements, which are recommended, and on which tests have beenperformed. Your particular needs may vary from that of other users. Windows 7 64-bit or higher. Linux 64-bit operating system (CentOS/RHEL 6). Quad-core processor.
10+GB disk space available for caching and temporary files. At least 4GB RAM.
Display with 1680 x 1050 pixel resolution. An NVIDIA or AMD.
Mari 4.6 extends the new procedural material system introduced in Mari 4.5, intended for roughing out the look of an asset, or creating simpler final-quality shading set-ups. One key change is a new system of Geo-Channels: slots for storing texture maps baked from mesh geometry, like ambient occlusion and curvature maps. The new project window in Mari 4 makes setting up a project much easier. You can choose what type of shader you want to create and automate the process of applying the channels to the shader.
graphics card with the latest drivers. 1GB of graphics memory. OpenGL 3.2. or higher.Displacement preview is currently only available on the cards and drivers that support OpenGL 4.0 or newer.
2.5+Ghz Quad-core processor. 250+GB disk space available for caching and temporary files.
SSD is preferable. 16GB RAM with additional virtual memory.
Display with 1920 x 1080 pixel resolution. An NVIDIA or AMD. graphics card with the latest drivers. 2+GB of graphics memory. OpenGL 4.4 or higher support.The use of virtual memory improves stability and helps prevent data loss on large projects.' Recommended' does not guarantee that it meets your particular needs.The configurations listed below are those that The Foundry have tested with Mari. Due to the constantly changingnature and wide variety of computer hardware available in the market, The Foundry is unable to officially certifyhardware.
The list below can be used as a recommendation and does not guarantee that it meets your particularneeds.Please download and install the latest graphics driver from the NVIDIA or AMD websites, and ensure that you areusing 8.982.1 drivers or higher for AMD cards.If you encounter any issues, please contact Customer Support directly through the Support Portal at the followingaddress:. HP. HP XW6600. HP Z600.
HP Z620. HP Z640AMD Prosumer Graphics Cards. AMD Radeon HD - D500NVIDIA Prosumer Graphics Cards.
NVIDIA Geforce GTX 660TI. NVIDIA Titan X. NVIDIA Geforce GT 650M. NVIDIA Geforce GT 675MNVIDIA Enterprise Graphics Cards. NVIDIA Quadro 4000.
NVIDIA Quadro K4200. NVIDIA Quadro K5000. NVIDIA Quadro M6000. NVIDIA Quadro M6000 24GBMari now uses a single OCIO color-picking colorspace to define all saved colors and color-picking tool colorspaces.
This achieves a 'what you see is what you get' workflow when managing your chosen colors.The Colorspace toolbar has been refreshed and renamed to the View Transform toolbar. Labels have been replaced with tooltips, controls have been combined, and there is now a visual indicator of the data type being viewed. The Color Manager controls are now hidden when OCIO color management is enabled.
See.We have introduced a new scalar monitor colorspace to the View Transform, allowing artists to view scalar data perceptually linear. In a scalar channel a linear ramp will now appear in a similar fashion as other 8-bit based imaging applications, rather than displaying the raw data like Nuke does.
The information as used by Mari is still in the expected data format, providing the best results with the most artist-friendly workflow.Mari now contains visual indicators in the Channels palette, to define whether a channel contains color or scalar data and to display the channel's bit-depth. This lets you manage channel configurations at a glance. See.Mari now contains the OCIO Colorspace filter. This allows you to convert paint target and buffer's colors to another colorspace within the currently loaded OCIO config, without affecting any channel settings. See.Mari's colorspace processing has been optimized. This results in faster project load times.The existing GPU accelerated color management system has been extended for paint data to work with procedurals as well.We have introduced new OCIO role names that Mari will now recognize and use to configure the project's colorspace defaults. For full details of roles and targets, please refer to the topic in the Mari reference guide and the knowledge based article.When a new object version is added, Mari now attempts to match selection group's membership across to the new version.
This allows you to define selection groups once and have them applied across all subsequent object versions. See Adding and Removing Object Versions.Selection Groups containing selection members that are not present in any active object versions shall now show as grey in the palette. TP 64924 / BZ 34690 - Flattening or caching layers or channels on complex projects may cause Windows to reset the graphics driver due to the long processing time. To work around this issue, you can try to flatten or cache fewer layers at a time, or reduce the value of the Max Render Size For Baking setting. This setting can be found under Preferences GPU Baking and Projection.Reducing this size breaks the flattening or caching operation up into smaller pieces, which individually take less time to calculate, and thereby avoids a Windows graphics driver reset. TP 60643 / BZ 31946 - Sometimes paint is not baked because of memory management issues on the graphics card. This can be due to issues such as a high resolution paint buffer, a high bit-depth paint buffer, large virtual texture size, or even a large scale value on the paint buffer transform.
These issues can usually be identified by glError: 0x505 out of memory messages in the log. Try reducing any or all of these values to prevent it happening. Graphics drivers are continually improving, so it’s also worth checking whether upgrading your drivers resolves the problem. TP 37066 / BZ 20021 - Textures in the canvas intermittently switch between lower and higher resolutions. This issue is more likely to occur if your virtual texture resolution is low, and you're working on a complex model with displacement. Possible workarounds include increasing your virtual texture size, reducing the number of channels Mari has to access at once (for example, by reducing the number of channels required for the current shader), to reduce the patch resolution of patches in the channels used in the shader, or to use a smaller canvas window or monitor.
.Mari 4 has several new features and feature enhancements in addition to bug fixes. This page documents the new features, and links to the appropriate page of the online help so you can get the information you need to start working with the new features right away. To read about bug fixes and feature enhancements, navigate to a specific release.Note:See the navigation bar on the left for links to specific release notes by version. Mari 4.6 Geo-ChannelsMari 4.6v1 extends the Material System to include Geo-Channels, allowing for material looks to be driven by mesh maps like AO and Curvature. Geo-Channels are slots on objects for storing named, mesh-specific texture maps. Either imported from disk or exported from the project via Channels, Modo Bake Presets, and Bake Points. Geo-Channel Nodes and Layers display the texture map of any Geo-Channel by choosing its name, allowing you to dynamically inject your mesh maps directly to the Node Graph or Layerstack.
The new Sync on Bake options in Mari's Bake Point node, lets you share the results of a graph network across your current project. Geo-Channels can be used as an intermediate caching point to allow complex node sharing without the hard to navigate spaghetti of shared connections in the Node Graph.Collapsible NodesWith the Material System, we’re encouraging you to take advantage of Mari’s incredibly powerful Node Graph for material designing, so we’ve taken steps to improve the user experience. All of Mari's nodes can now be set to one of three visual states. Fully Expanded, Connected Ports Only, and Fully Collapsed. These new collapsed states give you fine-tuned flexibility to reduce the visual clutter of complex graphs, making the Mari Node Graph easier to read and navigate.
See.Multi-Channel Stream Collapsed NodesStream collapsed Multi-Channel nodes take up a minimal, optimized amount of space in the Node Graph, grouping parallel stream connections into a single connection. Reducing the visual clutter of the tall multi-channel nodes allows you to navigate your material driven projects more efficiently. Improved Node Auto-PlacementWe re-engineered the auto-place logic to align all upstream nodes into equally spaced columns, with Merge node chains forming a backbone along the top of the layout. This creates easier to follow graphs and improves navigation.
See.Customize Material ThumbnailsIt is now possible for you to customize your material preset icon generation to conform to your desired standard of material art asset display. Geo-Channels, Geometry, Environment Lights, and Projectors can now all be set in the new Mari Preferences Thumbnail tab. Custom Ingest Material TemplatesWith the introduction of Material Ingest Template Materials, you can now increase the complexity of your ingested Materials with customized promoted controls and user driven sub-graph networks. These changes allow for a more bespoke, automated Material creation workflow. Material Ingest Search ResultsMaterial Ingest Tool users can now validate your search parameters without running the full material creation process. A table of PBR texture set search results can be displayed based on the parameters set in the tool.
New Vendor ShadersAs Mari’s Material System is driven by the inputs of your project’s shader, it has become more beneficial to have Mari approximations of the render engine shaders your textures are destined for, in order to design materials for your render engine of choice. Mari 4.6 brings two more render vendor contributed approximation shaders to Mari. V-Ray ShaderThe legacy V-Ray shader has been replaced by a new shader from the Chaos Group team behind V-Ray 2019. Artists that use the V-Ray render engine can now paint textures in Mari with a higher degree of confidence that your art looks correct in your final render. 3Delight ShaderA new 3Delight shader has been contributed to Mari by the 3Delight team. With the introduction of the 3Delight Surface shader, you can now paint textures in Mari that produce an approximation of the 3Delight render engine result.
This makes it easier to iterate lookdev between Mari and Katana. New Procedural NodesA selection of new procedural patterns and filters have been added to enable you to create more complex non-destructive node networks inside materials and your projects. Camera ProjectionCamera Projection projects an image onto a surface from the perspective of a Projector. See.ProjectionProjection projects an image onto the mesh using planar, cylindrical, or spherical projection. See.CurvatureCurvature has been added to approximate surface curvature. See.MarbleMarble has been added to create marble-like veins.
See.fBmfBm outputs Fractal Brownian Motion. See.VoronoiVoronoi has been added to generate Voronoi cells. See.BricksBricks projects configurable brick or tile patterns onto a surface. See.WeaveWeave projects configurable interlaced strand patterns onto a surface. See.CheckerboardCheckerboard generates a simple checkerboard pattern on a surface in UV space. See.ScratchesScratches generates non-uniform lines in UV space. See.Atlas RandomAtlas Random applies a random tile from an atlased image for each patch.
See.CeilCeil rounds the input up to the nearest whole number. DistanceDistance outputs the distance between two input vectors. FloorFloor rounds the input down to the nearest whole number. FractFract outputs the decimal place remainder of the input. LengthLength outputs the length of the input vector. MixMix linearly blends between two inputs.
See.ModuloModulo outputs the input A modulo the input B, this is the remainder after dividing A by B. NormalizeNormalize outputs the input vector normalized to display in unit length. PowerPower outputs the input A raised to the power of input B. Square RootSquare Root outputs the square root of the input. Vector DotVector Dot outputs the dot product between two input vectors. Vector SplitVector Split has been added which splits out a vector into it's individual components.
Vector CombineVector Combine has been added which combines components of four inputs into a single output vector. Normal StrengthNormal Strength controls the strength of a tangent space normal map.
The higher the strength, the further the input normal points from a flat surface. See.Mari 4.5 Material SystemMari now features a workflow for rapid application of material presets that describes the look of a surface in Mari using a new file format containing the information Mari needs to make an area of an asset look like a particular material.See. Material Ingest ToolMari now features a tool that allows artists to quickly convert any set of texture maps into a Mari material preset. Material LayersMari now features a new type of layer that applies a Material file to a project through a simple and familiar layering workflow, which is more compatible with artists that are more familiar with Photoshop than with complex 3D programs. Improved Node Graph User Experience.
You can now expose node properties of a Group node by clicking the Promote button. Multi-Port Batch connection: you can now batch connect sibling output ports to similar sibling input ports. Simpler methods to access a Group node subgraph have been added.To enter a Group node, Ctrl+double-click the Group node to open its subgraph. Alternatively, select the Group node and press Ctrl+ Enter or in the Node Properties palette, click the S button. Group nodes now support more than one output.See.
Multi-Channel Group LayersMari now features a Group layer type that spans multiple painting Channels.See. Arnold Standard SurfaceShaderMari now features an approximation of the Arnold Standard Surface vendor shader.See. Mari 4.2 Mirrored ProjectionMirror Projection brings highly-requested simultaneous, symmetrical painting workflows to Mari, without the need for specialized UV layouts. Previously, painting the same designs on both sides of a symmetrically formed model required a considerable amount of asset preparation with a lot of repetitive actions. Now, artists can paint on one side of a mirror plane while Mari projects the same paint to the other side of the mirror plane, dramatically increasing artist efficiency.Mirror Plane MaskingMirror masking prevents secondary projected paint overlapping across the mirror plane. The masked side of the mirror plane can change automatically based on the artist's view, or be locked to one side.
Ordinarily, mirror-projected paint would overlap at the mirror plane where one side meets the other, resulting in an asymmetrical center. By masking the opposite side of the mirror plane for each projection, the paint meets at the mirror plane with a perfectly reflected edge.Mirror Plane ManipulationThe mirror plane can also be locked onto an object or locator, allowing the reflected edge of the mirror projection to be manipulated to the best symmetrical position and orientation. Ordinarily, to paint a model symmetrically, the artist first has to ensure it’s correctly aligned to the center of the scene.
The ability to manipulate the mirror plane gives the artist full freedom on where the symmetrical paint will fall, without any prep in other applications beforehand, increasing artist efficiency and creative control.Note:For more information, see. Mari 4.1 Simplified Color PickingMari now uses a single OCIO color-picking colorspace to define all saved colors and color-picking tool colorspaces. This achieves a 'what you see is what you get' workflow when managing your chosen colors.
Simplified View TransformThe Colorspace toolbar has been refreshed and renamed to the View Transform toolbar. Labels have been replaced with tooltips, controls have been combined, and there is now a visual indicator of the data type being viewed. See.Note:The Color Manager (Viewer Transform) palette is deprecated and will be removed in a future release. Channel Property IndicatorsMari now contains visual indicators in the Channels palette, to define whether a channel contains color or scalar data and to display the channel's bit-depth. This lets you manage channel configurations at a glance. See.See for more information. OCIO Colorspace FilterMari now contains the OCIO Colorspace filter.
This allows you to convert paint target and buffer's colors to another colorspace within the currently loaded OCIO config, without affecting any channel settings. General Color PerformanceMari's colorspace processing has been optimized. This results in faster project load times. Accelerated Procedural Layer Color ManagementThe existing GPU accelerated color management system has been extended for paint data to work with procedurals as well. Perceptually Linear Scalar DisplayA new scalar monitor colorspace has been added to the View Transform allowing artists to view scalar data perceptually linear. For example, in a scalar channel a linear ramp now appears in a similar fashion as other 8-bit based imaging applications, rather than displaying the raw data like Nuke does.
The information as used by Mari is still in the expected data format, providing the best results with the most artist-friendly workflow. Scalar Toggle for Color Attributes in ProceduralsIn Procedurals that include color attributes, the color controls contain a toggle that sets the context in which the procedural effect is to be used for Scalar or Color data. By default, Mari detects the channel's color data type and sets the toggle accordingly for layers created through the Layers palette. For Procedural nodes created through the Node graph, this color/scalar toggle defaults to color. Procedural nodes that are to be used within masks and scalar channels have to be set to scalar manually. See for more information.
OCIO Role Driven Project Colorspace DefaultsMari now recognizes and uses new OCIO role names to configure the project's colorspace defaults. For full details of roles and targets, please refer to. Selection Groups Preserved Between Object VersionsWhen a new object version is added, Mari now attempts to match selection group's membership across to the new version. This allows you to define selection groups once and have them applied across all subsequent object versions. Non-Active Selection Group IndicationSelection Groups containing selection members that are not present in any active object versions now show as gray in the Selection Groups palette. Mari 4.0 Project StartupThe layout has been refreshed with new tabs for setting up the initial project lighting. When using channel presets, Mari now automatically builds a shader and connects the created channels to the corresponding Node Graph shader inputs.
Export ManagerA new for managing the batch exporting of channels and Bake Point nodes has been implemented. You can now configure and manage multiple export targets from the same source, as well as perform format conversions during export. Palettes ToolbarA new Palettes toolbar that contains a button for each of Mari's palettes has been introduced. This allows for quick and easy access to your palettes. Tool GroupingWith so many tools stacked in a toolbar, on some systems they would not all fit on screen. Mari's tools of similar function have been grouped under a single button in the Tools toolbar. Node Graph's Advanced ModeHaving the full Node Graph locked away behind a preference was an obstacle.
So the basic Node Graph mode has been removed and the Advanced mode is now standard. This unlocks the full Node Graph in Non-Commercial too. Texture Sets PaletteThere is now a palette for managing texture sets inside of Mari.
You can drag-and-drop to load multiple related images, texture sets, into the Image Manager in a single action. The first supported texture sets are from Megascans with a dedicated tab that can browse through the keywords and tags that come with each downloaded library item.
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UI DeclutterThe HUD has been updated to match Modo’s style. Various control palettes have been merged and tools have been grouped together to declutter the UI. The Projection palette has been merged with the and the Brush Editor palette has been removed. To create custom brushes in Mari 4.0, adjust the brush properties in the. Then drag the new brush preview from the toolbar to your shelf for later use.
Drag and Drop Fill MechanismA drag-and-drop triggered mechanism can now be used to fill your current item selection with the color being dropped. The fill works across all selection modes ( Object, Patch, and Face). When using the Marquee Select tool, dragging a color to the canvas fills the selected area of the paint buffer. Color and Control PrecisionThe is now scalable for better precision, and the component sliders have been improved to show the resulting color at each point along the control. You can now adjust numerical values with your keyboard and mouse wheel as you would in Nuke. Group Layer WorkflowThe is now more intuitive when working with Group layers. Creating new Group layers, with layers selected, now groups those layers inside the new Group Layer.
Creating new layers when a Group Layer is selected, adds those new layers to the selected Group Layer. Curve EditorA curve attribute now displays as a grayscale gradient in Mari's properties panels and a separate, scalable curve editor window displays to allow for precise editing. Principled BRDFMari now contains a new shader, which is based on the 2012 paper from Brent Burley of Walt Disney Animation Studios, describing a BRDF shader that follows a set of principles to make BRDF shader control more intuitive, less complex, and artist friendly. OpenSubdiv 3.1The latest features from OpenSubdiv, including scheme choice, geometry, and UV boundary interpolation methods have been added.
Mari now matches renderer mesh subdivision more closely, increasing efficiency when painting. VFX Platform 2017All libraries present in the VFX reference platform have been upgraded to the versions stated in the 2017 edition. Extended Source GradeThe source grade mechanism has been extended to match the grading controls available in the grade adjustment layer.
Palette ExpansionYou can now maximize/minimize any palette by pressing the spacebar while the pointer is hovered over the palette. This allows you to easily focus on a single palette. Mari Per-Version User PreferencesMari's user preference files are now saved with the application version embedded in the file names. This allows you to switch between different versions of Mari without the danger of corrupting the UI layout or preferences.