22 November 2021
ID 481754 - The Color Picker palette and dialogs' color/scalar icon is now a button that allows to explicitly switch between the color and scalar picking modes
ID 484888 - Opening the Color Picker window from the following color swatches, now respect the associated color/scalar setting.
Python API: mari.colors.pick()
function takes in an optional parameter for launching the Color Picker window in the Scalar mode.
A palette instance now holds a reference to the given body widget so that it won't disappear after the python script completes.
ID 485092 - When in scalar picking mode, overriding the color picking colorspace from the "Same As 8bit" default from either the Color Picker window or the Colors palette, colors picked from the Canvas would display incorrect RGB values.
ID 482136 - HSV and RGB values are displayed down to the first decimal places.
ID 491830 - If a shader failed to compile Mari would incorrectly display the "busy" spinning wheel in the canvas indefinitely. Mari will now correctly show an error screen in the canvas.
ID 492595 - Mari would crash when attempting to load a project that had image data corrupted. Instead, it will now load the project minus the image that had corrupted data.
ID 486878 - Unused patch deletion mechanism would shuffle the patches incorrectly.
ID 483084 - Mari would crash on Intel's 10th and 11th gen CPUs
Mari now uses OpenSSL version 1.0.2u
ID 487767 - Mari would paint an unexpected splat occasionally when navigating the scene in the Canvas on Linux.
2D transform controls for Paint Buffer Transform and Paint Through tools would not operate correctly in some occasions on Linux.
ID 491920 - Mari would crash if an invalid image path was specified for the Paint Through tool.
ID 490779 - Under certain conditions, the up-to-date state of Bake Point nodes would be incorrectly invalidated.
ID 482617 - The Custom Shader API Documentation was missing descriptions for arguments of Input elements.
ID 483393 - The mari.Shelf.isGrouped()
function would incorrectly return True
when the path property was not empty, but contained the root character /
.
ID 487198 - The mari.Channel.resize()
function would break the active history macro.
ID 491883 - The mari.ShelfItem.saveAs()
function failed to save the shelf item to disk.
ID 492467 - Under certain circumstances, the mari.nodes.nodeCreated
signal was emitted before the created node was fully initialised, giving incomplete data about the node when queried via the API.
ID 471286 - Mari crashes when a project is created or opened while using Nvidia GPU driver version 461.92, 462.31 and 462.59
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 113036 / BZ 49131 - High polygon .obj files, exported using the OBJ Exporter plug-in, cannot be read back in to Mari.
ID 10157 / BZ 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 / BZ 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 / BZ 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 10046 / BZ 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 / BZ 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 126816 / BZ 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 / BZ 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 / BZ 51247 - Channel transfer doesn't transfer Graph Layers as expected.
ID 124611 / BZ 51082 - The Ambient Occlusion node's properties don't include a generate AO option.
ID 48970 / BZ 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 / BZ 19780 - A projector created in Ortho view in Mari does not re-project correctly in Nuke.
ID 13600 / BZ 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 / BZ 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 / BZ 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 483855 - When Mari is launched with Administrator Privileges, you are unable to Drag and Drop items from Windows Explorer into Mari.
ID 430499 - When using Mari over some Windows Remote Desktop applications, pen pressure sensitivity does not work.
ID 308268 - 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 129292 / BZ 51771 - Removing, changing, or hiding subdivided objects takes a long time.
ID 126164 / BZ 51322 - Modo Render: The preview occasionally fails to update fully.
ID 124233 / BZ 51049 - Texture transfer does not take object transformation into account
ID 123532 / BZ 50898 - Existing subdivision calculations are lost when recalculating, even if recalculation fails.
ID 100303 / BZ 46600 - Ambient Occlusion must be updated after any OpenSubdiv calculation.
ID 62668 / BZ 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 / BZ 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 37066 / BZ 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 / BZ 14201 - Linux only: Mari becomes unresponsive after the system is woken from sleep.
ID 9631 / BZ 13700 - Adjusting the Camera > Perspective settings for a Projector is not reflected on the canvas until the Projector is made Current.
ID 9363 / BZ 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 / BZ 11874 - Mari doesn’t recognize 3-digit padded .obj sequences as animation
ID 8030 / BZ 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
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 |
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Apple M1: Please note that Mari does not support the Apple M1 chipset computers.
AMD Prosumer Graphics Cards |
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NVIDIA Prosumer Graphics Cards |
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NVIDIA Enterprise Graphics Cards |
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