12 November 2024
Mari 7.1v1.229914b Beta 1 Release Notes
With Mari 7.1v1 you can quickly send any image to a brand new 2D Painting Mode inside Mari itself. Paint custom decals and clone out imperfections with full access to Mari's powerful Paint Buffer, Node Graph, Layer Stack, and all of the functionality you've come to love without breaking your muscle memory.
Here is what to expect in our first Beta:
Since Mari 4.6v1, artists have been able to create Custom Procedurals in our material system in order to create dynamic breakup masks and advanced material effects. To increase visibility, the decision has been made to rebrand Custom Procedurals as Smart Masks to help users visualise how they might want to use the procedural groups in their projects. All of the existing functionality of the Custom Procedural nodes remains the same and existing nodes will continue to work as expected.
In addition to this, a brand new group of over 50 Smart Masks and utilities has been added to the Shelf Palette. As with Custom Procedurals, these new Smart Masks can be used in conjunction with Geo-Channels or baked maps from the Bakery in order to drive material looks such as Ambient Occlusion Dust, Crusty Dirt, Drips, Scratches and more. You can also use the 2D Placement group and other utility nodes to help debug and adjust your own creations further. Each Smart Mask has been designed by studio artist Stuart Ansley to be completely procedural and modular, meaning you can easily chop and change parts of the Smart Masks to create your own unique results.
For Nodegraph users, we've introduced the long-awaited Switch node. The Switch node allows artists to create multiple variations of a texture, such as 'Clean' and 'Dirty', and be able to quickly change which upwards stream is used with a simple UI toggle that chooses which input should be actively compiled by the shader. This UI toggle can be promoted within a Material, Group or Smart Mask/Custom Procedural node for easy access.
In our endeavour to improve the general user experience of the Nodegraph and remove excess clicks from the artist's day, we've made a small but impactful change to the Paint node. When creating a new Paint node, you will now be able to select from a batch of pre-selected swatches that are regularly used by artists; meaning you no longer have to open the Color Picker to choose mid-grey again. In addition to this, a new Shelf called Color Presets has been added to allow artists to add their own swatches to the Paint node creation list.
ID 578497 - During project load, if Mari encounters a mismatch between an image's stored size and the actual data content size, additional information is now printed to the MariLog.txt including the image's stored and data content sizes and its UUID.
ID 578517 - Mari is now more tolerant against corruptions due to image size mismatches between stored image size and the actual data content size found during project load. The stored image size will now be adjusted based on the actual data content size. In these instances, a notification dialog will list errors that have been found while loading the project.
ID 577891 - Applying blur filters to a non-square image in 2D Paint Mode introduced transparent stripes around the edges of the image.
ID 578164 - The Load Camera action was not disabled in 2D Paint Mode.
Opening a project in 2D Paint Mode did not correctly disable actions that are not compatible with this mode.
ID 578401 - The maximum resolution and bit-depth for 2D Paint images were not being enforced when images were sent to 2D Paint Mode from the Image Manager.
ID 580505 - Certain 3D Entities were incorrectly displayed in the Objects palette in 2D Paint Mode.
ID 583083 - Deleting a Group node containing Image Write nodes did not remove the associated images from the Image Manager.
ID 583229 - The default 2D Paint Mode Objects in New Projects were created with the size and bit-depth of the Paint Buffer, instead of defaulting to 2k 16bit.
Additionally, the Paint Buffer's size and depth are now automatically changed to appropriate settings for the current 2D Paint Mode Object.
ID 583498 - The Management setting in the Image Write node properties was unnecessary and has been removed.
ID 584543 - Fill Selected affected Paint targets across both 3D and 2D Objects.
ID 586377 - Baked Image Write nodes had a black output after reloading the project.
ID 586844 - When images with a non-default colorspace configuration were sent to 2D Paint Mode, Extract Current 2D Paint assigned a different colorspace from the source image for the extracted image.
ID 588461 - Fill Selected Faces temporarily switched to 2D Paint Mode.
Shaders/General/CubeRender.frag
Shaders/include/CubeRender_Main.glslh
Shaders/include/CubeRender_Utils.glslh
ID 560480 - .sp1d LUT files were not loading into the View Transform correctly.
ID 576090 - The sRGB2Linear node was producing incorrect results.
ID 568832 - Installing a Mari Non-commercial license in Mari 7.0 blocked installation of the same license in later releases.
ID 587097 - Processor architecture details were missing from the installer filename.
ID 405148 - Duplicated or pasted Input and Output nodes inside a Group node were not correctly registered as Input and Output ports on the node.
Additionally, a new Python API exception has been added to mari.Node.setName()
which will raise an exception when naming an Input or Output node inside a Group node to share the same name as another Input or Output node within the Group.
ID 561401 - Certain Groups remained visually present in the Node Graph after being deleted or converted to Smart Masks.
ID 562748 - It was not possible to automatically insert a node into a node tree by moving it over an existing pipe.
ID 563332 - Dot nodes were not automatically inserted mid-stream when created using the Ctrl shortcut.
ID 582982 - Selecting multiple Paint nodes with a marquee selection caused a lag when the Paint nodes had different colorspace roles.
ID 584315 - Copying and pasting a Group node with attributes promoted through two Group levels resulted in the promoted attributes becoming incorrectly linked to each other.
ID 586151 - Promoted knobs on Group nodes were intermittently becoming linked to attributes on other nodes during project load.
ID 587008 - Running Patches > Resize Selected on a Paint node did not resize the selected Patches.
ID 587640 - Grouping a node selection created additional Input nodes for unconnected node inputs.
ID 587791 - Renaming Group nodes' default Output node did not rename the corresponding Group port.
ID 588504 - Mari's bundled Materials Base Color Output ports were incorrectly named Output.
ID 588643 - Certain Output port names in Smart Mask nodes from previous versions reverted to default upon import into Mari 7.1.
ID 589415 - Converting a Group node to a Smart Mask created additional Input nodes for unconnected node inputs.
ID 563355 - The Post Process Command field in the Export Manager had no effect for Ptex exports.
Please note that post-process commands for Ptex exports are currently executed on the same thread as the export, so using post-process commands for Ptex exports may take longer than expected.
ID 563583 - Using the Node Graph context menu's File > Export action on Channel nodes incorrectly spawned an empty dialog. Channel Export or the Export Manager should be used for exporting from Channels.
ID 582282 - Subdivided Ptex Objects created from .fbx or .abc files could not be painted on, and running The Bakery on these Objects caused Mari to crash.
ID 500659 - Transformations set with GeoEntity.setTranform()
and LocatorEntity.setTranform()
would revert to their previous transformation when the entities' transform handles were manipulated in the Canvas. To prevent this behavior, LocatorEntity.setTransform()
and GeoEntity.setTransform()
now reset entities' internally cached transformation driven by the transform handle in the Canvas.
Additionally, GeoEntity.resetHandleTransform()
and LocatorEntity.resetLocatorHandleTransform()
functions have been implemented to reset the entities' internally cached transformation driven by the transform handle in the Canvas.
ID 522699 - The Python API GeoEntity.channelList()
function incorrectly returned the most recently deleted Channel.
ID 589665 - Running the Python API ShelfItem.setTags()
command on Shelf Items removed their thumbnails.
ID 575342 - Viewing a Tiled node with an empty image attribute in a New Project resulted in a green output.
ID 576661 - Defining and calling shader functions named after the MaterialX library functions caused a shader error.
ID 564420 - Python Script Shelf Item thumbnails were reset to the default thumbnail icon if the original image could not be found on disk.
ID 564457 - Python Script Shelf Items were not loading correctly if the script contained a line that ends with .py
.
ID 573753 - Importing Smart Mask Shelf Items from a Packaged Shelf resulted in custom assigned thumbnails being replaced with the Items' original thumbnails.
ID 575461 - Thumbnails and tooltip information were not being shown for Material or Smart Mask Shelf Items that were imported into the Project Shelf after the current project had been saved.
ID 587756 - Redoing the undo step of creating a new Switch Node Input caused Mari to crash.
ID 589467 - Redoing the undo step of changing a Switch Node's Input name caused Mari to crash.
ID 578007 - When using the Grid Warp Tool on an area larger than the Paint Buffer, Mari would incorrectly warp the paint from the opposite side of the Paint Buffer.
ID 578022 - The Pinup tool did not function correctly due to a multi-threading issue.
Additionally, performance optimisations have been made to the Pinup tool.
ID 583503 - Rotating or scaling a Marquee Selection caused Mari to crash.
ID 9566 - The Sorted by combobox was not initially displayed in the Projectors palette.
ID 568785 - The file browser's Name column's default width obscured file names, and the column could not be resized manually.
ID 584568 - Pressing Enter in the Add Paint Node dialog would incorrectly open the custom paint presets menu instead of confirming.
ID 586335 - The Export as Smart Mask dialog was titled Export As Custom Procedural instead of Export As Smart Mask.
ID 586404 - Smart Mask node creation records in the History View palette stated Custom Procedural instead of Smart Mask.
ID 588671 - When attempting to edit tags for a Shelf Item that does not support tags, the Edit Tags warning message stated procedurals instead of Smart Masks.
ID 578361 - During import, merging multiple USD meshes with left-handed orientation generated inverted surface normals.
ID 583692 - The USD Look Exporter now applies the UsdShadeMaterialBindingAPI
schema to nodes with material bindings.
ID 568808
actions = widget.actions()
is used to add an Action to the Tools Toolbar. To workaround this, we have exposed ToolBar.insertAction()
ID 562492 - It is currently not possible to pan in the Node Graph with MMB or Alt+LMB while a node edge has been picked up by mouse cursor.
As a workaround, two alternative methods can be used for navigating the Node Graph while a node edge is attached to the cursor:
Whilst Mari 7.1v1 remains on VFX Reference Platform CY2023, the following libraries have been updated:
Mari 7.0 | Mari 7.1 | |
---|---|---|
Expat | 2.2 | 2.5 |
FBX | 2020.1.1 | 2020.3.4 |
libxml2 | 2.9.9 | 2.12.5 |
OpenCV | 2.4.13.7 | 4.9.0 |
PTex | 2.4.1 | 2.4.2 |
Curl | 7.72.0 | 8.5.0 |
OpenSSL | 1.1.1m | 3.0.13 |
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.
Linux Desktop Managers
Mari is officially tested on GNOME. While it generally performs well on other desktop managers, most of our bug fixes will target this. We would be interested to know if there are any other preferred desktop managers to consider in the future so feel free to share your specifications with our Support Team at support@foundry.com
*Displacement preview is currently only available on the cards and drivers that support OpenGL 4.0 or newer.
*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 Foundry have tested with Mari. Due to the constantly changing nature and wide variety of computer hardware available in the market, 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: https://support.foundry.com.
HP | Dell | Lenovo |
---|---|---|
HP XW6600 HP Z600 HP Z620 HP Z640 HP Z8 G4 Workstation |
Dell Precision 7820 | Lenovo P620 |
Vendor | Tested GPUs |
---|---|
AMD Prosumer Graphics Cards | Radeon Pro 560 Radeon Pro 5500M Radeon Pro W6700 Radeon Pro W6800 |
NVIDIA Prosumer Graphics Cards | NVIDIA Geforce GTX 1070 NVIDIA Geforce GTX 1080 NVIDIA Geforce GTX 1080 Ti NVIDIA Geforce RTX A2000 NVIDIA Geforce RTX A3000 Mobile NVIDIA Geforce RTX A4000 NVIDIA Geforce RTX 3080 NVIDIA Geforce RTX 3080 Ti Mobile NVIDIA Geforce RTX 3090 NVIDIA Geforce RTX 4090 |
NVIDIA Enterprise Graphics Cards | NVIDIA Quadro P2000 NVIDIA Quadro P3200 NVIDIA Quadro P4000 NVIDIA Quadro P5000 NVIDIA Quadro RTX 8000 |
Copyright © 2024 The Foundry Visionmongers Ltd.