Mari 4.6v1.000230b Release Notes

Release Date

18 September 2019

NOTE: This beta release build will expire 90 days after it was built.

System Requirements

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 reason we are listing below-minimum requirements, which are recommended, and on which tests have been performed. Your particular needs may vary from that of other users.

Officially Supported Operating Systems

Linux Desktop Managers: Mari is officially tested on GNOME. While it generally works well on other desktop managers like KDE, most of our bug fixes will target GNOME. However some desktop managers like XFCE and MATE are not compatible with Mari and will not be supported.

Minimum Hardware Requirements

*Displacement preview is currently only available on the cards and drivers that support OpenGL 4.0 or newer.

Recommended System Requirements

*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.

Tested Hardware

The configurations listed below are those that The Foundry have tested with Mari. Due to the constantly changing nature and wide variety of computer hardware available in the market, The Foundry is unable to officially certify hardware. The list below can be used as a recommendation and does not guarantee that it meets your particular needs.

Please download and install the latest graphics driver from the NVIDIA or AMD websites, and ensure that you are using 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 following address:

Tested Workstation Hardware

  • HP XW6600
  • HP Z600
  • HP Z620
  • HP Z640

Tested GPU Hardware

AMD Prosumer Graphics Cards
  • AMD Radeon HD - D500
NVIDIA Prosumer Graphics Cards
  • NVIDIA Geforce GTX 660TI
  • NVIDIA Titan X
  • NVIDIA Geforce GT 650M
  • NVIDIA Geforce GT 675M
NVIDIA Enterprise Graphics Cards
  • NVIDIA Quadro 4000
  • NVIDIA Quadro K4200
  • NVIDIA Quadro K5000
  • NVIDIA Quadro M6000
  • NVIDIA Quadro M6000 24GB
  • NVIDIA Quadro P5000
  • NVIDIA Quadro P6000
  • NVIDIA Quadro RTX 6000

New Features


Mari 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, the 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 Nodes

With the Material System, we’re encouraging you to take advantage of Mari’s incredibly powerful Node Graph for material designing. So we’ve been taking 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.

Multi-Channel Stream Collapsed Nodes

Stream 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, allowing you to navigate your material driven projects more efficiently.

Improved Node Auto-Placement

We 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; allowing for easier to follow graphs and improved navigation.

Customize Material Thumbnails

It is now possible for you to customize your material preset icon generation to conform to your desired standard of material art asset display. Geometry, Camera, Environment Light and Geo-Channels can now all be set in the new Mari Preferences > Thumbnail tab.

Custom Ingest Material Templates

With 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. Allowing for a more bespoke automated Material creation workflow.

Material Ingest Search Results

Material 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 Shaders

As 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 Shader

The 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 will look correct in your final render.

3Delight Shader

A 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 will give an approximation of the 3Delight render engine result. Making it easier to iterate lookdev between Mari and Katana.

New Procedural Nodes

A 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 Projection

A new node has been added, Camera Projection, which projects an image onto a surface from the perspective of a Projector.


A new node has been added, Projection, which projects an image onto the mesh using planar, cylindrical or spherical projection.


A new node, Curvature, has been added which approximates surface curvature.


A new node, Marble, has been added which creates marble-like veins.


A new node has been added, fBm, which outputs Fractal Brownian Motion.


A new node, Voronoi, has been added which generates Voronoi cells.


A new node, Bricks, has been added which projects configurable brick or tile patterns onto a surface.


A new node, Weave, has been added which projects configurable interlaced strand patterns onto a surface.


A new node, Checkerboard, has been added which generates a simple checkerboard pattern on a surface in UV space.


A new node has been added, Scratches, which generates non-uniform lines in UV space.

Atlas Random

A new node, Atlas Random, has been added which randomly applies a tile from an atlased image for each patch.


A new node has been added, Ceil, which rounds the input up to the nearest whole number.


A new node has been added, Distance, which outputs the distance between two input vectors.


A new node has been added, Floor, which rounds the input down to the nearest whole number.


A new node has been added, Fract, which outputs the decimal place remainder of the input.


A new node has been added, Length, which outputs the length of the input vector.


A new node has been added, Mix, which linearly blends between two inputs.


A new node has been added, Modulo, which outputs the input A modulo the input B, this is the remainder after dividing A by B.


A new node has been added, Normalize, which outputs the input vector normalized to display in unit length.


A new node has been added, Power, which outputs the input A raised to the power of input B.

Square Root

A new node has been added, Square Root, which outputs the square root of the input.

Vector Dot

A new node has been added, Vector Dot, which outputs the dot product between two input vectors.

Vector Split

A new node, Vector Split, has been added which splits out a vector into it's individual components.

Vector Combine

A new node, Vector Combine, has been added which combines components of four inputs into a single output vector.

Normal Strength

A new node has been added, Normal Strength, which controls the strength of a tangent space normal map. The higher the strength, the further the input normal points from a flat surface.

Feature Enhancements

Bug Fixes

Known Issues

Graphics Cards

Importing And Exporting


Mari Tools

Node Graph

Nuke<>Mari Bridge




Developer Notes

These are the changes relevant to developers.

New Features

Sync Bake Point Node to Geo-Channel API

BakePointNode API now exposes a set of functions to control its ability to synchronize to a GeoChannel

Feature Enhancements

Bug Fixes