Quicker start-up and export
Get projects up-and-running straight away, with a new startup mechanism that automatically performs steps previously completed manually. Shaders are automatically built, with channels connected to them
as defined by the channel presets in the startup dialog, and you can choose your initial lighting and shading setup. The new Export Manager configures the batch exporting of Channels and Bake Point Nodes. Artists
can create and manage multiple export targets from the same source, giving far more control and flexibility when passing texture maps down the pipeline.
The Colors Palette is now scalable for better precision, and the component sliders have been improved to show the resulting color at each point along the control. Users can now fine tune their procedural operations with precision keyboard stepping functionality brought into Mari’s numeric controls.The HUD has been redesigned so it no longer draws over the paint subject, allowing the user to better focus on their painting and work more effectively. Basic Node Graph mode has been removed: Advanced is now the default. For everyone learning Mari, the Non- Commercial version now has full Node Graph access.
We’ve upgraded to OpenSubdiv 3.1.x and introduced the features into our UI, enabling users to better match the behavior of mesh subdivision that they get in software renderers. Mari’s user preference files are now saved with the application version embedded in the
file names - meaning artists can work between different versions of Mari without the danger of corrupting their UI or preferences. Many preferences have had their groups, labels and tooltips modified to be easier to understand. And we’ve upgraded all the 3rd party libraries to match those specified by the VFX Reference Platform 2017.
A number of changes have been made to make it much easier to navigate around the toolset. A new Palettes Toolbar containing all Mari’s palettes offers easy access and visibility to everything Mari can do. It’s now easier to expand a Palette to fullscreen - simply hit the spacebar while your mouse is hovered over it. Tools of similar function have been grouped under a single button in the Tools toolbar, taking up less space and allowing the user to better focus on the Canvas. And we’ve merged various Palettes together, removing duplication and simplifying the UI, making Mari both easier to learn and use.
A drag-and-drop fill mechanism allows users to fill paint across their selections in a more intuitive manner, reducing time and increasing efficiency. The Brush Editor has been merged into the Tool Properties Palette, with the selected brush now clearly displayed. Browse and load sets of texture files more easily, with a new Palette for browsing texture sets. The Layers Palette is more intuitive when working with Group layers: achieve the setups you desire in less steps. A new shader previews and works with the channels that match their final 3D program/shader: the Principled BRDF, based on the 2012 paper from Brent Burley of Walt Disney Animation Studios.
Wat is MARI
Supported operating systems
Windows 7 64-bit or higher
Linux 64-bit operating system (CentOS/RHEL 6)
*Mac OS X version is under development and due at a later date.
Mac OS X 10.9.5 (Mavericks) or higher (10.10.5, or higher, required for Mari 3.3)
Minimum Hardware Requirements
Min. 10 GB disk spacae available for caching and temporary files
Min. least 4 GB
Min.1680 x 1050 pixel resolution
An NVIDIA or AMD graphics card with the latest drivers, 1 GB of graphics memory and OpenGL 3.2* or higher
* Displacement preview is currently only available on cards and drivers that support OpenGL 4.0 or higher
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