Mari 7.5v1 Release Notes

3 December 2025

Mari 7.1v2 Release Notes

New Features

Multi-Painting

Whilst artists are expected to work with many different texture maps in order to define surface characteristics, Mari’s powerful painting toolset has always been limited to using a single RGBA image. You've been able to project and paint your diffuse texture straight onto your model, but weren't able to also paint a specular and bump at the same time. Gone are those days! At long last, we have welcomed Multi-Painting to Mari!

In Mari 7.5v1, you'll find a brand new palette within the Palettes toolbar that opens the Multi-Painting interface where you're able to drive the color or image that you're painting into each individual stream.

To get started, simply create a new Multi-Channel Paint Node in your Node Graph and choose which Shader Model context you plan to work within. Then head over to the new Multi-Paint Palette to start tweaking your settings. When the node is selected as the current paint target, you'll see the palette update with a list of the corresponding shader streams and Multi-Painting will be automatically enabled. This can also be toggled manually using the power button at the top-left of the palette for situations where you may want to debug between single and Multi-Painting contexts.

At any one time, you can paint into up to 8 different streams from a single Multi-Channel Paint Node - merging the node into your network in the exact same way that you would work with a Material or standard Paint node. Whilst you will be painting into multiple channels at once, only one channel at a time is treated as the stream that will be visible as the preview when using the Paint Through tool. This is the Primary Stream, indicated by the white eye icon, which is used to sync your color swatches and other toolbar settings with the palette.

A large number of Mari's painting tools have been updated in order to better support the Multi-Painting context. This includes the following tools:

In addition to this, certain properties such as the brush properties, projection masks and other settings within the Painting palette are now supported when working in Multi-Painting context.

Multi-Paint Palette Presets

As part of the new Multi-Painting workflows, we recognise that there will often be times when artists might need to reuse palette set ups so that they don't have to recreate the way they want to paint each and every time they make a Multi-Channel Paint node. We've introduced a new Preset system and file type that can be used to store palette set ups within the Shelf palette for easy reusability.

Image Groups

The Image Manager has always been quick to over-populate, even with tabs separating your material images. In Mari 7.5v1, we've removed the legacy tab system in favour of using a new grouping mechanism for organisation.

Image Groups can be created or added to using the right-click menu in the Image Manager. Double-click Image Groups to expand or collapse them. Additionally, images can be dragged and dropped inside or outside of existing groups.

When you drag and drop an Image Group into the Multi-Paint palette, Mari now automatically assigns images to streams based on matches between the textures' filenames and naming patterns for the current shader model in available Material Ingest Presets (*.mip).

It is also possible to manually edit the mapping the images to shader model streams using a table in the Image Group's properties. Here, you can either assign images to specific streams, run an auto-assignment of images which searches for matches in all available Material Ingest Presets, or use a specific Material Ingest Preset for assignment. This can be useful when image filenames are not matched to the expected shader stream during automatic assignment.

Bakery-powered Texture Transfer

A new Texture Transfer system has been added to Mari, making use of the incredibly powerful Bakery engine to vastly improve speed and performance. To try out the new system, simply select a group of nodes in your Node Graph, right click and navigate to Selection > Transfer. Texture Transfer in the Bakery means that moving your textures between assets is quicker than it ever has been before. In one of our tested projects, transferring three 28 UDIM 4k16bit Paint nodes into a single 4k UDIM now only takes 10 seconds compared to the long wait in previous versions.

Feature Enhancements

Automatic Project Backups

Baking

Brushes

Content

History

Image Manager

Material Ingest Tool