03 February 2021
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 and MATE. While it generally performs well on other desktop managers like KDE, most of our bug fixes will target those specified above. Some desktop managers like XFCE have not been tested with Mari and therefore 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.
Apple M1: Please note that Mari does not support the Apple M1 chipset computers.
|AMD Prosumer Graphics Cards||
|NVIDIA Prosumer Graphics Cards||
|NVIDIA Enterprise Graphics Cards||
There are no New Features in this maintenance release.
There are no Feature Enhancements in this maintenance release.
ID 462260 - When undoing the creation of a Material Layer, Mari would mistakenly add an additional step to the history stack.
ID 462261 - Undoing and redoing layer selection would incorrectly add an extra step to the undo history.
ID 370733 - On re-import, nodes would be disconnected if the Group's Input name contained a space character.
ID 376331 - Color Intensity slider did not behave as expected.
ID 439787 - When cycling through the collapse state of nodes in the NodeGraph, some edges would incorrectly remain visible or hidden.
ID 459742 - When removing a promoted knob from a Group Node, the container group for the removed knob would remain in the Node Properties for the Group Node.
ID 462223 - When using custom images for Shelf item thumbnails that were larger than the expected 256x256 pixels, the thumbnail would appear oversized and clipped in the tooltip display.
ID 462347 - If an invalid range was entered into the Limited Bake Point UDIM range field, the internal range did not change but the value displayed in the field would not update to reflect that.
ID 463256 - Duplicating an Object and its Shader Network would incorrectly add extra undo steps.
ID 464803 - If an image was set to Scalar, the Paint Through preview would display incorrectly.
These are the changes relevant to developers.
There are no New Features relevant to this release.
ID 463119 - A setCurrentProjector() function has been added to mari.LocatorList Python API class, allowing the current projector to be set on Locator List attributes set to Projector mode.
ID 463601 - The mari.Canvas.repaint() function now forces a canvas repaint even if the Pause Canvas Rendering feature is enabled.
ID 465111 - When baking a node via the Python API using a default colorspace with Raw and Scalar enabled, Mari would incorrectly raise an exception stating that the colorspace was invalid.
ID 465206 - Listening to the metadataValueChanged() signal from a mari.Node class when an 'Image' type attribute change triggered the signal, would cause Mari to crash. The value of the image path is now emitted in order to match the results of calling the function mari.Node.metadataValue().
ID 432014 - Actions that were instances of mari.ScriptAction did not emit signals correctly.
ID 461626 - Node attribute types of Vector2f and Vector3f are now properly supported.
ID 464841 - The python function mari.Shelf.setName() would not set the name of the shelf correctly.
ID 464874 - Colorspace information contained in file paths would not be respected when opening an image in the Image Manager.
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 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 424786 - Sufficiently complex shaders would cause OSX graphics drivers to crash on MacOS 10.15 Catalina. Several optimisations to shader compilation and shader compilation triggers have been made to address this, benefiting all platforms, however it is still possible to create a shader complex enough to cause a crash on Catalina. We recommend using bake points and caching to help alleviate this.
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 123514 / 50886 - Imported shaders don't have channels assigned.
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 90144 / 43020 - Mac OS X with retina screens only: When a hidden menu is unfurled over the canvas, the canvas zooms in dramatically.
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.
Copyright © 2021 The Foundry Visionmongers Ltd.