29 January 2020
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.
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.
*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.
|AMD Prosumer Graphics Cards||
|NVIDIA Prosumer Graphics Cards||
|NVIDIA Enterprise Graphics Cards||
There are no New Features in this maintenance release.
ID 284019 - On project creation, the Nodegraph now neatly arranges user created Channels automatically.
ID 408043 - Project Settings now expose an Export Root Path option. The Export Manager now uses this Export Root Path option when setting the Root Path.
ID 407991 - Material node Export options can now be set in the Material Node properties Export tab.
ID 414539 - The Material Ingest Tool now contains the examples that can be used as templates for material creation. These examples will be visible in the Material Template list if no other templates have been recently used.
ID 415888 - The default Shader Compilation mode on macOS is now set to Automatic. The macOS specific warning about potential stability and performance issues when using Optimised mode has been removed.
ID 414870 - The OCIO View Transform would resolve incorrect colorspaces when the input and output color-space widgets specified colorspace paths.
ID 400166 - Garbage collection of unused data was not actively discarding unused data upon reopen which caused projects to bloat.
ID 366649 - Importing a specific user session on macOS would cause Mari to crash.
ID 397894 - Modifying the Clone Stamp source target would sometimes cause Mari to crash unexpectedly.
ID 415736 - When flattening a channel node without any connected layers, Mari would crash.
ID 235174 - Specular reflections would appear incorrectly on macOS due to unavailable or disabled cubemap arrays.
ID 351706 - When working with floating Layer Stack palettes, the TAB key would not spawn a pop-up dialog.
ID 268970 - When launched in Verbose mode, Mari would trigger an unnecessary update warning.
ID 416159 - Caching a node with multiple outputs no longer causes a crash in the Dynamic shader compiler.
ID 297544 - In the Color Palette, if the Saturation Slider was set to 0, the Hue slider's position would be locked.
ID 367112 - Enabling Shadow Maps Allowed on macOS would cause Mari to crash.
ID 368752 - Mari's application window would unnecessarily grow in size during the bake process if it was not full-screened.
ID 375534 - Enabling a Channel Mask would cause a Render Error on macOS.
ID 383396 - Shader node input order now matches the order of their Shader Models.
ID 386748 - The frame rate was significantly slower on macOS than in previous versions whilst navigating.
ID 388735 - When adding a Tiled or TriPlanar Procedural Layer, Mari would display a render error on macOS due to a limited number of texture units available.
ID 399048 - When manipulating the Curve Editor in Mari, the UI would render incorrectly.
ID 399141 - Some graphical artefacts would briefly appear when spawning the Color Picker from a swatch.
ID 399169 - If the Paint Buffer was transformed, the baking process could sometimes result in square artefacts.
ID 403755 - Vector- Type attributes without a defined range would allow the user to enter illegal values but would display as clamped.
ID 408969 - At zero opacity, the Arnold Standard Surface Shader would incorrectly display as black.
ID 399134 - Older projects containing large AdobeXMP image metadata attributes would fail to open.
ID 405225 - Some paint nodes from old projects were not correctly reflecting their bit depth after project upgrade.
ID 407637 - Baking and Selecting would fail if the UV view camera's clipping planes or Z position was edited.
ID 411109 - Transform or Mirror Patch would fail randomly if executed on a Paint Node in the Node Graph.
ID 411865 - If a file path contained the '@' character, Mari would raise an error on image import.
ID 414276 - Assigning a Channel Mask in a newly created project would crash.
ID 399234 - Navigation undo history did not correctly handle navigation momentum causing irregular Paint Buffer activities.
ID 399284 - Adjusting the Bit Depth of Paint Buffer would incorrectly multiply the content of Paint Buffer resulting in darker values than expected.
ID 399593 - Multi-Channel Merge nodes were not given the correctly hyphenated name upon creation.
ID 399943 - OCIO config colorspace remapping would silently fail when the config specified by the OCIO environment variable was missing or invalid.
ID 409483 - Texture Haven Material ingest preset for the Arnold Standard Surface shader model had incorrect search patterns.
ID 409484 - Material ingest presets for the 3Delight Principled and VRayMtl shader models had incorrect default colors for metallic streams.
ID 410473 - Attempting to cache a Camera Projection Layer would result in failure.
ID 410922 - Deleting many nodes at once could take longer than expected.
ID 411536 - Geo-Channels would incorrectly be conformed to 8bit imagesets when a non-8bit channel was imported from the Modo Bake palette.
ID 412272 - The Projector type for LocatorList node attributes was missing from the Custom Shader API documentation.
ID 409501 - In the Textures_Com Ingest Tool preset, Incandescence values were incorrectly set for both 3Delight and VrayMTL shaders.
ID 409762 - Attempting to create a node when a backdrop node was selected would cause Mari to crash.
ID 410018 - Importing a new Layer into a Channel containing no layers would cause Mari to crash.
ID 415749 - When reopening a project, Mari would not store changes made to Channel settings if the Channel node was imported from an .mng file.
ID 416702 - Adding a new locator from a Locator List attribute in Layers palette would cause Mari to crash.
ID 417375 - Pass Through connection would not be displayed for Multi-Channel Nodes
ID 419092 - Enabling Mari > Preferences > GPU > Threaded Operations Allowed would cause projects to crash on open on OS platforms that did not support threaded OpenGL operations. This preference has been removed on platforms where this feature is not supported.
ID 387310 - Launching Mari from the dock would cause macOS to hang until the application was open.
ID 419417 - Inconsistent color management would be applied to the canvas background gradient and image
ID 368806 - Fill > UV Mask and Wireframe options were not disabled in the UI when using Face Selection mode.
ID 409519 - The backgrounds of some palette tabs would be displayed in an incorrect shade of grey.
ID 413789 - When using a keyboard shortcut, releasing the modifier key before the standard key would incorrectly trigger any shortcut bound to the standard key.
ID 207913 - Mari may crash, or operate with lower than expected performance, when using recent graphics drivers with some AMD cards.
There have been reports that Plays.tv and Raptr, which come bundled with the AMD FirePro drivers, can cause instability in Mari. If you are experiencing instability, please try uninstalling these applications.
ID 16225 / 18457 - Using NVIDIA graphics cards from the Fermi series with drivers older than version 270 results in various rendering issues when the Virtual Texture Type is set to Half or Float.
To resolve this, please download and install the latest graphics driver for your card from the NVIDIA website
ID 9404 / 12567 - Enabling Sync to VBlank in NVIDIA settings can drastically reduce Mari’s performance. If you experience very slow interaction, even with low-polygon models, on one of the Tested Workstation Hardware, navigate to:
• Linux: NVIDIA X Server Settings > X Screen 0 > OpenGL Settings and turn off Sync to VBlank.
• Windows: NVIDIA Control Panel > 3D Settings > Manage 3DSettings > Vertical Sync > Force off
Then, restart Mari.
ID 123514 / 50886 - Imported shaders don't have channels assigned.
ID 113036 / 49131 - High polygon .obj files, exported using the OBJ Exporter plug-in, cannot be read back in to Mari.
ID 57756 / 29386 - When using the Export for Maya script, Maya’s viewport may incorrectly show some patches as transparent. This can be resolved by selecting High Quality Rendering or Viewport 2.0 from the Renderer menu within Maya.
ID 10157 / 16324 - Windows only: You cannot currently import an image into a channel using a relative file path. To work around this, use an absolute path when importing images.
ID 9854 / 14985 - There may be a slight pause after importing textures when creating new projects, while Mari saves the project.
ID 383360 - Using Displacement on Shaders may significantly decrease Canvas frame rate whilst navigating. This can be offset by disabling displacement on individual Shaders, or by globally disallowing the Tesselation Allowed setting found under Preferences > GPU > Shaders.
ID 64924 / 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.
ID 53959 / 26460 - Layers - Painting a mask in a Mask Layer Group sometimes results in unexpected paint results. To prevent this from happening, either:
• Use a white “color” layer at the bottom of your mask stack. Any layer used over this initial “color” layer should then be fine, or
• If you want to create a mask in a Mask Layer Group, simply add another layer on your Mask Layer Group instead, and paint white into it to create a mask.
ID 10046 / 13640 - The Blur tool can be slow to use on the initial stroke. Wait for Mari to process the blur before applying a second stroke.
ID 9567 / 13394 - Using the Select Items tool with the Facing set to Front to select and hide a portion of faces causes some of the faces within the selection to remain visible when zoomed in. To catch all selected faces, either:
• select Facing > Through instead of Front, or
• zoom in closer to the object.
ID 168753 - AIStandard nodes created in Mari3.0v1 are not compatible with Mari 3.0v2, or later. As a workaround, remove the old AIStandard nodes and recreate them in Mari 3.0v2, or later.
ID 126902 / 51462 - Creating a shader and attempting to view it in the Node Graph palette gives the impression that the DiffuseColor input edge is missing from the shader node. The input is present, but is incorrectly hidden. This is related to bug 51263 below
ID 126816 / 51452 - When importing a gizmo, the nodes in the gizmo did not retain their organization if they were created using the item name in the menu.
ID 125961 / 51263 - It is not currently possible to attach the Viewer node to standard Mari shaders, because they are hidden. As a workaround, you can click the View the current channel button above the Node Graph.
ID 125813 / 51247 - Channel transfer doesn't transfer Graph Layers as expected.
ID 124611 / 51082 - The Ambient Occlusion node's properties don't include a generate AO option.
ID 111329 / 48790 - Autoplace does not respect Backdrop nodes.
ID 48970 / 23010 - If Mari crashes when receiving incoming components from Nuke when the Virtual Texture Type is set to Float, lower the Virtual Texture Size to a value below 8192x8192.
ID 17678 / 19780 - A projector created in Ortho view in Mari does not re-project correctly in Nuke.
ID 13600 / 17626 - It can take a long time to import very large or very high polygon count ptex models. The work-around is to assign a small uniform face size (1x1 or 2x2) on import, and then upres the relevant bits of the model as necessary after loading.
ID 13531 / 17618 - Ptex does not bake properly if the resolution of the face is too small. The workaround is to increase the resolution of the selected faces you are having problems with.
ID 64961 / 34729 - Mari displays a rendering error on the canvas when it is unable to create a shader. More information has been included to help you determine the cause of the error. Some solutions might be to hide groups and layers, or to cache parts of your layer stack until a shader can be created
ID 64911 / 34679 - On extremely large projects, issues can arise with shader limits, and reaching the maximum allowed texture slots available. To avoid reaching these shader limits on large projects, try the following workarounds:
• hide groups and layers, or
• cache groups and layers.
ID 360737 - Linux only: When using the Select Color dialog, the colors picked with the eye dropper Pick Screen Pixels option may be incorrect due to an OS driven behaviour of darkening the rest of the Mari application.
To stop this behaviour the following preference can be disabled:
- CentOS 7: Applications > Utilities > Tweak Tool > Windows > Attached Modal Dialogues
This will also disable other desktop manager specific effects.
ID 308268 - Windows only: When working on multiple monitors, palettes sometimes cannot be docked.
ID 200836 - Scrolling in the Brush Editor or Tool Properties palette makes the scratch pad go blank.
ID 194832 - Bake times were significantly increased when baking into channels containing non-linear data.
ID 167883 / 51934 - When a project that contains a Tiled procedural is upgraded from 2.6 to 3.0, the frame rate drops drastically. To avoid this, replace the image in the Tiled procedural once the project has been upgraded.
ID 129292 / 51771 - Removing, changing, or hiding subdivided objects takes a long time.
ID 126389 / 51370 - Heavier projects are initially slower to render when colorspace is enabled.
ID 126164 / 51322 - Modo Render: The preview occasionally fails to update fully.
ID 125437 / 51199 - The AiStandard, RedshiftArchitectural, and VRayMtl shaders are not connected to the Current Channel automatically.
ID 125319 / 51185 - PythonAPI: Mari's Paint node does not appear in typeList(). To add a Paint node Pythonically, call:
ng = mari.geo.current().nodeGraph() ng.createPaintNode(width, height, bitDepth)
ID 124614 / 51084 - Animated objects can take a long time to subdivide.
ID 124233 / 51049 - Texture transfer does not take object transformation into account
ID 123532 / 50898 - Existing subdivision calculations are lost when recalculating, even if recalculation fails.
ID 121276 / 50548 - Modo Render: Only camera moves are respected by live update.
ID 121139 / 50520 - Although faces with degenerate UVs can be loaded into Mari, they can cause issues in some cases. They do not occupy any space in UV, so it's impossible to properly paint on such faces. There is also the risk that some shaders may show undesirable lighting effects on faces with degenerate UVs.
ID 100303 / 46600 - Ambient Occlusion must be updated after any OpenSubdiv calculation.
ID 99115 / 46223 - The Sponge Desaturate mode does not work through the full dynamic range as it uses HSL for desaturation. HSL cannot be used with HDR because HSL works well only in LDR values.
ID 86007 / 41573 - Windows 8 only: The Windows key (Meta key) does not disengage when used in conjunction with a Wacom pen.
ID 75576 / 37140 - Mac OS X only: By default, when you first install Mac OS 10.8 or higher, the security preferences are set so that any applications not downloaded from the Apple App Store can’t be installed.
To ensure that Mari installs correctly, navigate to System Preferences > Security & Privacy on your Mac and select Anywhere for the Allow applications download from field.
ID 62668 / 33293 - Linux: Launching Mari with the language set to one without certain character symbols resulted in Mari failing with an error that the specified transform could not be loaded. To work around this, set the locale (language) to English.
ID 60643 / 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.
ID 45590 / 20510 - If you find that the startup time for Mari is longer than usual, please check that the LIC files in your RLM licensing data folder do not refer to obsolete server ports. If they do, place them in another directory and restart Mari.
ID 37066 / 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.
ID 9758 / 14201 - Linux only: Mari becomes unresponsive after the system is woken from sleep.
ID 9631 / 13700 - Adjusting the Camera > Perspective settings for a Projector is not reflected on the canvas until the Projector is made Current.
ID 9363 / 12102 - Current brush settings do not get saved as part of the project. Instead, Mari reverts to the default settings when you close and relaunch it.
ID 9342 / 11874 - Mari doesn’t recognize 3-digit padded .obj sequences as animation
ID 8030 / 13571 - Launching a new version of Mari for the first time, when a config file exists from a previous version, sometimes results in an object not appearing in the Ortho view.
To solve this, close Mari, delete the following config file and relaunch Mari:
• Linux: ~/.config/TheFoundry/Mari.conf
• Windows: C:/Users//.mari/TheFoundry/Mari.ini
ID 7945 / 13294 - Windows: Mari sometimes crashes when trying to load data on large projects due to the program exhausting all window manager objects.
To reconfigure the user object limit:
If this number gets too large, you may also have to modify GDIProcessHandleQuota.
These are the changes relevant to developers.
There are no New Features in this release.
ID 389125 - The shader function mriTextureLod now works with color managed images.
ID 396590 - Shader functions mriTextureGather and mriTextureGatherAll have been implemented for use when calling the GL function textureGather on managed textures.
ID 411094 - In Mari's Python Console, using the shortcut Ctrl+Shift+Enter now runs the selected code only, if nothing is selected it will run the whole code block.
ID 414538 - Using the environment variable MARI_MATERIAL_INGEST_TEMPLATES_SEARCHPATHS, users can now select which directory path the Material Ingest Tool uses to populate the Material Templates dropdown menu.
ID 400500 - In addition to being able to register Shaders to generate custom environment maps, it is now possible to register Shaders to generate custom image maps.
ID 400502 - When registering a Shader for custom environment cubemaps, you can now specify the minimum mip-map size that should be rendered when Cubemap Arrays are disabled or not supported on the platform. Entering a minimum size of 0 will disable all mip-map generation for the custom environment cubemap.
ID 196955 - Mari is now code-signed and notarized to run on macOS without the need to bypass security settings.
ID 361624 - Mari's headless version of Modo 901 had the same Bundle ID as the main Modo application which could cause macOS conflictions.
ID 404129 - Importing alembic or .fbx geometry would take longer than expected due to an inability to specify whether or not to load selection groups for the object.
ID 404136 - When loading .abc or .fbx files, Mari did not provide an option to specify whether to create selection groups or not. The python API also would not read the 'CreateSelectionSets' argument during the geometry loading process.
ID 410782 - Using the Export Manager's Overrides option, DISABLE_SMALL_UNIFORMS, would have a reversed effect.
ID 414398 - Geo.renameVersion was not behaving correctly and did not give consistent results when compared to the UI counter-part.
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