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REFERENCE GUIDE VERSION 3.0v2

Mari 3.0v1 ReferenceGuide

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Page 1: Mari 3.0v1 ReferenceGuide

REFERENCE GUIDEVERSION 3.0v2

Page 2: Mari 3.0v1 ReferenceGuide

Mari™ Reference Guide. Copyright © 2015 The Foundry Visionmongers Ltd. All Rights Reserved. Use of this Reference Guide and theMari software is subject to an End User License Agreement (the "EULA"), the terms of which are incorporated herein by reference. ThisReference Guide and the Mari software may be used or copied only in accordance with the terms of the EULA. This Reference Guide, theMari software and all intellectual property rights relating thereto are and shall remain the sole property of The Foundry VisionmongersLtd. ("The Foundry") and/or The Foundry's licensors.

The EULA can be read in the Mari User Guide Appendices.

The Foundry assumes no responsibility or liability for any errors or inaccuracies that may appear in this Reference Guide and thisReference Guide is subject to change without notice. The content of this Reference Guide is furnished for informational use only.

Except as permitted by the EULA, no part of this Reference Guide may be reproduced, stored in a retrieval system or transmitted, in anyform or by any means, electronic, mechanical, recording or otherwise, without the prior written permission of The Foundry. To the extentthat the EULA authorizes the making of copies of this Reference Guide, such copies shall be reproduced with all copyright, trademarkand other proprietary rights notices included herein. The EULA expressly prohibits any action that could adversely affect the propertyrights of The Foundry and/or The Foundry's licensors, including, but not limited to, the removal of the following (or any other copyright,trademark or other proprietary rights notice included herein):

Mari™ software © 2015 The Foundry Visionmongers Ltd. All Rights Reserved. Mari™ is a trademark of The Foundry Visionmongers Ltd.

Weta™ Digital is a trademark of Weta Digital Ltd.

In addition to those names set forth on this page, the names of other actual companies and products mentioned in this ReferenceGuide (including, but not limited to, those set forth below) may be the trademarks or service marks, or registered trademarks or servicemarks, of their respective owners in the United States and/or other countries. No association with any company or product is intended orinferred by the mention of its name in this Reference Guide.

Linux ® is a registered trademark of Linus Torvalds.

Windows ® is the registered trademark of Microsoft Corporation.

Mac and Mac OS X are trademarks of Apple, Inc., registered in the U.S. and other countries.

Adobe ® and Photoshop ® are either registered trademarks or trademarks of Adobe Systems Incorporated in the United States and/orother countries.

Maya ® is a registered trademark of Autodesk, Inc., in the USA and other countries.

Mari includes Disney technology licensed from Walt Disney Animation Studios.

The Foundry

5 Golden Square,

London, W1F 9HT

Rev: 04 December 2015

Page 3: Mari 3.0v1 ReferenceGuide

ContentsPrefaceAbout this Guide 14

Contact customer support 14

Types of Controls

Project Functions

Preference Functions

Selection Functions

Object Functions

Channel Functions

Layer Functions

Node Graph Functions

Ptex Functions

Patch Functions

Shading Functions

Painting Functions

Filter Functions

Camera Functions

Page 4: Mari 3.0v1 ReferenceGuide

View Functions

Tool Functions

Python Functions

Help Functions

ToolbarsProject Toolbar Controls 97Lighting Toolbar Controls 98Tools Toolbar Controls 99Selection Toolbar Controls 102Canvas Toolbar Controls 103Tool Properties Toolbar Control 105Ptex Toolbar Controls 119Colorspace Controls 120Navigation Toolbar Controls 121Paint Buffer Symmetry Toolbar Controls 122Vector Painting Toolbar Controls 123Default Shaders Toolbar Controls 123

Status BarStatus Bar Icons 125

Channels PaletteWhat It Does 128

Channels Palette Fields 128

Layers PaletteWhat It Does 132

Layers Palette Fields 133

Node Graph PaletteWhat It Does 160

Node Properties Palette

Page 5: Mari 3.0v1 ReferenceGuide

What It Does 161

Patches PaletteWhat It Does 162

Patches Palette Fields 162

Objects PaletteWhat It Does 164

Objects Palette Fields 164

Shaders PaletteWhat It Does 166

Shaders Palette Fields 166

Shader Parameters 168Lambertian: Phong 168Lambertian: Cook Torrance 171Lambertian: Beckman 174Lambertian: Blinn 177Flat 180Unreal 181BRDF 183Standard Lighting 186AiStandard 187RedshiftArchitectural 195VRayMtl 207Layered 215Choose Diffuse/Specular: Minnaert: Phong 218Choose Diffuse/Specular: Minnaert: Cook Torrance 221Choose Diffuse/Specular: Minnaert: Beckman 225Choose Diffuse/Specular: Minnaert: Blinn 228

Lights PaletteWhat It Does 231

Lights Palette Fields 231

Projectors PaletteWhat It Does 235

Projectors Palette Fields 235

Page 6: Mari 3.0v1 ReferenceGuide

Selection Groups PaletteWhat It Does 249

Selection Groups Palette Fields 249

Color Manager PaletteWhat It Does 250

Color Manager Palette Fields 250

Image Manager PaletteWhat It Does 263

ImageManager Palette Fields 263

History View PaletteWhat It Does 266

Brush Editor PaletteWhat It Does 267

Brush Editor Palette Fields 267

Play Controls PaletteWhat It Does 273

Play Controls Palette Fields 273

Python Console PaletteWhat It Does 275

Python Console Palette Fields 275

Pixel Analyzer PaletteWhat It Does 277

Pixel Analyzer Palette Fields 277

Colors Palette

Page 7: Mari 3.0v1 ReferenceGuide

What It Does 279

Colors Palette Fields 279

Tool Properties PaletteWhat It Does 283

Tool Properties Palette Fields 283

Painting PaletteWhat It Does 298

Painting Palette Fields 298

Projection PaletteWhat It Does 301

Projection Palette Fields 301

Shelf PaletteWhat It Does 311

Shelf Palette Fields 311

Snapshots PaletteWhat It Does 312

Snapshots Palette Fields 312

Modo Render PaletteWhat It Does 314

Modo Render Palette Fields 314

New Project DialogWhat It Does 318

How to Access It 318

New Project Dialog Box Fields 319

Page 8: Mari 3.0v1 ReferenceGuide

Project Settings DialogWhat It Does 327

How to Access It 327

Project Settings Dialog Box Fields 327

Select Color DialogWhat It Does 329

How to Access It 329

Select Color Dialog Fields 329

Advanced Blending ModeWhat It Does 332

How to Access It 332

Advanced Blending Mode Fields 332

Add Channel DialogWhat It Does 335

How to Access It 335

Add Channel Dialog Fields 335

Channel Presets DialogWhat It Does 337

How to Access It 337

Channel Presets Dialog Fields 337

Masks Formats DialogWhat It Does 340

How to Access It 340

Mask Formats Dialog fields 340

Convert Type Dialog

Page 9: Mari 3.0v1 ReferenceGuide

What It Does 342

How to Access It 342

Convert Type Dialog Fields 342

Copy Multiple Textures DialogWhat It Does 343

How to Access It 343

Copy Multiple Textures Dialog Fields 343

Channel Transfer DialogWhat It Does 345

How to Access It 345

Channel Transfer Dialog Fields 345

Layer Transfer DialogWhat It Does 350

How to Access It 350

Layer Transfer Dialog Fields 350

Group Node Knobs DialogWhat It Does 355

How to Access It 355

Group Node Knobs Dialog Fields 355

Export DialogWhat It Does 356

How to Access It 356

Export Dialog Fields 356

Import DialogWhat It Does 361

Page 10: Mari 3.0v1 ReferenceGuide

How to Access It 361

Import Channel Dialog Fields 361

Open an Image DialogWhat It Does 366

How to Access It 366

Open Image Dialog Fields 366

Save As DialogWhat It Does 369

How to Access It 369

Save As Dialog Fields 369

Mari to Maya Export DialogWhat It Does 372

How to Access It 372

Mari to Maya Export Dialog Fields 372

New Shader DialogWhat It Does 374

How to Access It 374

New Shader Dialog Fields 374

Create Shader DialogWhat It Does 376

How to Access It 376

Create Shader Dialog Fields 376

Select Patches By Range DialogWhat It Does 377

How to Access It 377

Page 11: Mari 3.0v1 ReferenceGuide

Select Patches By Range Dialog Fields 377

Add Object Settings DialogWhat It Does 378

How to Access It 378

Add Object Settings Dialog Fields 378

Add Version Settings DialogWhat It Does 382

How to Access It 382

Add Version Settings Dialog Fields 382

Subdivide DialogWhat It Does 385

How to Access It 385

Subdivide Dialog Fields 385

Gaussian Blur DialogWhat It Does 388

How to Access It 388

Gaussian Blur Dialog Fields 388

Displacement DialogWhat It Does 390

How to Access It 390

Displacement Dialog Fields 390

Height DialogWhat It Does 393

How to Access It 393

Displacement Dialog Fields 393

Page 12: Mari 3.0v1 ReferenceGuide

Load Camera DialogWhat It Does 396

How to Access It 396

Load Camera Dialog Fields 396

Manage Toolbar DialogWhat It Does 398

How to Access It 398

Manage Toolbars Dialog Fields 398

Manage Keyboard Shortcuts DialogWhat It Does 400

How to Access It 400

Edit Shortcuts Dialog Fields 400

HUDManager DialogWhat It Does 402

How to Access It 402

HUDManager Dialog Fields 402

Mari Preferences DialogWhat It Does 408

How to Access It 408

Mari Preferences Dialog Fields 408

Display Properties DialogWhat It Does 424

How to Access It 424

Display Properties Dialog Fields 424

Screenshot Settings Dialog

Page 13: Mari 3.0v1 ReferenceGuide

What It Does 428

How to Access It 428

Screenshot Settings Dialog Fields 428

Assign Channel DialogWhat It Does 429

How to Access It 429

Assign Channel Dialog Fields 429

Render Turntable DialogWhat It Does 430

How to Access It 430

Render Turntable Dialog Fields 430

Diagnostic Turntable DialogWhat It Does 433

How to Access It 433

Diagnostic Turntable Dialog Fields 433

Quick Projection DialogWhat It Does 436

How to Access It 436

Quick Projection Dialog Fields 436

Page 14: Mari 3.0v1 ReferenceGuide

REFERENCE GUIDE

PrefaceMari is a creative texture-painting tool that can handle extremely complex or texture heavy projects. Itwas developed at Weta Digital and has been used on films such as The Adventures of Tintin: TheSecret of the Unicorn, District 9, The Day the Earth Stood Still, The Lovely Bones and Avatar. The nameMari comes from the Swahili 'Maridadi', meaning 'beautiful' and carrying connotations of 'usefulness'.

About this GuideThis guide provides a complete reference for all the functions and fields within Mari. It does not give you anyinstructions on usingMari. For details on installingMari, read theMari Getting Started Guide. For full instructions onusingMari, read theMari User Guide.

The first part of this document describes all the functions within Mari, broken up by functional area.

Contact customer supportShould questions arise that thismanual fails to address, you can contact Customer Support directly via e-mail [email protected] or via telephone to our London office on +44 (0)20 7479 4350 or to our Los Angelesoffice on (310) 399-4555 during office hours.

14

Page 15: Mari 3.0v1 ReferenceGuide

REFERENCE GUIDE

Types of ControlsThe types of controls that can be found in Mari are listed in the table below. Each control isaccompanied by an example image of how it appears in Mari, as well as a description of what it doesand how to use it.

Controls What it looks like What it does How to use it Notes

Add attribute Lets you add an attributeto a property.

Click the iconand fill in theAdd UserAttributedialog box.

Formore information,see the Extending Marichapter in theMariUser Guide.

Buttons Lets you select a function. Click it. May show an icon or aword.

Checkbox unselected,selected

Lets you select an option. Click to select. An x displays whenselected.

Controlsphere

Lets youmove a lightaround the scene.

Click and drag topull the lightaround.

Curve editor Maps between input andoutput values (45° = thesame). Bar along thebottomdisplays theeffect at each point.

Drag to movepoints on thegraph. Addpoints byclicking on thecurve or bar.Edit a point byright-clicking it.

You can also remove apoint by clicking on itwhile holdingCtrl/Cmd.

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Page 16: Mari 3.0v1 ReferenceGuide

REFERENCE GUIDE 16

Controls What it looks like What it does How to use it Notes

Dropdownlist

Lets you select from a listof valid values.

Click the downarrow on theright, then clickto select anoption.

Entry box Lets you type an entry. Click inside thebox and type avalid entry.

Often combined witha slider and resetbutton.

When an entry boxhas been combinedwith a slider to changevalues, click in theentry box and pressthemiddle-mousebutton+drag up ordown to increase ordecrease the value.

Horizontalslider

Slides along a range ofvalid values.

Click and dragleft (more) orright (less).

Often combined withan entry box (thatshows the value) andreset button.

Incrementers Lets you increase ordecrease a value.

Click the up ordown arrows.

If you press Ctrl (onWindows and Linux)or fn (Mac) whilepressing the up ordown arrows, thenumber is increasedor decreased by wholenumbers rather thanindividual decimalpoints.

TYPES OF CONTROLS |

Page 17: Mari 3.0v1 ReferenceGuide

REFERENCE GUIDE 17

Controls What it looks like What it does How to use it Notes

List Lets you select from a listof valid values.

Click to select anoption.

On/OffIndicator

on, off Showswhether an optionis on or off

Look at it. Often combined witha switch.

Optionbuttons

Lets you select mutuallyexclusive options.

Click to selectwhich optionyou want.

Circle is filled whenselected. Sometimescalled “radio buttons”.

Removeattribute

Lets you remove anattribute from a property.

Click the icon,then clickRemove toconfirm.

Reset button Reset to the default. Click the icon. Often combined withan entry box andslider

Swatch Displays the currentlyselected color, and letsyou select a differentcolor.

Click to select acolor from theColors Palette

Switch Turns an option on or off. Click and dragright (on) or left(off).

Often combined withan On/Off indicator.

TYPES OF CONTROLS |

Page 18: Mari 3.0v1 ReferenceGuide

REFERENCE GUIDE 18

Controls What it looks like What it does How to use it Notes

Tabs Displays several groups ofthe same kind ofinformation, such asdifferent categories ofbrush tips in the BrushEditor Palette.

Click:

• a tab to view it

• to viewthe previousor next tab

• to add atab

• to delete atab

• to open thecurrent tab ina separatewindow

Thumbnail Displays a thumbnailpreview of a selectedfeature or function.

Look at it.

TYPES OF CONTROLS |

Page 19: Mari 3.0v1 ReferenceGuide

REFERENCE GUIDE

Project FunctionsA list of the functions used on the project level, such as shortcuts and menu items to open or close aproject, can be found in the table below.

Function How to access it What it does Opens thisdialog box

Notes

Newproject •Menubar | File > New

• Keyboard | Ctrl/Cmd+N

• Projects tab |Newbutton

• Projects tab | Right-click> New

• Toolbar |

Creates a new project. New ProjectDialog

Name the project,select options, andadd geometry.

Open aproject

• Projects tab | Right-click> Open

• Projects tab | Double-click

Opens the selectedproject (the project youright-clicked on).

Open recentproject

•Menubar | File > Open><project name>

Opens a project, from a listof the last 10projects opened.

Export asession

•Menubar | File >Session > ExportSession

Exports your current sessionof Mari, including specificobjects, channels, patches,lights, projectors, and so on,within it to an .msf file thatothers can import into theirMari session.

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REFERENCE GUIDE 20

Function How to access it What it does Opens thisdialog box

Notes

Import asession

•Menubar | File>Session > ImportSession

Imports a session, either as anew project or into anexisting project, from an.msf file.

Importchannels

•Menubar | File >Session > ImportChannels

Imports specific channelsfrom an .msf file into yourexisting project.

Importshaders

•Menubar | File >Session > ImportShaders

Imports specific shadersfrom an .msf file into yourexisting project.

Renameproject

•Menubar | File >Rename

Renames the currentproject.

This doesn't change the filename, only the name of theproject in the Projects tab.

RenameCurrentProject

Adjust projectcolorspacesettings

•Menubar | File >Settings

Set the colorspace optionsfor the project, changing iton a global level.

Project SettingsDialog

Save project •Menubar | File > Save

• Keyboard | Ctrl/Cmd+S

• Toolbar |

Saves the currentproject.

Close project •Menubar | File > Close

• Keyboard | Ctrl/Cmd+W

• Toolbar |

Closes the currentproject.

Save ChangesBeforeClosing?(if unsavedchanges)

Quit Mari •Menubar | File > Quit

• Keyboard | Ctrl/Cmd+Q

Closes the current projectandMari.

Save ChangesBeforeClosing?(if unsavedchanges)

PROJECT FUNCTIONS |

Page 21: Mari 3.0v1 ReferenceGuide

REFERENCE GUIDE 21

Function How to access it What it does Opens thisdialog box

Notes

Delete project • Projects tab |Deletebutton

• Projects tab | Right-click> Delete

Deletes the selectedproject fromdisk.

Open archive • Projects tab |OpenArchive button

• Projects tab | Right-click> Open Archive

Opens a project from anarchive file.

Import Archive

Archiveproject

• Projects tab |Archivebutton

• Projects tab | Right-click> Archive

Saves the selectedproject to disk as aMariarchive (.mra) file.

The archiveincludes all thesupporting filesrequired for theproject.

Copy(duplicate)project

• Projects tab | Copybutton

• Projects tab | Right-click> Copy

Creates a copy of theselected project.The new copy appears in theProjects tab.

PROJECT FUNCTIONS |

Page 22: Mari 3.0v1 ReferenceGuide

REFERENCE GUIDE

Preference FunctionsThe functions for how to access and edit preferences, toolbars, and shortcuts can be found in thetable below.

Function How to access it What it does Opens thisdialog box

Notes

Setpreferences

•Menubar | Edit >Preferences

Lets you set generalpreferences forMari -cache size, plug-ins,autosave frequency, andso on.

MariPreferencesDialog

Edit toolbars •Menubar | Edit >Toolbars

Lets you create and editcustom toolbars.

ManageToolbarDialog

Edit shortcuts •Menubar | Edit >Shortcuts

Lets you add or editkeyboard shortcuts.

ManageKeyboardShortcutsDialog

ConfigureHeads-UpDisplay

•Menubar | Edit > HUDManager

Lets you set whatinformationMari showsin theHeads-Up Display(HUD) behind themodelon the canvas.

HUD ManagerDialog

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Page 23: Mari 3.0v1 ReferenceGuide

REFERENCE GUIDE

Selection FunctionsA list of functions for selecting items in Mari can be found in the table below, this includes theselection of objects, patches, and faces, as well as how to access selection modes.

Function How to access it What it does Opens thisdialog box

Notes

Objectselectionmode

• Selection toolbar |

•Menubar | Selection >Object Mode

• Right-click | canvas >Object Mode

SetsMari to selectwhole objects.

Patchselectionmode

• Selection toolbar |

•Menubar | Selection >Patch Mode

• Right-click | canvas >Patch Mode

SetsMari to selectpatches on objects.

Facesselectionmode

• Selection toolbar |

•Menubar | Selection >Face Mode

• Right-click | canvas > FaceMode

SetsMari to selectareas on the objects.

Create a smart selectionin Facemode bydouble-clicking on theface of themodel. Thiscreates a smart selection(to select facesconnected in UV) basedon the settings in theSmart Type dropdownmenu.

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REFERENCE GUIDE 24

Function How to access it What it does Opens thisdialog box

Notes

Hideunselectedareas

•Menubar | Selection >Hide Unselected

• Right-click | canvas >Visibility > HideUnselected

• Right-click | PatchesPalette > HideUnselected

• Keyboard | Shift+H

•Mouse |

Hides the unselectedareas on the canvas.

For themouse gesture:press and hold \, clickand drag in the directionindicated. (A thin red linetraces gestureonscreen.)

Hide selectedareas

•Menubar | Selection >Hide Selected

• Right-click | canvas >Visibility > HideSelected

• Right-click | PatchesPalette > Hide SelectedPatches

• Keyboard |H

•Mouse |

Hides the selectedareas on the canvas.

For themouse gesture:press and hold \, clickand drag in the directionindicated. (A thin red linetraces gesturesonscreen.)

Show selectedareas

•Menubar | Selection >Show Selected

• Right-click | canvas >Visibility > ShowSelected

• Right-click | PatchesPalette > Show SelectedPatches

Shows the selectedareas on the canvas.

SELECTION FUNCTIONS |

Page 25: Mari 3.0v1 ReferenceGuide

REFERENCE GUIDE 25

Function How to access it What it does Opens thisdialog box

Notes

Show all areas •Menubar | Selection >ShowAll

• Right-click | canvas >Visibility > Show All

• Right-click | PatchesPalette > ShowAllPatches

• Keyboard | Ctrl/Cmd+Shift+H

•Mouse |

Displays all areas,selected or not, on thecanvas.

For themouse gesture:press and hold \, clickand drag in the directionindicated. (A thin red linetraces gesturesonscreen.)

Showwholeobject

•Menubar | Selection >Show Entire Object

• Right-click | canvas >Visibility > Show EntireObject

Shows all area, selectedor not, on only theselected object.

Select all areas •Menubar | Selection >Select All

• Right-click | canvas >Selection > Select All

• Right-click | PatchesPalette > Select AllPatches

• Button | Patches Palette >

• Keyboard | Ctrl/Cmd+A

Selects all areas in themodel, depending onyour current selectionmode (objects, patches,or faces).

SELECTION FUNCTIONS |

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REFERENCE GUIDE 26

Function How to access it What it does Opens thisdialog box

Notes

De-select allareas

•Menubar | Selection >Select None

• Right-click | canvas >Selection > Select None

• Right-click | PatchesPalette > Select None

• Keyboard | Ctrl/Cmd+E

De-selects all areas onthemodel.

Invertselection ofareas

•Menubar | Selection >Select Invert

• Right-click | canvas >Selection > SelectInvert

• Right-click | PatchesPalette > Select InvertPatches

• Keyboard | Ctrl/Cmd+I

De-selects the currentselection and selectseverything currentlyunselected.

Depends on yourcurrent selectionmode(either objects, patches,or faces) for the scopeof inversion. Forexample, in facemode,the unselected facesbecome selected andthe other way around.

Select visibleareas

•Menubar | Selection >Select Visible

• Right-click | canvas >Selection > SelectVisible

• Right-click | PatchesPalette > Select VisiblePatches

Selects only areas thataren't hidden.

Lockunselectedareas

• Menubar | Selection >Lock Unselected

• Right-click | canvas >Locking > LockUnselected

• Right-click | PatchesPalette > LockUnselected Patches

Locks unselectedpatches so theycannot be edited.

SELECTION FUNCTIONS |

Page 27: Mari 3.0v1 ReferenceGuide

REFERENCE GUIDE 27

Function How to access it What it does Opens thisdialog box

Notes

Lock selectedareas

•Menubar | Selection >Lock Selected

• Right-click | canvas >Locking > LockSelected

• Right-click | PatchesPalette > Lock SelectedPatches

• Button | Patches Palette >

Locks selected areas, sothey cannot bepainted.

Unlockselected areas

•Menubar | Selection >Unlock Selected

• Right-click | canvas >Locking > UnlockSelected

• Right-click | PatchesPalette > UnlockSelected Patches

• Button | Patches Palette >

Unlocks selectedlocked areas, so theyare again paintable.

Lock all areas •Menubar | Selection >Lock All

• Right-click | canvas >Locking > Lock All

• Right-click | PatchesPalette > Lock AllPatches

Locks all areas, so theycannot be painted.

SELECTION FUNCTIONS |

Page 28: Mari 3.0v1 ReferenceGuide

REFERENCE GUIDE 28

Function How to access it What it does Opens thisdialog box

Notes

Unlock allareas

•Menubar | Selection >Unlock All

• Right-click | canvas >Locking > Unlock All

• Right-click | PatchesPalette > Unlock AllPatches

Unlocks all lockedareas, so they are againpaintable.

Unlockeverything

•Menubar | Selection >Unlock Entire Object

• Right-click | canvas >Locking > Unlock EntireObject

Unlocks everything onthe current object,regardless of whetherit’s a face, patch, orchannel.

Createselectiongroup forpatches

• Right-click | canvas >Create Patch SelectionSet

Creates a new selectionset consisting ofwhichever patches youcurrently haveselected.

Creates a new selectionset in the PatchesPalette

Createselectiongroup

• Right-click | canvas >Create Selection Group

• Button | Selection Groups

Palette >

Creates a new selectiongroup to save yourselectionmodes.

You can create selectiongroups in any selectionmode (objects, patches,or faces).

Selectselectiongroup

• Right-click | selectiongroup in Selection GroupsPalette > SelectSelection Group

• Button | Selection Groups

Palette >

Selects thewholeselection group in thecanvas and highlightsthe group in thepalette.

SELECTION FUNCTIONS |

Page 29: Mari 3.0v1 ReferenceGuide

REFERENCE GUIDE 29

Function How to access it What it does Opens thisdialog box

Notes

Toggleselectedselectiongroups

• When the Select tool isset to Smart Selectionmode, and the SmartType is Selection Group,repeatedly click on a facein the canvas.

If a face belongs tomore than oneselection group, clickingrepeatedly cyclesthrough the otherselection groups towhich it belongs.

Lock theselectiongroup

• Right-click | selectiongroup in Selection GroupsPalette > Lock SelectionGroup

• Button | Selection Groups

Palette >

Locks the selectiongroup.

Unlock theselectiongroup

• Right-click | selectiongroup in Selection GroupsPalette > UnlockSelection Group

• Button | Selection Groups

Palette >

Unlocks the selectiongroup.

Hide theselectiongroup

• Right-click | selectiongroup in Selection GroupsPalette > Hide SelectionGroup

• Button | Selection Groups

Palette >

Hides the contents ofthe selection group.

Assign ashortcut

Right-click | selection groupin Selection Groups Palette> Assign Shortcut

Opens theAssignKeyboard Shortcutdialog and allows youto set a shortcut forthe selected object.

SELECTION FUNCTIONS |

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REFERENCE GUIDE 30

Function How to access it What it does Opens thisdialog box

Notes

Show theselectiongroup

• Right-click | selectiongroup in Selection GroupsPalette > Show SelectionGroup

• Button | Selection Groups

Palette >

Shows the contents ofthe selection group.

Remove theselectiongroup

• Right-click | selectiongroup in Selection GroupsPalette > RemoveSelection Group

• Button | Selection Groups

Palette >

Removes the contentsof the selection group.

Add selectiongroupstogether

• Shift+click a selectiongroup in Selection GroupsPalette when anotherselection group is alreadyselected.

Adds the two selectiongroups together on thecanvas to show thevisibility of bothselections at once.

This does not create anew selection groupautomatically; it onlyadjusts the visibleselections on thecanvas.

Subtractselectiongroups fromone another

• Ctrl+click a selectiongroup in Selection GroupsPalette when anotherselection group is alreadyselected.

Subtracts one selectiongroup from another onthe canvas to show thevisibility of a selectionwithout the faces orpatches of the other.

This does not create anew selection groupautomatically; it onlyadjusts the visibleselections on thecanvas.

SELECTION FUNCTIONS |

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REFERENCE GUIDE

Object FunctionsA list of functions for adding, editing, moving, or removing objects can be found in the table below.

Function How to access it What it does Opens thisdialog box

Notes

Add object •Menubar |Objects > AddObject

• Right-click | ObjectsPalette > AddObject

• Button | Objects Palette >

Adds a new object tothe project.

Add ObjectSettingsDialog

Add childobject

• Right-click |an object intheObjects Palette > AddChild Object

Adds a new object as achild object to theobject hierarchy.

Add ObjectSettingsDialog

Add locator • Right-click | ObjectsPalette > Add Locator

• Button | Objects Palette >

Adds a locator so thatyou can rotate, scale,andmove objects in 3Dworld/camera space.

Add childlocator

• Right-click |an object intheObjects Palette > AddChild Locator

Adds a locator as a childobject so that you canrotate, scale, andmoveobjects in 3Dworld/camera space.

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REFERENCE GUIDE 32

Function How to access it What it does Opens thisdialog box

Notes

Removeobject

•Menubar |Objects >Remove Object

• Right-click | an object intheObjects Palette >Remove Object

• Button | Objects Palette >

Removes the selectedobject from theproject.

Projectsmust alwayshave at least oneobject.

Duplicateobject

•Menubar |Objects >Duplicate > ObjectOnly orObject AndShader Network

• Right-click | an object intheObjects Palette >Duplicate > ObjectOnly orObject AndShader Network

Duplicates either theobject on its own or theobject and theassociated shadernetwork that belongs toit.

Add objectversion

• Right-click | an object intheObjects Palette > AddVersion

Lets you select a filecontaining the newobject version data.

Add VersionSettingsDialog

Renameobject version

• Right-click | an object intheObjects Palette >Rename Version

Renames the currentobject version.

RenameVersion Dialog

Removeobject version

• Right-click | an object intheObjects Palette >Remove Version

Deletes the currentobject version.

Objectsmust alwayshave at least oneversion.

Calculateambientocclusion

•Menubar |Objects >Ambient Occlusion

• Right-click | an object intheObjects Palette >Ambient Occlusion

Calculates the ambientocclusion for the object.This is required for anyoperations that use theambient occlusion data(such as using ambientocclusionmasking).

This can take a longtime, depending on thecomplexity of themodel.

OBJECT FUNCTIONS |

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REFERENCE GUIDE 33

Function How to access it What it does Opens thisdialog box

Notes

Subdivide theobject

•Menubar |Objects >Subdivide

• Right-click | an object intheObjects Palette >Subdivide

Specify how tosubdivide the geometryand to what degree sothat it appears as if itwere a higher polygonmodel.

SubdivideDialog

Subdivision can run inthe foreground orbackground. SeeSubdividing Objects intheMari User Guide formore information.

GenerateGaussian Blur

•Menubar |Objects >Generate > GaussianBlur

• Right-click | an object intheObjects Palette >Generate > GaussianBlur

Allows you to apply anobject-based blur effectacross thewhole object,not just on specificpatches. This eliminatesseaming because it canapply the effect across3D boundaries.

Gaussian BlurDialog

GenerateDisplacement

•Menubar |Objects >Generate >Displacement

• Right-click | an object intheObjects Palette >Generate >Displacement

Allows you to generate adisplacement map,using a high polygonsourcemodel and a lowpolygon destinationmodel to calculate thedisplacement.

DisplacementDialog

If you want to generatea displacement map,the channel you haveselected needs to be16-bit (Half) or 32-bit(Float).

GenerateHeight

•Menubar |Objects >Generate > Height

• Right-click | an object intheObjects Palette >Generate > Height

Allows you to generate aheight map, using a highpolygon sourcemodeland a low polygondestinationmodel tocalculate the height.

Height Dialog The values for theheight are normalizedbetween 0 and 1.

Assign ashortcut

• Right-click | an object intheObjects Palette >Assign Shortcut

Opens theAssignKeyboard Shortcutdialog and allows you toset a shortcut for theselected object.

AssignKeyboardShortcut

OBJECT FUNCTIONS |

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Function How to access it What it does Opens thisdialog box

Notes

Reset moveobject - singleobject

•Mouse | Shift-click on theobject

Shift+click on the objectresets that object to itsoriginal position.

Reset moveobject - allobjects

• Keyboard | ’ Pressing the '(apostrophe) key resetsall objects back to theiroriginal positions.

Reset objecttransform

•Menubar |Objects >Reset ObjectTransform

Resets the objecttransform back to itsoriginal coordinates forthe selected object orlocator in theObjectspalette.

OBJECT FUNCTIONS |

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REFERENCE GUIDE

Channel FunctionsA list of functions for adding, editing, and removing channels and channels presets can be found inthe table below.

Function How to access it What it does Opens thisdialog box

Notes

Add channel •Menubar | Channels >Add Channel

• Right-click | in ChannelsPalette > Add Channel

• Button | Channels Palette

>

Adds a new channel tothe current project.

Add ChannelDialog

Createchannelpresets

•Menubar | Channels >Channel Presets

• Right-click | in ChannelsPalette > ChannelPresets

Allows you to create anew channel preset to useas a template for newchannels.

ChannelPresets Dialog

Click the checkbox forchannels you want toadd, and click OK.You can customizeavailable categories ofchannel presets usingan XML file in a folderspecified in yourpreferences.

Removechannel

•Menubar | Channels >Remove Channel

• Right-click | in ChannelsPalette > RemoveChannel

• Button | Channels Palette

>

Removes the selectedchannel, and any layersassociated with it, fromthe channels list.

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Function How to access it What it does Opens thisdialog box

Notes

Convertchannel

•Menubar | Channels >Convert Channel

• Right-click | in ChannelsPalette > ConvertChannel

• Button | Channels Palette

>

Changes the color depthof the channel to either8bit (Byte), 16bit (Half),or 32bit (Float).

Convert TypeDialog

Determines numberof pixels per RGBchannel.

Duplicatechannel

• Keyboard |Alt+drag anddrop channel

Duplicates the channeland all the layersbelonging to thatchannel.

Flattenchannel

• Menubar | Channels >Flatten

• Right-click | in ChannelsPalette > Flatten

Flattens the channel dataand bakes down thetexture.

Channeltransfer

• Menubar | Channels >Transfer

• Right-click | in ChannelsPalette > Transfer

Transfers channels fromone object or version toanother.

ChannelTransferDialog

Cut channel • Menubar | Channels >Cut

• Right-click | in ChannelsPalette > Cut

• Keyboard | Ctrl/Cmd+X

Cuts the channel and allassociated layers fromthe channels list andplaces it in the clipboard.

Copy channel • Menubar | Channels >Copy

• Right-click | in ChannelsPalette > Copy

• Keyboard | Ctrl/Cmd+C

Copies the channel, andall associated layers fromthe channels list andplaces it in the clipboard.

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Function How to access it What it does Opens thisdialog box

Notes

Paste channel • Menubar | Channels >Paste

• Right-click | in ChannelsPalette > Paste

• Keyboard | Ctrl/Cmd+V

Pastes any cut or copiedchannel and associatedlayers from the clipboardto the channels list.

Exportcurrentchannel

•Menubar | Channels >Export CurrentChannel

• Right-click | canvas >Export > Export CurrentChannel

• Right-click | in ChannelsPalette > Export CurrentChannel

Exports the currentchannel to a series offiles.

Export Dialog

Export allchannels

•Menubar | Channels >Export > Export AllChannels

• Right-click | canvas >Export > Export AllChannels

• Right-click | in ChannelsPalette > Export >Export All Channels

Exports all the channels inthe channels palette to aseries of files.

Export Dialog

Exporteverything

•Menubar | Channels >Export > ExportEverything

• Right-click | canvas >Export > ExportEverything

• Right-click | in ChannelsPalette > Export > ExportEverything

Exports the channels forall the objects in yourproject to a series of files.

Export Dialog

CHANNEL FUNCTIONS |

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REFERENCE GUIDE 38

Function How to access it What it does Opens thisdialog box

Notes

Flatten andexport thecurrentchannel

•Menubar | Channels >Export Flattened >Export CurrentChannel Flattened

• Right-click | canvas >Export Flattened >Export CurrentChannel Flattened

• Right-click | in ChannelsPalette > ExportFlattened > ExportCurrent ChannelFlattened

Flattens the currentchannel and exports it toa series of files.

Export Dialog

Flatten andexport allchannels

•Menubar | Channels >Export Flattened >Export All ChannelsFlattened

• Right-click | canvas >Export Flattened >Export All ChannelsFlattened

• Right-click | ChannelsPalette > ExportFlattened > Export AllChannels Flattened

Flattens all the channelsin the channels paletteand exports it to a seriesof files.

Export Dialog

CHANNEL FUNCTIONS |

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REFERENCE GUIDE 39

Function How to access it What it does Opens thisdialog box

Notes

Flatten andexporteverything

•Menubar | Channels >Export Flattened >Export EverythingFlattened

• Right-click | canvas >Export Flattened >Export EverythingFlattened

• Right-click | ChannelsPalette > ExportFlattened > ExportEverything Flattened

Flattens the channels forall objects in your projectand exports them to aseries of files.

Export Dialog

Import into alayer stack

•Menubar | Channels >Import > Import intoLayer Stack

• Right-click | canvas >Import > Import intoLayer Stack

• Right-click | in ChannelsPalette > Import >Import into LayerStack

Imports the file as layersinto the layer stack ofyour current, selectedchannel.

Import Dialog

Import into anew channel

•Menubar | Channels >Import > Import intoNew Channel

• Right-click | canvas >Import > Import intoNew Channel

• Right-click | in ChannelsPalette > Import >Import into NewChannel

Import the file as a newchannel in the ChannelsPalette.

Import Dialog

CHANNEL FUNCTIONS |

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REFERENCE GUIDE 40

Function How to access it What it does Opens thisdialog box

Notes

Resizechannel

• Menubar | Channels >Resize

• Right-click | in ChannelsPalette > Resize

Resize options are:

• 256x256

• 512x512

• 1024x1024

• 2048x2048

• 4096x4096

• 8192x8192

• 16384x16384

• 32768x32768

Lock channel • Menubar | Channels >Lock Channel

• Right-click | channel inChannels Palette > LockChannel

• Button | Channels Palette

>

Lock the selected channelso that the channel norany of the layers in theassociated layer stack canbe edited or deleted.

Lock icons in theChannels Paletteshow the currentstate of thechannel.

Unlockchannel

• Menubar | Channels >Unlock Channel

• Right-click | channel inChannels Palette >Unlock Channel

• Button | Channels Palette

>

Unlocks the selectedchannel so that thechannel or the layerswithin the layer stack canbe edited.

Lock icons in theChannels Paletteshow the currentstate of thechannel.

Lock allchannels

• Menubar | Channels >Lock All Channels

• Right-click | ChannelsPalette > Lock AllChannels

Locks all the channels inthe Channels Palette,regardless of what isselected.

CHANNEL FUNCTIONS |

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REFERENCE GUIDE 41

Function How to access it What it does Opens thisdialog box

Notes

Unlock allchannels

Menubar | Channels >Unlock All Channels

Right-click | ChannelsPalette > Unlock AllChannels

Unlock all the channels inthe Channels Palette,regardless of what isselected.

In addition to theunlock options listedhere, you can alsounlock channels byselectingUnlockEntire Object.

View theNextChannel

•Menubar | Channels >Next Channel

• Right-click | in ChannelsPalette > Next Channel

•Mouse |

Selects the nextchannel in the list.

View thePreviousChannel

• Menubar | Channels >Previous Channel

• Right-click | in ChannelsPalette > PreviousChannel

• Mouse |

Selects the previouschannel in the list.

Snapshot allchannels

•Menubar | Channels >Snapshots > SnapshotAll Channels

• Right-click | in ChannelsPalette > Snapshots >Snapshot All Channels

Takes snapshots of all thechannels in theChannels Palette.

Snapshot thecurrentchannel

•Menubar | Channels >Snapshots > SnapshotCurrent Channel

• Right-click | in ChannelsPalette > Snapshots >Snapshot CurrentChannel

Takes snapshots of onlythe current selectedchannel.

CHANNEL FUNCTIONS |

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Function How to access it What it does Opens thisdialog box

Notes

Managesnapshots

•Menubar | Channels >Snapshots >ManageSnapshots

• Right-click | in ChannelsPalette > Snapshots >Manage Snapshots

Opens the Snapshotspalette.

Delete allsnapshots

• Menubar | Channels >Snapshots > Delete AllSnapshots

• Right-click | in ChannelsPalette > Snapshots >Delete All Snapshots

Deletes all thesnapshots taken for thecurrent project.

CHANNEL FUNCTIONS |

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REFERENCE GUIDE

Layer FunctionsA list of functions for adding, editing, removing, exporting, or importing layers and layer stacks canbe found in the table below.

Function How to access it What it does Opens thisdialog box

Notes

Add new layer • Menubar | Layers > AddNew Layer

• Right-click | in LayersPalette > Add New Layer

• Button | Layers Palette >

Adds a new layer to thelayer stack.

Addadjustmentlayer

• Menubar | Layers > AddAdjustment Layer

• Right-click | layer in LayersPalette > Add LayerAdjustment

• Button | Layers Palette >

• Keyboard | Tab

Adds the selected filteras an Adjustment layerto the layer stack.

If adding adjustmentsby pressing Tab, typein the name of theadjustment you wantto add, for example,Contrast.

Addprocedurallayer

• Menubar | Layers > AddProcedural Layer

• Right-click | in LayersPalette > AddProcedural Layer

• Button | Layers Palette >

• Keyboard | Tab

Adds the selected Basic,Environment,Geometry, orProcedural layer to thelayer stack.

If adding proceduralsby pressing Tab, typein the name of theprocedural you wantto add, for example,Cloud.

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Function How to access it What it does Opens thisdialog box

Notes

Cut layer orlayermask

• Menubar | Layers > Cut

• Right-click | layer in LayersPalette > Cut

• Menubar | Layers >Layer Mask > Cut

• Right-click | layermask inLayers Palette > LayerMask > Cut

• Keyboard | Ctrl/Cmd+X

Cuts the layer from thelayers list to allow you topaste it elsewhere in theproject ortemporarily remove it.

Using theCtrl/Cmd+Xshortcut cuts thewhole layer. Youcannot cut only thelayermask.

Copy layer orlayermask

• Menubar | Layers > Copy

• Right-click | layer in LayersPalette > Copy

• Menubar | Layers >Layer Mask > Copy

• Right-click | layermask inLayers Palette > LayerMask > Copy

• Keyboard | Ctrl/Cmd+CorAlt+drag

Copies the layer fromthe layers list to allowyou to paste itelsewhere in theproject.

Using theCtrl/Cmd+Cshortcut copies thewhole layer. Youcannot copy only thelayermask.

Paste layer orlayermask

• Menubar | Layers >Paste

• Right-click | layer in LayersPalette > Paste

• Menubar | Layers >Layer Mask > Paste

• Right-click | layermask inLayers Palette > LayerMask > Paste

• Keyboard | Ctrl/Cmd+V

Pastes a cut or copiedlayer into the selectedlocation in the project’sLayers Palette. Layerscan be paste as a copy inthe layer list, or as a newlayer in amask stack oradjustment stack.

Duplicatelayer

• Button | Layers Palette > Creates an exact copy ofthe selected layer.

’Copy’ is added to thelayer name to denotewhich layer is theduplicate.

LAYER FUNCTIONS |

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Function How to access it What it does Opens thisdialog box

Notes

Removelayers

• Right-click | layer in LayersPalette > RemoveLayers

• Button | Layers Palette >

Removes the selectedlayer from the currentproject.

Merge layers • Right-click | layer in LayersPalette >Merge Layers

Merges two ormorelayers together into asingle new layer.

Any masks or layergroups contained inthe selection will alsobemerged into thelayer and are no longerdisplayed asmasks orgroups.

Layer transfer • Menubar | Layers >Transfer

• Right-click | layer in LayersPalette > Transfer

Transfers layers fromone object or version toanother.

Layer TransferDialog

Add emptylayer group

• Right-click | in LayersPalette > Add LayerGroup

• Button | Layers Palette >

Adds an empty layergroup, which allows youto add layers, masks,adjustments orprocedurals within asingle layer group.

These layer groups canbe flattened to create asingle layer.

Group layers • Right-click | layer in LayersPalette > Group Layers

Gathersmultipleselected layers togetherunder a single group.

Selected layers arelocated under a parentlayer, which is given a‘group’ name.

Flatten layergroup

• Right-click | layer in LayersPalette > Flatten LayerGroup

Reducesmultiple layersinto a single layer, whereall the textures are stillpresent.

LAYER FUNCTIONS |

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Function How to access it What it does Opens thisdialog box

Notes

Addmask • Menubar | Layers >Layer Mask > Add Mask

• Right-click | layer in LayersPalette > Layer Mask >Add Layer Mask

• Button | Layers Palette >

Adds a layermask to theselected layer. SelectReveal All,Hide All, orto create From Alpha.

Bakemask •Menubar | Layers >Layer Mask > BakeMask

• Right-click | layer in LayersPalette > Layer Mask >Bake Mask

Bakes themask into thelayer, essentiallyflattening it.

ResizeMask •Menubar | Layers >Layer Mask > ResizeMask

• Right-click | layer in LayersPalette > Layer Mask >Resize Mask

Resizes themask to asize listed in theResizeMask dropdownmenu.

Removemask •Menubar | Layers >Layer Mask > RemoveMask

• Right-click | layer in LayersPalette > Layer Mask >Bake Mask

Remove themask fromthe layer.

LAYER FUNCTIONS |

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Function How to access it What it does Opens thisdialog box

Notes

Makemaskstack

• Menubar | Layers >Layer Mask >MakeMask Stack

• Right-click | layer in LayersPalette > Layer Mask >Make Mask Stack

• Button | Layers Palette >

Creates amask layerstack from a singlemaskon a layer. Requires theselected layer to have amask, unless you areadding themask stackusing theAdd MaskStack button in theLayers palette.

Clicking themask stack

icon opens anundockedmask stackpalette.

Flattenmaskstack

• Menubar | Layers >Layer Mask >MakeMask Stack

• Right-click | layer in LayersPalette > Flatten MaskStack

Reduces themasks in amask stack back into asinglemask on the layer.

Enablemask • Menubar | Layers >Layer Mask > EnableMask

• Right-click | in LayersPalette > Layer Mask >Enable Mask

Enables themask to beviewed on themodel.

Disablemask • Menubar | Layers >Layer Mask > DisableMask

• Right-click | in LayersPalette > Layers Mask >Disable Mask

Disables themask frombeing viewed on themodel. Disabling themask only temporarilyremoves it from view.

To remove themaskentirely, simplyRemove Mask in thesamemenu.

Convert Mask • Menubar | Layers >Layer Mask > ConvertMask

• Right-click | in LayersPalette > Layers Mask >Convert Mask

Converts themask'stexel format to either8bit (Byte), 16bit(Half), or 32bit (Float).This worksmuch thesameway as convertinga channel's texel format.

LAYER FUNCTIONS |

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Function How to access it What it does Opens thisdialog box

Notes

Addsecondaryadjustment

• Menubar | Layers >Secondary Adjustment> Add SecondaryAdjustment

• Right-click | adjustmentlayer in Layers Palette >Secondary Adjustment

Allows you to addanother type ofadjustment to theselected adjustmentlayer.

This only applies toadjustment layers. Theoption appears grayedout if the selected layerisn’t an adjustment.

Removesecondaryadjustment

• Menubar | Layers >Secondary Adjustment> Remove SecondaryAdjustment

• Right-click | adjustmentlayer in Layers Palette >Remove SecondaryAdjustment

Removes any secondaryadjustment that hasbeen applied to theselected adjustmentlayer.

This only applies toadjustment layers. Theoption appears grayedout if the selected layerisn’t an adjustment.

Addadjustmentstack

• Menubar | Layers >Adjustment Stack > AddAdjustment Stack

• Right-click | layer in LayersPalette > AdjustmentStack > AddAdjustment Stack

• Button | Layers Palette >

Adds an adjustmentstack to the selectedlayer. Add anadjustment layer fromthemenu of 21 Filteradjustment layers.

This only applies tolayers other thanadjustment layers.

Bakeadjustmentstack

• Menubar | Layers >Adjustment Stack >Bake Adjustment Stack

• Right-click | layer in LayersPalette > AdjustmentStack > BakeAdjustment Stack

Bakes an adjustmentstack down, essentiallyflattening the stack intoa single adjustmentlayer.

LAYER FUNCTIONS |

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Function How to access it What it does Opens thisdialog box

Notes

Removeadjustmentstack

• Menubar | Layers >Adjustment Stack >Remove AdjustmentStack

• Right-click | layer in LayersPalette > AdjustmentStack > RemoveAdjustment Stack

Removes anyadjustment stack thathas been applied to theselected layer.

This only applies tolayers other thanadjustment layers.

Enableadjustmentstack

• Menubar | Layers >Adjustment Stack >Enable AdjustmentStack

• Right-click | layer in LayersPalette > AdjustmentStack > EnableAdjustment Stack

If an adjustment stackhas been disabled, thisoption re-enables theadjustment stack.

This only applies toadjustment stacks thathave been disabled. Ifa layer does not havean adjustment stack,or if the stack isalready enabled, theoption appears grayedout.

Disableadjustmentstack

• Menubar | Layers >Adjustment Stack >Disable AdjustmentStack

• Right-click | layer in LayersPalette > AdjustmentStack > DisableAdjustment Stack

Disables an adjustmentstack to show the paintlayer result as it iswithout the stack.Useful for comparingthemodel with andwithout the adjustmentstack.

This only applies toadjustment stacks thathave been added to alayer. If a layer doesnot have anadjustment stack, theoption appears grayedout.

Convert topaintable

• Menubar | Layers >Convert to Paintable

• Right-click | layer in LayersPalette > Convert toPaintable

LAYER FUNCTIONS |

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Function How to access it What it does Opens thisdialog box

Notes

Share Layer • Menubar | Layers >Sharing > Share Layer

• Right-click | layers inLayers Palette > Sharing> Share Layer

• Shift+drag layer

Creates a shared layer inthe layer stack.

Unshare layer • Menubar | Layers >Sharing > UnshareLayer

• Right-click | layer in LayersPalette > Sharing >Unshare Layer

Undoes the shared stateof the shared(created) layer and theoriginal layer.

If sharing a layer as achannel, unsharing thelayer to remove theshared state doesn’tremove the channelfrom the ChannelsPalette. This needs tobe donemanually.

Share LayersAs Channel

• Menubar | Layers >Sharing > ShareLayers As Channel

• Right-click | layers inLayers Palette > Sharing> Share Layers AsChannel

Copies the selectedlayers into the ChannelsPalette as a newChannel. Clicking on thechannel icon opens anew palette with theshared layer alreadylisted.

Make sharedchannelcurrent

• Menubar | Layers >Sharing >Make SharedChannel Current

• Right-click | layer in LayersPalette > Sharing >MakeShared ChannelCurrent

Makes the sharedchannel the currentchannel in theViewCurrent Channeloption of theDefaultShaders toolbar.

Cache layer(s) • Menubar | Layers >Cache Layers

• Right-click | layer in LayersPalette > Cache Layers

Bakes the layer to speedup layer performance.Caching a layer caches itto the hard-disk.

LAYER FUNCTIONS |

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REFERENCE GUIDE 51

Function How to access it What it does Opens thisdialog box

Notes

Cache up tohere

• Menubar | Layers >Cache Up To Here

• Right-click | layer in LayersPalette > Cache Up ToHere

Caches up to thecurrent selected layer inthe layer stack.

Uncachelayer(s)

• Menubar | Layers >Uncache Layers

• Right-click | layer in LayersPalette > UncacheLayers

Release the cached filesand unlocks the layerstack, allowing it to beedited again.

Uncache layerup to here

• Menubar | Layers >Uncache Up To Here

• Right-click | layer in LayersPalette > Uncache Up ToHere

Releases the cached filesand unlocks the layerstack up to the selectedlayer, allowing thoselayers to be editedagain.

Exportselected layers

• Menubar | Layers >Export > ExportSelected Layers

• Right-click | layer in LayersPalette > Export > ExportSelectedLayers

Exports the selectedlayer to an externalsource.

Export Dialog

Export alllayers

• Menubar | Layers >Export > Export AllLayers

• Right-click | layer in LayersPalette > Export > ExportAll Layers

Exports all the layers inthe layer stack to anexternal source.

Export Dialog

LAYER FUNCTIONS |

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Function How to access it What it does Opens thisdialog box

Notes

Exportselectedmasks

• Menubar | Layers >Export > ExportSelected Masks

• Right-click | layer in LayersPalette or shader inShader Layers tab >Export > ExportSelected Masks

Exports themask of theselected layer(s) orlayered shader(s).

Export Dialog Themasks for layersand layered shadersbehave in the sameway as they are ineffect the same entity.

Export allmasks

• Menubar | Layers >Export > Export AllMasks

• Right-click | layer in LayersPalette or shader inShader Layers tab >Export > Export AllMasks

Exports all themasks ina layer stack, in eitherthe Layers Palette or theShader Layers tab ofthe Shaders Palette.

Export Dialog

Exportselected layersflattened

• Menubar | Layers >Export Flattened >Export SelectedLayers Flattened

• Right-click | layer in LayersPalette > Export > ExportSelected LayersFlattened

Exports the selectedlayer or layers flattenedinto a single file to anexternal source.

Export Dialog

Export alllayersflattened

• Menubar | Layers >Export Flattened >Export All LayersFlattened

• Right-click | layer in LayersPalette > Export > ExportAll Layers Flattened

Exports all the layers inthe layer stack flattenedinto a single file to anexternal source.

Export Dialog

LAYER FUNCTIONS |

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Function How to access it What it does Opens thisdialog box

Notes

Exportselectedmasksflattened

• Menubar | Layers >Export Flattened >Export SelectedMasks Flattened

• Right-click | layer in LayersPalette or shader inShader Layers tab >Export > ExportSelected MasksFlattened

Exports themask of theselected layer(s) orlayered shader(s)flattened into a singlefile to an externalsource.

Export Dialog Themasks for layersand layered shadersbehave in the sameway as they are ineffect the same entity.

Export allmasksflattened

• Menubar | Layers >Export Flattened >Export All MasksFlattened

• Right-click | layer in LayersPalette or shader inShader Layers tab >Export > Export AllMasks Flattened

Exports all themasks ina layer stack, in eitherthe Layers Palette or theShader Layers tab ofthe Shaders Palette,flattened into a singlefile to an externalsource.

Export Dialog

Import intolayer

• Menubar | Layers >Import > Import intoLayer

• Right-click | layer in LayersPalette > Import >Import into Layer

Selects a file with paintormask data to beimported into theselected layer.

Import Dialog

Import intolayer stack

• Menubar | Layers >Import into Layer Stack

• Right-click | layer in LayersPalette > Import >Import into Layer Stack

Selects a file with paintormask data to beimported into thecurrent layer stack.

Import Dialog

Inspect layerproperties

• Right-click | layer in LayersPalette > LayerProperties

Opens a separatewindow to display theproperties of theselected layer.

LAYER FUNCTIONS |

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Function How to access it What it does Opens thisdialog box

Notes

Refresh layerview

• Right-click | in LayersPalette > Refresh LayerView

Refreshes the entirelayer stack.

LAYER FUNCTIONS |

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REFERENCE GUIDE

Node Graph FunctionsA list of functions available in the Node Graph can be found in the table below.

Function How to access it What it does Opens thisdialog box

Notes

Add Paint node • Right-click | NodeGraph> Paint

• keyboard | P

Opens a dialog boxallowing you to add animage set, similar to theAdd Channel dialog.

Add ChannelDialog

Add Groupnode

• Right-click | NodeGraph> Group

• keyboard | Cmd/Ctrl+G

Creates a Group nodecontaining selected nodesor an empty Group if nonodes are selected.

Import imageinto Paint node

• Right-click | NodeGraph> File > Import

Imports an image on diskinto a selected Paint nodein the current NodeGraph.

Export imagefromPaint node

• Right-click | NodeGraph> File > Export

Exports a selected Paintnode from the currentNodeGraph to a file ondisk.

Import nodesinto NodeGraph

• Right-click | NodeGraph> File > Import Nodes

Imports a selection ofnodes into the currentNodeGraph from .mngfiles.

Export nodesfromNodeGraph

• Right-click | NodeGraph> File > Export Nodes

Exports a selection ofnodes from the currentNodeGraph to an .mngfile.

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Function How to access it What it does Opens thisdialog box

Notes

Copy selectednodes toclipboard

• Right-click | NodeGraph> Edit > Copy

• keyboard | Cmd/Ctrl+C

Copies the selected nodesfrom the current NodeGraph to theOS clipboard.

Paste nodesfrom clipboard

• Right-click | NodeGraph> Edit > Paste

• keyboard | Cmd/Ctrl+V

Pastes the nodes from theOS clipboard to thecurrent NodeGraph.

Duplicateselected node(s)

• Right-click | NodeGraph> Edit > Duplicate

Creates a duplicate of theselected node(s) in thecurrent NodeGraph.

Bake paint toPaint node

• Right-click | NodeGraph> Edit > Bake to Paintnode

Converts a selected nodeto a Paint node, allowingyou to export its output.

Disable selectednode(s)

• Right-click | NodeGraph> Edit > Disable

• keyboard |D

Disables the selected nodeor nodes, only passingtheir preferred input downthe node tree.

Bypass selectednode inputs

• Right-click | NodeGraph> Edit > Bypass

• keyboard | Ctrl/Cmd+D

Cycles through the node'sinputs to bypass all butone.

Delete selectednode(s)

• Right-click | NodeGraph> Edit > Delete

• keyboard |Del

Deletes the selected nodesfrom the current NodeGraph.

Add node • Right-click | NodeGraph> Nodes > Category >Node

• keyboard | Tab

Adds the node to thecurrent NodeGraph at thecursor position or after aselected node.

Jump to Node • Right-click | NodeGraph> File > Search Node

• keyboard | J

Jumps to the target node'slocation in the node tree.

Autoplaceselected nodes

• Right-click | NodeGraph> Autoplace

Rearranges all (or selected)nodes in the current NodeGraph for clarity.

NODEGRAPH FUNCTIONS |

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REFERENCE GUIDE

Ptex FunctionsA list of the functions for working with Ptex objects can be found in the table below.

Function How to access it What it does Opens thisdialog box

Notes

Double faceresolution

•Menubar | Ptex > DoubleFace Resolution

• Button | Ptex Toolbar >

Double the selected faceresolution.

Halve faceresolution

•Menubar | Ptex > HalveFace Resolution

• Button | Ptex Toolbar >

Halve the selected faceresolution.

Set theworldspace faceresolution for theselected face

•Menubar | Ptex >WorldSpace Face Resolution

• Button | Ptex Toolbar >

Set theworld space faceresolution for theselected face.

Set the faceresolution for theselected face

•Menubar | Ptex > Set FaceResolution

• Button | Ptex Toolbar >

Set the face resolution forthe selected face.

Fill selected faceswith foregroundcolor

•Menubar | Ptex > FillFaces Foreground

• Button | Ptex Toolbar >

Fill the selected faces withthe foreground color.

Fill selected faceswith backgroundcolor

•Menubar | Ptex > FillFaces Background

• Button | Ptex Toolbar >

Fill the selected faces withthe background color.

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REFERENCE GUIDE

Patch FunctionsA list of the functions for working with patches, including copying, filling, mirroring, and transformingpatches, can be found in the table below.

Function How to access it What it does Opens thisdialog box

Notes

Extract patch •Menubar | Patches >Extract Selected

• Right-click | canvas >Patches > ExtractSelected

Extracts the selectedpatches as images, anddisplays them in theImageManager Palette.

You can only extractimages up to 8K inresolution.

Select patches bynumber

•Menubar | Patches >Select Range

• Right-click | canvas >Patches > Select Range

Lets you enter a seriesof patch numbers inorder to select thosepatches.

SelectPatches

Copy selectedpatches tosystemclipboard

•Menubar | Patches >Copy Indexes toClipboard

• Right-click | canvas >Patches > Copy Indexesto Clipboard

• Right-click | PatchesPalette > Copy Indexesto Clipboard

Copies selected patchIDs to the systemclipboard.

Copies theUDIM ofthe selected patch(es) to the systemclipboard, for use inother applications.

Paste selectedpatch

•Menubar | Patches >Quick Paste

• Right-click | canvas >Patches > Quick Paste

• Keyboard | Ctrl/Cmd+V

Pastes a copied patch(from the clipboard).

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Function How to access it What it does Opens thisdialog box

Notes

Copy selectedpatch

Menubar | Patches >Quick Copy

Right-click | canvas >Patches > Quick Copy

Keyboard | Ctrl/Cmd+C

Copies the selectedpatch.

Only copies the paintbaked onto the patch(does not copyunbaked paint).

Copy textures •Menubar | Patches >Copy Textures

• Right-click | canvas >Patches > CopyTextures

Copiesmultipletextures fromselected patches.

Copy MultipleTexturesDialog

Fill patches withblack

•Menubar | Patches > Fill> Black

• Right-click | canvas >Patches > Fill > Black

Fills the patch with blackpaint.

Fill patches withgray

•Menubar | Patches > Fill> Gray

• Right-click | canvas >Patches > Fill > Gray

Fills the patch with graypaint.

Fill patches withwhite

• Menubar | Patches > Fill>White

• Right-click | canvas >Patches > Fill >White

Fills the patch withwhite paint.

Fill patches withforeground color

•Menubar | Patches > Fill> Foreground

• Right-click | canvas >Patches > Fill >Foreground

Paints the selectedpatch(es) with thecurrent foregroundcolor.

PATCH FUNCTIONS |

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Function How to access it What it does Opens thisdialog box

Notes

Fill patches withbackgroundcolor

•Menubar | Patches > Fill> Background

• Right-click | canvas >Patches > Fill >Background

Paints the selectedpatch(es) with thecurrent backgroundcolor.

Fill patches withtransparency

•Menubar | Patches > Fill> Transparent

• Right-click | canvas >Patches > Fill >Transparent

Makes the selectedpatch(es) transparent.

Fill patches witha UVmask

• Menubar | Patches > Fill> UV Mask

• Right-click | canvas >Patches > Fill > UVMask

Fills the selectedpatches with a blackand white UV mask forthe current layer’scurrent paintcomponent, ifpaintable.

Fill patches withwireframe

• Menubar | Patches > Fill>Wireframe

• Right-click | canvas >Patches > Fill >Wireframe

Fills the selectedpatches with awireframe for thecurrent layer’s currentcomponent, ifpaintable.

Copy the patchmask

•Menubar | Patches > UVMask to ImageManager

• Right-click | canvas >Patches > UV Mask toImage Manager

• Right-click | patch inPatches Palette > UVMask to ImageManager

Copies the outline(mask) of the UVs onthe patch to the ImageManager.

PATCH FUNCTIONS |

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Function How to access it What it does Opens thisdialog box

Notes

Copy thepatcheswireframe

•Menubar | Patches > UVWireframe to ImageManager

• Right-click | canvas >Patches > UVWireframe to ImageManager

Copies thewireframe oftheUVs on the patch tothe ImageManager.

Extend the patchbleed area

•Menubar | Patches >Bleed Patch Edges

• Right-click | canvas >Patches > Bleed PatchEdges

• Right-click | in PatchesPalette > Bleed PatchEdges

Extends the bleed areaat the edges of the UVpatches out to the edgeof the entire patch.

Flip patchvertically

•Menubar | Patches >Transform > FlipVertical

• Right-click | canvas >Patches > Transform >Flip Vertical

Flips the paint on theselected patch(es)vertically.

Flip patchhorizontally

•Menubar | Patches >Transform > FlipHorizontal

• Right-click | canvas >Patches > Transform >Flip Horizontal

Flips the paint on theselected patch(es)horizontally.

Rotate patch 90degreescounterclockwise

•Menubar | Patches >Transform > Rotate 90CCW

• Right-click | canvas >Patches > Transform >Rotate 90 CCW

Rotates the paint on theselected patch(es) 90degreescounterclockwise.

PATCH FUNCTIONS |

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Function How to access it What it does Opens thisdialog box

Notes

Rotate patch 90degreesclockwise

•Menubar | Patches >Transform > Rotate 90CW

• Right-click | canvas >Patches > Transform >Rotate 90 CW

Rotates the paint on theselected patch(es) 90degrees clockwise.

Rotate patch180 degrees

•Menubar | Patches >Transform > Rotate180

• Right-click | canvas >Patches > Transform >Rotate 180

Rotates the paint on theselected patch(es) 180degrees.

Mirror patchfrom left to right

•Menubar | Patches >Mirror >Mirror Left toRight

• Right-click | canvas >Patches >Mirror >Mirror Left to Right

Mirrors the paint on theselected patch(es) fromleft to right.

Mirror patchfrom right to left

•Menubar | Patches >Mirror >Mirror Rightto Left

• Right-click | canvas >Patches >Mirror >Mirror Right to Left

Mirrors the paint on theselected patch(es) fromright to left.

Mirror patchfrom top tobottom

•Menubar | Patches >Mirror >Mirror Top toBottom

• Right-click | canvas >Patches >Mirror >Mirror Top to Bottom

Mirrors the paint on theselected patch(es) fromtop to bottom.

PATCH FUNCTIONS |

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Function How to access it What it does Opens thisdialog box

Notes

Mirror patchfrombottom totop

•Menubar | Patches >Mirror >MirrorBottom to Top

• Right-click | canvas >Patches >Mirror >Mirror Bottom to Top

Mirrors the paint on theselected patch(es) frombottom to top.

Link selectedpatches

•Menubar | Patches >Link > Link SelectedPatch Images

• Right-click | canvas > Link> Link Selected PatchImages

• Right-click | PatchesPalette > Link SelectedPatch Images

Links patches that havebeen selected in thePatches palette. Thisallows you to quicklyreplicate changes fromone patch acrossmultiple patches.

A colored boxhighlights linkedpatches in theUVview.

Unlinkselected patches

•Menubar | Patches >Link > Unlink SelectedPatch Images

• Right-click | canvas > Link> Unlink SelectedPatch Images

• Right-click | PatchesPalette > UnlinkSelected Patch Images

Unlinks any linkedpatches that have beenselected in the Patchespalette.

Removes the coloredbox from theunlinked patches intheUV view.

Selects allpatches linked toa specific patch

•Menubar | Patches >Link > Select LinkedPatch Images

• Right-click | canvas > Link> Select Linked PatchImages

• Right-click | PatchesPalette > Select LinkedPatch Images

Selects all of thepatches that have beenlinked to the specifiedpatch selection, andhighlights them in thePatches palette.

PATCH FUNCTIONS |

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Function How to access it What it does Opens thisdialog box

Notes

Unlinks all linkedpatches

•Menubar | Patches >Link > Unlink AllLinked Patch Images

• Right-click | canvas > Link> Unlink All LinkedPatch Images

• Right-click | PatchesPalette > Unlink AllLinked Patch Images

Unlinks all linkedpatches for the entireproject.

Resize patches •Menubar | Patches >Resize Selected > Size

• Right-click | canvas >Resize Selected > Size

• Right-click | PatchesPalette > ResizeSelected > Size

Resizes the selectedpatches to the selectedsize, including optionsto double or halve thesize.

PATCH FUNCTIONS |

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REFERENCE GUIDE

Shading FunctionsA list of functions for adding, editing, removing, and toggling shaders, as well as how to change thelighting, can be found in the table below.

Function How to access it What it does Opens thisdialog box

Notes

Add newshader

•Menubar | Shading >AddNew Shader

• Right-click | in ShadersPalette > AddNewShader

• Button | Shaders Palette >

Adds a new shader fromthe choices:

• Phong,

• Cook Torrance,

• Beckman,

• Blinn,

• Flat,

• Unreal,

• BRDF,

• Standard Lighting,

• AiStandard,

• RedshiftArchitectural,

• VRayMtl,

• Layered, and

• Choose Diffuse andSpecular.

Create ShaderDialog whenselecting ChooseDiffuse andSpecular.

Masks FormatsDialog whenselectingLayered.

TheChooseDiffuse andSpecular optionallows you tocreate a customshader.

Refer to the CreateShader Dialog formore information.

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Function How to access it What it does Opens thisdialog box

Notes

Add newshader layer

• Button | Shaders Palette >Shader Layers tab >

Adds a new shader to thelayer stack for theselected layered shader:

• Phong,

• Cook Torrance,

• Beckman,

• Blinn,

• Flat,

• Unreal,

• BRDF,

• Standard Lighting,

• AiStandard,

• RedshiftArchitectural,

• VRayMtl, and

• Choose Diffuse andSpecular.

Create ShaderDialog whenselecting ChooseDiffuse andSpecular.

TheChooseDiffuse andSpecular optionallows you tocreate a customshader.

Refer to the CreateShader Dialog formore information.

Duplicateshader

•Menubar | Shading >Duplicate Shader

• Right-click | in ShadersPalette > DuplicateShader

• Button | Shaders Palette >

Makes a copy of theselected shader.

Delete shader • Menubar | Shading >Remove Shader

• Right-click | in ShadersPalette> RemoveShader

• Button | Shaders Palette >

Deletes the selectedshader from the project.

SHADING FUNCTIONS |

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Function How to access it What it does Opens thisdialog box

Notes

Cut shader • Right-click | on shader inShaders Palette > Cut

• Ctrl/Cmd+X

Cuts the shader from theShaders palette list andplaces it in the clipboard.

Default shaderscannot be cut orpasted.

Copy shader • Right-click | on shader inShaders Palette > Copy

• Ctrl/Cmd+C

Copies the shader fromthe Shaders palette listand places it in theclipboard.

Default shaderscannot be copiedor pasted.

Paste shader • Right-click | on shader inShaders Palette > Paste

• Ctrl/Cmd+V

Pastes the cut or copiedshader from the clipboardinto the Shaders palettelist.

Add shadermask

• Button | Shaders Palette >Shader Layers tab >

Adds amask to theselected shader layer inthe Shader Layers tab.

Add shadermask stack

• Button | Shaders Palette >Shader Layers tab >

Adds amask stack to theselected shader layer inthe Shader Layers tab.

Removeshader layer

• Button | Shaders Palette >Shader Layers tab >

Removes the shader layerfrom the layer stack in theShader Layers tab.

Assign a colortag

• Button | Shaders Palette >Shader Layers tab >

Assigns the selectedshader a color tag that canbe searched for with thecolor tag filter.

Set lighting onmainmesh toflat

•Menubar | Shading >Flat

• Toolbar |

Shades all pixels with thesame value.

SHADING FUNCTIONS |

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Function How to access it What it does Opens thisdialog box

Notes

Set lighting onmainmesh tobasic

•Menubar | Shading >Basic

• Toolbar |

Applies a basic lightingmodel.

Set lighting onmainmesh tofull

•Menubar | Shading >Full

• Toolbar |

Applies a full, configurablelightingmodel.

Fromwithin theLighting palette,you can alsoadjust the fourbasic lights or theenvironment light.

Mari saves theselighting valueswith the project.

Toggleshadows inthe display

•Menubar | Shading >Shadows

• Toolbar |

Toggles whether to showthe shadows in thedisplay.

This does notenable or disableshadowprocessing. Toenable shadowprocessing, enableDepthProjections in thePreferences. Bydefault thispreference isdisabled.

Togglewireframeview

•Menubar | Shading >Toggle Wireframe

• Keyboard | Shift+W

• Toolbar |

Toggles whether to showthewireframes on themodel.

Toggle UVimagerendering

•Menubar | Shading >Toggle UvImage

• Toolbar |

Shows the patches in theUV view as they appearafter export, including theoverspill areas.

SHADING FUNCTIONS |

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Function How to access it What it does Opens thisdialog box

Notes

Toggle wholepatch project

•Menubar | Shading >Toggle Whole PatchProject

• Toolbar |

Enables painting outsidegeometry shellboundaries in UV patches.

This is onlyavailable in UVviews.

SHADING FUNCTIONS |

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REFERENCE GUIDE

Painting FunctionsA list of functions and shortcuts for painting and baking paint can be found in the table below.

Function How to access it What it does Opens thisdialog box

Notes

Undo allunbakedpainting

•Menubar | Painting >Clear Painting

• Toolbar |

•Mouse |

Undo all painting notyet baked into themodel (still in the paintbuffer).

For themouse gesture:press and hold \, clickand drag in thedirection indicated. (Athin red line tracesgestures onscreen.)

Undo •Menubar | Edit > Undo

• Keyboard | Ctrl/Cmd+Z

• Toolbar |

•Mouse |

Undo the last action. For themouse gesture:press and hold \, clickand drag in thedirection indicated. (Athin red line tracesgestures onscreen.)

See also theHistoryView Palette.

Redo •Menubar | Edit > Redo

• Keyboard | Ctrl/Cmd+Y

• Toolbar |

•Mouse |

Redo the last (undone)action.

For themouse gesture:press and hold \, clickand drag in thedirection indicated. (Athin red line tracesgestures onscreen.)

See also theHistoryView Palette.

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Function How to access it What it does Opens thisdialog box

Notes

Bake paintinginto themodel

• Keyboard |B

•Menubar | Painting >Bake

•Mouse |

• Status bar |

Saves the painting aspart of the project.

For themouse gesture:press and hold \, clickand drag in thedirection indicated. (Athin red line tracesgestures onscreen.)

Show or hidepainting

• Keyboard | . Shows or hides thecontents of the paintbuffer (that is, theunbaked paint).

Show or hidepaintableareas(not currentlymasked out)

•Menubar | Painting >Toggle Mask Preview

• Keyboard | ,

• Projection Palette |MaskPreview |MaskPreview Enabled

Shows or hides thecurrent masking(including all maskingcurrently turned on - theedgemask, channelmask, ambientocclusionmask, depthmask, and backfacemask).

When this is on, thisshows paintable areasnormally, andunpaintable areas arecolored.

Save currentpainting as afile

•Menubar | Painting >Save Painting

Saves the currentunbaked paint (thecontents of the paintbuffer) as an .exr file.

SaveWindowPainting

Saves the paint bufferas an .exr file, and putsit in the ImageManagerPalette.

Loadpreviouslysavedpainting files

•Menubar | Painting >Load Painting

Loads an .exr file andprojects it onto themodel as the currentpainting.

LoadWindowPainting

Draw straightline betweentwo points

•Mouse | Click, thenShift+click

Draws a linewith thecurrent brush betweenthe two selected points.

PAINTING FUNCTIONS |

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Function How to access it What it does Opens thisdialog box

Notes

Draw straightlinehorizontally orvertically

•Mouse | Shift+click anddrag

Constrains painting tostraight horizontal orvertical lines.

Toggle LastBrush Tip

•Mouse |

• Keyboard |N

Switches to the lastbrush tip used.

PAINTING FUNCTIONS |

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REFERENCE GUIDE

Filter FunctionsA list of the filters available in Mari, where to find them, and how to apply them can be found in thetable below.

Function How to access it What it does Opens thisdialog box

Notes

Apply Invertfilter

•Menubar | Filters >Invert

Inverts the colors in theselection’s alpha channel.Replaces colors with their“opposite” in the colorchart. For example,replaces a color with afloat value of 0.3 with acolor with float value 0.7.

Apply Invert

ApplyLuminosityfilter

•Menubar | Filters >Luminosity

Outputs just theluminosity value of eachpixel in the selection. Thatis, it outputs a grayscaleimage based on thebrightness of every pixelin the original image.

ApplyLuminosity

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Function How to access it What it does Opens thisdialog box

Notes

Apply In Blurfilter

•Menubar | Filters >Blur > Blur

Applies a standard blur tothe selection.

Apply Blur You can select the blurradius - the number ofpixelsMari uses whencalculating the blur valuefor each pixel. The higherthe radius, themoreblurred the results. If youuse a larger blur radius,youmay get slight lineson the boundariesbetween patches. This isan artifact of thewaythat Mari handles patchedges.

This filter is notsupported with Ptexchannels.

Apply SoftenBlur filter

•Menubar | Filters >Blur > Soften

Applies a subtle softeningblur. This is a quick,predefined blur filter. Ifyou needmore controlover the degree or type ofblurring, use either thestandard Blur orGaussian Blur filters.

Apply Soften This filter is notsupported with Ptexchannels.

FILTER FUNCTIONS |

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Function How to access it What it does Opens thisdialog box

Notes

ApplyGaussian Blurfilter

•Menubar | Filters >Blur > Gaussian

Applies a Gaussian blur.Compared to thestandard Blur filter, thisgives youmuch finercontrol over the degree ofblurring, and the optionof usingmuch higher blurvalues.

ApplyGaussian

You can select the blurradius. The higher theradius, themore blurredthe results. If you use ahigher blur radius, youmay see artifacts alongthe boundaries ofgeometry shells and UVpatches.

This filter is notsupported with Ptexchannels.

Apply Gammafilter

•Menubar | Filters >Gamma

Changes the gammalevels in the selection.

ApplyGamma

Do Inverse reverses thegamma conversion. Thatis, a higher setting forGamma results in amorewashed-out lookingimage.

Apply sRGBTo LinearFilter

•Menubar | Filters >sRGB To Linear

Applies an sRGB to linearcolorspace conversion.

Apply sRGBTo Linear

Checking Invert applies alinear to sRGB colorspaceconversion.

FILTER FUNCTIONS |

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Function How to access it What it does Opens thisdialog box

Notes

Apply Huefilter

Menubar | Filters >Hue

Changes the hue,saturation, and value ofthe colors on themodel.

Apply Hue To change the hue of thecolors, set the value forHue. Thismoves thecolors around the colorwheel. The rotation valueis the degree around thecolor wheel that eachcolor shifts, between 0and 360 (which bothcorrespond to theoriginal colors). Theoptions to change theSaturation are:

• Saturation - howmuchsaturation is applied.Select amultiplier from0 to 2, where 1.00 is theoriginal saturationvalue.

•Offset - an offset valueto add to the initialsaturation value, beforeapplying the scale.

You can also edit theSaturation curve. Thiscontrols how the filtertranslates currentsaturation values to newvalues. For each inputvalue along the bottomof the graph, the outputvalue is set from theposition of the line abovethat point. Edit the curveby:

FILTER FUNCTIONS |

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Function How to access it What it does Opens thisdialog box

Notes

• pulling the anchorpoints,

• clicking between anchorpoints to add a newpoint, and

• right-clicking to selectfrom a set of presetvalues.

You can edit the Scale,Offset and Value curvefor the value of the colorsin the sameway.

ApplyBrightnessfilter

•Menubar | Filters >Brightness

Changes the brightness ofthe paint, either overall orfor specific colorchannels. You can alsochange the contrast.

ApplyBrightness

You can either change thebrightness of all colorchannels at once, or one-by-one. Changing themain Brightness controlchanges (overwrites) anychanges youmake tobrightness values forindividual color channels.

ApplyContrast filter

•Menubar | Filters >Contrast

Changes the contrast ofthe paint.

ApplyContrast

You can select theamount of contrast usingthe slider.

Apply Clampfilter

•Menubar | Filters >Clamp

Clamps color values to liewithin the specified upperand lower values.

Apply Clamp Set theUpper Value andLower Value byadjusting the sliders orentering values in theentry boxes.

Select the individualColor Component toclamp in the dropdownmenu.

FILTER FUNCTIONS |

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Function How to access it What it does Opens thisdialog box

Notes

Apply Levelsfilter

Menubar | Filters >Levels

Changes the color levels inthe paint, by setting thewhite point, midtone, andblack point.

Apply Levels You can change the levelsof all color componentsor each color componentseparately. You can setthe:

• Color Component -whether this affects allcolor components, or aspecific one (Red,Green, orBlue).

•White Point - theupper limit of displayedcolorintensity. Areas with avalue higher than thisaremapped to 1(white).

•Midtone - themiddlepoint between whiteand black. Mari remapsthe values so that this isthemiddle of the rangebetween thewhitepoint and black point.Moving this pushes thevalues towards that endof the spectrum.

• Black Point - the lowerlimit of displayed colorintensity. Areas with avalue lower than thisaremapped to 0(black).

FILTER FUNCTIONS |

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Function How to access it What it does Opens thisdialog box

Notes

•White Output Level -how strongly to outputthewhite in the filteredimage. Higher valuesshow the entire whiteoutput, lower valuesshow decreasingamounts.

• Black Output Level -how strongly to outputthe black in the filteredimage. Higher valuesshow the entire blackoutput, lower valuesshow decreasingamounts.

FILTER FUNCTIONS |

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Function How to access it What it does Opens thisdialog box

Notes

Apply ColorCurves filter

•Menubar | Filters >Color Curves

Changes the color curvefor each colorcomponent (RGB) in thepainting.

Apply ColorCurves

You can also edit eachcolor curve, controllinghow each colorcomponent appears on-screen. This controls howthe filter translatescurrent color values tonew values. For eachinput value along thebottomof the graph, theoutput value is set fromthe position of the lineabove that point. Edit thecurve by:

• pulling the anchorpoints,

• clicking between anchorpoints to add a newanchor point,

• right-clicking to selectfrom a set of presetvalues.

Apply ColorSwitches filter

•Menubar | Filters >Color Switches

Turns individual colorcomponents on or off.

Apply ColorSwitches

Use the checkboxes toselect which colorcomponents aredisplayed. WhenMariapplies the filter, itremoves any uncheckedcolor components fromthe painting.

FILTER FUNCTIONS |

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Function How to access it What it does Opens thisdialog box

Notes

Apply ToneMapping filter

•Menubar | Filters >Tone Mapping

Varies the “exposure” ofthe painting.

Apply ToneMapping

You can set the:

•White Point - theupper limit of colorintensity displayed; anycolors of greaterintensity map to white.

• Exposure - lowerexposures give darkerimages; higherexposures give lighterones.

Apply CopyChannel filter

•Menubar | Filters >Copy Channel

Copies the value fromoneRGB colorcomponent to the othertwo. The result is agrayscale imagewith theintensity values from theselected component.

Apply CopyChannel

Select the sourcecomponent from the list.When you apply the filter,Mari copies the selectedcomponent over theother two components.

ApplyPremultiplyAlpha filter

•Menubar | Filters >Premultiply Alpha

Either pre- or post-multiplies the alpha in theselected image. If you arepainting using an imagewithout premultipliedalpha onto onewith it,use this filter to performthe premultiplication, sothe imagesmatch andyou avoid lines aroundthe outside of the patch.Post-multiply works thesame, but in reverse(removespremultiplication tomatch images that do nothave premultipliedalphas).

ApplyPremultiplyAlpha

If the Postmultiply boxis checked, thepremultiplied alpha isremoved.

FILTER FUNCTIONS |

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Function How to access it What it does Opens thisdialog box

Notes

Apply EdgeDetect filter

•Menubar | Filters >Edge Detect

Finds “edges”(transitions betweencolors) in the image andheightens them.

Apply EdgeDetect

This filter is notsupported with Ptexchannels.

Apply Embossfilter

•Menubar | Filters >Emboss

Applies an “emboss”effect, so that textureslook “raised” on thesurface.

ApplyEmboss

This filter is notsupported with Ptexchannels.

Apply Sharpenfilter

•Menubar | Filters >Sharpen

Removes 'fuzziness' andclarifies detail in theimage.

ApplySharpen

You can set the amountof sharpening. Highervaluesmeanmoresharpening, while a valueof 0.00 is the picturewithout the filter applied.

This filter is notsupported with Ptexchannels.

Apply HighPass Filter

•Menubar | Filters >High Pass

Removes low frequencyinformation from theimagewhilemaintaininghigher frequency detail.

This can be useful forquickly creating specularmaps where only thehigher frequency imagehighlights aremaintained.

Apply HighPass

You can set the kernelsize (the amount offiltering) by adjusting theRadius.

If you use a large radius,youmay get slight lineson the boundariesbetween patches. This isan artifact of thewaythat Mari handles patchedges.

This filter is notsupported with Ptexchannels.

FILTER FUNCTIONS |

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Function How to access it What it does Opens thisdialog box

Notes

Apply ColorCorrectionfilter

•Menubar | Filters >Color Correction

Applies a colorspacecorrection to the currentchannel or painting.

Apply ColorCorrection

You have the option touseMari’s defaultConfiguration File or acustomone.

Set the colorspace of thecurrent channel orpainting in the InputColorspace dropdown.

Set the colorspacecorrection to apply to thecurrent channel orpainting in theOutputColorspace dropdown.

Apply AddNoise filter

•Menubar | Filters >Add Noise

Applies noise to thecurrent channel orpainting.

Apply AddNoise

Use theAmount sliderto adjust howmuch noiseis applied and select thecomponent you want toaffect from theColorComponent dropdown.

For additive grayscalenoise that modifies theintensity while retainingthe original color, checktheGrayscalecheckbox.

You can regenerate thenoise using differentrandom samples bydragging on the Seedslider.

Adjust the size of thenoise applied bydragging on the Sizeslider.

FILTER FUNCTIONS |

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REFERENCE GUIDE

Camera FunctionsA list of functions for using cameras, including how to project and unproject them, saving views andsnapshots, and commands for moving the camera, can be found in the table below.

Function How to access it What it does Opens thisdialog box

Notes

View allselected areas

•Menubar | Camera >ViewAll

• Keyboard |A

•Mouse |

Fills the canvas with allselected areas (or allobjects in the project ifnothing is selected).

For themouse gesture:press and hold \, clickand drag in the directionindicated. (A thin red linetraces gesturesonscreen.)

Load Alembicor FBXCamera

•Menubar | Camera >Load Camera

Loads a 3rd party .abcor .fbx camera viewpoint of the currentmodel.

(The view point mayseem arbitrary,depending on themodel)

LoadCamera

File format is .abc or.fbx

Project ontothe frontpatches fromthe currentview

•Menubar | Camera >Quick Project Front

Loads the data from thefile set in theQuickProjection dialog. Theresult is projected ontothe patches of themodel visible from thecurrent view, and bakedon.

QuickProjection (ifdetails havenot alreadybeen set)

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Function How to access it What it does Opens thisdialog box

Notes

Project ontoall imagesfrom thecurrent view

•Menubar | Camera >Quick Project Through

Loads the data from thefile set in theQuickProjection dialog. Theresult is projected ontoall patches of themodel(whether visible in thecurrent view or not) andbaked on.

QuickProjection (ifdetails havenot alreadybeen set)

Unprojectfrom thecurrent view

•Menubar | Camera >Quick Unproject

Saves the current bakedpainting, as visible in thecurrent view, to animage file (as set in theQuick Projectionproperties dialog box).

QuickProjection (ifdetails havenot alreadybeen set)

Set up quickprojection

•Menubar | Camera >Quick ProjectionSettings

Lets you set the imageResolution, Path andLighting setup for theprojected file.

QuickProjection

View left sideof model

•Menubar | Camera >Camera Left

• Keyboard | 1

Changes the view toshow the “left” side ofthemodel.

Model's “left” (may seemarbitrary, depending onthemodel).

View right sideof model

•Menubar | Camera >Camera Right

• Keyboard | 2

Changes the view toshow the “right” side ofthemodel.

Model's “right” (mayseem arbitrary,depending on themodel).

View top ofmodel

•Menubar | Camera >Camera Top

• Keyboard | 3

Changes the view toshow the “top” of themodel.

Model's “top” (mayseem arbitrary,depending on themodel).

View bottomof model

•Menubar | Camera >Camera Bottom

• Keyboard | 4

Changes the view toshow the “bottom” ofthemodel.

Model's “bottom” (mayseem arbitrary,depending on themodel).

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Function How to access it What it does Opens thisdialog box

Notes

View front ofmodel

•Menubar | Camera >Camera Front

• Keyboard | 5

Changes the view toshow the “front” themodel.

Model's “front” (mayseem arbitrary,depending on themodel).

View back ofmodel

•Menubar | Camera >Camera Rear

• Keyboard | 6

Changes the view toshow the “rear” themodel.

Model's “back” (mayseem arbitrary,depending on themodel).

Create aprojector

• Right-click | in ProjectorsPalette > CreateProjector

• Button | Projectors

Palette >

Sets the current cameraand paintable region, toframe a particular viewon themodel.

Use the viewsaved in aparticularprojector

• Right-click | Projector inProjectors Palette >Make ProjectorCurrent

Changes the currentview to the view set inthe selected projector.

Save thecurrentcamera view

• Right-click | Projector inProjectors Palette > SaveProjector

• Button | Projectors

Palette >

Saves the currentprojector (including alldetails of the view) todisk.

Save

Save allprojectorsdefined in theproject

• Right-click | in ProjectorsPalette > Save AllProjectors

Saves all the projectorscurrently defined in theproject. Mari saves allthe projectors as asingle file.

File format is .mpc (MariProjector Collection).

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Function How to access it What it does Opens thisdialog box

Notes

Loadprojectorsfromdisk

• Right-click | in ProjectorsPalette > LoadProjector

• Button | Projectors

Palette >

Loads one ormoreprojectors from a file,and changes the currentview to the firstprojector in the file.

Load

Save asnapshotfrom aprojector to afile

• Right-click | Projector inProjectors Palette >Unproject

Saves the current bakedpainting from theselected projector to animage file.

SaveUnprojectedImage (ifOutput Pathhas not beenset yet)

Load imagedata from thecurrentprojector

Right-click | Projector inProjectors Palette >Project

Loads the data from thefile specified for thatprojector, projects itonto themodel, andbakes it on.

Pick Path (ifInput Pathhas not beenset yet)

Load imagedata into thepaint bufferfrom thecurrentprojector

• Right-click | Projector inProjectors Palette >Import Image

Loads the data from thefile specified for thatprojector, and puts itinto the paint buffer.

Pick Path (ifInput Pathhas not beenset yet)

Load aprojector

• Right-click | Projector inProjectors Palette >Make ProjectorCurrent

Displays the currentproject with thatprojector (camera andpaintable region).

Remove aprojector

• Right-click | Projector inProjectors Palette >Remove Projector

• Button | Projectors

Palette >

Deletes that projector.

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Function How to access it What it does Opens thisdialog box

Notes

Generate arenderturntablefrom aprojector

• Right-click | Projector inProjectors Palette >Render Turntable

Takes the scene asviewed through theselected projector, andcreates a series ofimages showing thescene rotating throughan axis. You can includecustom text orthumbnails of referenceimages in the turntable.

RenderTurntableDialog

Generate adiagnosticturntablefrom aprojector

• Right-click | Projector inProjectors Palette >Diagnostic Turntable

Takes the scene asviewed through theselected projector, andcreates a turntable for aset of channels. Theturntable has flatlighting and uses thedefault shader.

DiagnosticTurntableDialog

Rotate •Mouse |Alt and drag Drag to rotate themodel in differentdirections.

Keys plusmousemovement; uses lastmouse click as pivotpoint.

Zoom •Mouse |Alt+Ctrl/Cmdand drag left or right

Drag left to zoomout,right to zoom in.

Keys plusmousemovement.

Pan •Mouse |Alt+Shift anddrag

Drag themodel to adifferent place on thecanvas.

Keys plusmousemovement

Spin •Mouse | Ctrl/Cmd+R anddrag

Drag up to spin themodel clockwise, left tospin counterclockwise

Keys plusmousemovement.

Focus • Keyboard | F Re-centers view onselected patch(es).

If no patches areselected, focuses on thecenter of themodel.

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Function How to access it What it does Opens thisdialog box

Notes

Switch toOrtho Camera

• Keyboard | F10 Switches the canvasview toOrthographicmode.

Switch toPerspectiveCamera

• Keyboard | F11 Switches the canvasview to Perspectivemode.

Enables theNear, Far,and FoV fields. SeeProjectors Palette Fieldsformore information.

Switch to UVCamera

• Keyboard | F12 Switches the canvasview toUVmode.

Reset themodelposition

• Keyboard | 1 In the UV view, resetsthemodel to its defaultposition.

Rotate themodel 90degreescounter-clockwise

• Keyboard | 2 In the UV view, rotatesthemodel 90 degreescounter-clockwise fromthe default position.

Rotate themodel 180degreescounter-clockwise

• Keyboard | 3 In the UV view, rotatesthemodel 180 degreescounter-clockwise.

Rotate themodel 270degreescounter-clockwise

• Keyboard | 4 In the UV view, rotatesthemodel 270 degreescounter-clockwise.

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View FunctionsA list of functions for changing your view and saving layouts can be found in the table below.

Function How to access it What it does Opens thisdialog box

Notes

Set thedisplayproperties

• Right-click |main canvas> Display Properties

•Menubar | View >Display Properties

Opens a dialog boxallowing you to controlhow themain canvasdisplays.

DisplayPropertiesDialog

Save thecurrent layout

•Menubar | View > SaveLayout

Saves the current layoutof yourMari workspaceas a *.mws file.

SaveWindowLayout

Saves the position ofpalettes and otherelements of the GUI.

Open a savedlayout

•Menubar | View > LoadLayout

Opens a saved layout(*.mws file).

LoadWindowLayout

By default, Mari startswith the last-usedlayout.

Revert to thedefault layout

•Menubar | View >Default Layout

Resets the layout backto theMari default.

Save image ofcurrentcanvas

•Menubar | View > TakeScreenshot

Saves the current viewof the canvas as animage file.

Various image formatsavailable.

Adjust thescreenshotsettings

•Menubar | View >Screenshot Settings

Opens a dialog box thatallows you to set howscreenshots are saved.

ScreenshotSettings

Hide dockedpalettes

•Menubar | View > HidePalettes

• Keyboard |Home

Hides all dockedpalettes, so the canvastakes up the entireworkspace.

TheHome key cyclesbetween showing allpalettes, hidingundocked palettes, andhiding all palettes.

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Function How to access it What it does Opens thisdialog box

Notes

HideGUIcomponentson canvas

• Keyboard | / Hides displayedinformation (such as thehistogram, heads-updisplay, etc) from thecanvas.

View aparticularpalette

•Menubar | View >Palettes ><palettename>

• Right-click |Menubar orToolbar > <palettename>

Displays the selectedpalette.

The palette re-displays inits last position.

Enter fullscreenmode

•Menubar | View > FullScreen

Enters full screenmode Click View > FullScreen to exit fullscreenmode.

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Tool FunctionsA list of functions for managing plug-ins, imported custom content, and other tools can be found inthe table below.

Function How to access it What it does Opens thisdialog box

Notes

View installedplug-ins

•Menubar | Tools >Plug-ins

Displays a list ofinstalled plug-ins.

Plug-ins Drag the edge of thedialog box, and columnheadings within, todisplay full content.

Open theShaderConsole

•Menubar | Tools >Shader Console

Opens the ShaderConsole to allow you toseeGLSL errors andsource codeinformation, as well asto reload XML filed andshaders.

ShaderConsole

ImportsCustomBrushes

•Menubar | Tools >Import Brushes

Allows you to select thecustomPhotoshopbrush file that you wantto import into Mari

ImportBrushes

Photoshop custombrush filesmust be inthe .abr file format.

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Function How to access it What it does Opens thisdialog box

Notes

Make changesto yourlicense

Menubar | Tools >License

Lets you:

• purchase, activate, andinstall licenses,

• tell Mari where to finda license server,

• obtain 15-day triallicenses,

• see howmany daysremain before yourlicense expires (if youare using a temporarylicense),

• see your System ID (ifyou are using a nodelocked license), and

• see your server name(if you are using afloating license).

Mari Licensing You can only obtain atrial license for amajorMari release once oneachmachine. Forexample, if you had atrial license forMari1.1v1, you can’t getanother one forMari1.1v2 on the samemachine.

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Python FunctionsA list of functions for working with Python and accessing the Python and API documentation can befound in the table below.

Function How to access it What it does Notes

Execute examplescripts

•Menubar | Python >Examples

Executes example scriptsand displays results in theoutput pane of the PythonConsole.

View Python APIdocumentation

•Menubar | Python >Documentation

Displays the Python APIdocumentation in awebbrowser.

View Software APIOverviewdocumentation

•Menubar | Python >Readme

Displays the Software APIOverview documentation.

An introduction to Python inMari and GLSL shaders

Display PythonConsole

•Menubar | Python > ShowConsole

Displays the Python Console

Zoom in onPython Console

• Ctrl/Cmd+ + on the text inthe Python Console

Zooms in on the text in thePython Console outputpane.

Zoomout fromPython Console

• Ctrl/Cmd+ - on the text in thePython Console

Zooms out from the text inthe Python Consoleoutput pane.

Evaluate a scriptin the PythonConsole

• Ctrl/Cmd+Return Evaluates a script that iswritten in the PythonConsole input pane or thatis input in the Script Pathfield.

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Help FunctionsA list of the functions for accessing the documentation and training information in Mari can be foundin the table below.

Function How to access it What it does Notes

Create an exampleproject

•Menubar |Help > CreateExample Project

Creates an example project usingtheBlacksmith Headmodel.

View informationabout Mari

•Menubar |Help > About Displays theMari info screen. About thisrelease, credits,and so on.

View theMari GettingStarted Guide

•Menubar |Help > GettingStarted

Displays the basic guide to workingwith Mari.

View theMari UserGuide

•Menubar |Help > UserGuide

Displays the comprehensive, step-by-step guide to all Mari's functions.

View theMariReference Guide

•Menubar |Help >Reference Guide

Displays the overallMari ReferenceGuide.

View theMari ReleaseNotes

•Menubar |Help > ReleaseNotes

Displays aweb page that links to therelease notes.

View theMari TrainingResources web page.

•Menubar |Help > Trainingand Tutorials

Displays aweb pagewith links touser guide assets and videotutorials.

View Software APIOverviewdocumentation

•Menubar |Help > SDK > APIOverview

Displays the Software API Overviewdocumentation.

An introductionto Python inMariand GLSLshaders.

View the Python APIdocumentation andexamples.

•Menubar |Help > SDK >Python

Displays the Python APIdocumentation and a list ofexamples.

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Function How to access it What it does Notes

View the C APIdocumentation andexamples.

•Menubar |Help > SDK > CAPI

Displays the C API documentationand a list of examples.

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ToolbarsThe toolbars that are available in Mari are shown in the tables below, along with example images, thecontrols that can be found on each toolbar, and a list of descriptions of both the toolbar and thecontrols on it.

Project Toolbar

The Project Toolbar lets you perform common project functions, such as creating, closing, and saving projects.

Project Toolbar Controls

Control Type What it does Opens thisdialog box

Notes

button Create a new project. New Project Dialog Name the project, selectoptions, and add geometry.

button Close the current project. Save ChangesBefore Closing? (ifunsaved changes)

button Save the current project.

button Undo the last action. See also History ViewPalette.

button Redo the last action. See also History ViewPalette.

Lighting Toolbar

The Lighting Toolbar lets you change the lighting on the object. You can select one of the three lighting presets: flat,

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basic, or full, and toggle the use of shadows in the display. By default, lighting is relative to the scene, not the view.You can set the individual lights to move the view. Mari saves custom lighting with the project. If you need the samelights in another project, you need to set themup separately.

Lighting Toolbar Controls

Control Type What it does Notes

button Set the lighting on the object to "flat". In thismode, the position of the lights has noeffect.

button Set the lighting on the object to "basic". In thismode, you canmove lights around onthe canvas ormake fine adjustments tolighting using the Lights Palette.

button Set the lighting on the object to "full". In thismode, you canmove lights around onthe canvas ormake fine adjustments tolighting using the Lights Palette.

button Toggles shadows on or off. This does not enable or disable shadowprocessing. It simply controls whether theshadows are displayed or not. To enableshadow processing, enableDepthProjections in the Preferences. By default,this preference is disabled.

Painting Toolbar

The Painting Toolbar clears all painting not yet baked into themodel (still in the paint buffer).

Tools Toolbar

The Tools Toolbar lets you select a tool for painting.

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Tools Toolbar Controls

Control Type What it does Opens thisdialog box

Notes

button Activate the Select tool. This tool lets youselect areas on themodel(s) in yourproject.

You can select whole objects,patches, or areas on thesurface of the objects. Onceyou havemade a selection,you can choose to show orhide the selected areas, or tolock them for editing.

button Activate theMarquee Select tool. Thistool lets you select areas on the screen, tocontrol where you can apply paint.

When you'vemade aselection, paint only bakesdownwithin the selectedareas.

button Activate the Transform Paint Buffertool. This tool lets you resize, rotate, andmove the paint buffer (and any unbakedpaint in the buffer). It works on the entirepaint buffer at once.

You can also make thesetransformations by manuallyediting the values underTransform in the PaintBuffer section of the PaintingPalette.

button Activate the Zoom Paint Buffer tool.This tool lets you zoom in and out of thescenewith the paint buffer locked to theobject and without baking the paint.

You can also enable this toolby pressing Z. Zooming isreset when paint is baked.

button Activate the Transform selected objecttool. This tool lets youmove objects andlights around on the canvas by eitherclicking and dragging themor using thetransformhandles.

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Control Type What it does Opens thisdialog box

Notes

button Activate theVector Inspector tool. Thistool lets you control the appearance ofthe directionalmarkers for paintedvectors.

You can opt to enable ordisable the visibility of thedirectionalmarkers in theVector Inspector toolbar. Ifthemarkers don’t appearwhen you select the tool,ensure that this option is setto enabled.

button Activate theBlur tool. This tool lets youblur paint already baked on amodel.

If you want to blur large areasof the surface, youmay wantto use the blur FilterFunctions instead. Theseapply a controlled blur toentire patches or objects.Mari includes several blurfilters, including a controllableGaussian blur.

button Activate theWarp tool. This tool lets youwarp a selected areawithin your paintbuffer. You create awarp box - a rectanglewith between 4 and 64 control points.

button Activate the Slerp tool. This tool workslike the Liquify tool in Adobe®Photoshop®. It lets you “pull” thecontents of the paint buffer around.

As well as pulling, Slerp letsyou grow, shrink, and rotatethe paint. You can also use itto selectively erase distortionsyou've already applied.

button Activate the Pinup tool. This tool workslike theWarp tool, but lets you set yourown control points (pins) wherever youwant.

Shift-click to create a pin.

button Activate the Paint tool. This tool lets youdraw paint strokes in the paint buffer.

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Control Type What it does Opens thisdialog box

Notes

button Activate theVector Paint tool. This toollets you draw vector paint strokes in thepaint buffer.

button Activate the Eraser tool. This tool lets youerase paint from the paint buffer. It doesnot affect any underlying paint bakedonto themodel.

To clear the entire paint

buffer, click the button inthe Painting Toolbar.

button Activate the Paint Through tool. Thistool lets you position an image over anobject, and then as you paint, paints theimage "through" onto yourmodel.

button Activate the Paint Gradient tool. Thislets you create a color gradient floatingover yourmodel, which you can paintthrough to stamp onto yourmodel (likethe Paint Through tool).

button Activate theClone Stamp tool. This toollets you clone from an existing image,shown in a separatewindow. You set asource point on the image. As you paint,Mari copies the texture around thatsource point onto yourmodel.

You can also clone stampfrompainting already on anobject, in the paint buffer, orin another channel.

button Activate the Towbrush tool. This tool letsyou select areas of paint and drag themaround the surface of yourmodel. As youtow the paint around, it blends the edgesof your selection with the surroundingpaint. It works like theCloneStamp tool,but blends in the edges of the clonedselection.

button Activate theColor Picker/PixelAnalyzer tool. This tool lets you pick acolor from the paint on themodel.

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Control Type What it does Opens thisdialog box

Notes

Colorswatch

button Select a foreground color. Select Color

button Swap the foreground and backgroundcolors.

Colorswatch

button Select a background color. Select Color

button Set the foreground color to white and thebackground color to black.

Selection Toolbar

The Selection Toolbar lets you switch between three selectionmodes (objects, patches, and faces) when using theSelect tool.

Selection Toolbar Controls

Control Type What it does Notes

button Set Mari to select whole objects.

button Set Mari to select patches on objects. You can hold down Shift to add to the selection,

Ctrl/Cmd to remove from the selection, and(Windows) or Shift+Cmd to intersect the selection.

button Set Mari to select areas on objects. You can hold down Shift to add to the selection,

Ctrl/Cmd to remove from the selection, and(Windows) or Shift+Cmd to intersect the selection.

When using the Select tool, double-click on theface of themodel to create a smart selection basedon the settings in the Smart Type dropdownmenu.

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Canvas Toolbar

The Canvas Toolbar lets you set the view options for theUV and 3D views.

Canvas Toolbar Controls

Control Type What it does Notes

button Toggle whether to show thewireframeson themodel.

You can also press Shift+W to do this.

button Toggle between showing the patches intheUV view:

• as they appear as part of themodel, and

• as they appear when exported (that is, assquare images, with over-paint areasaround the corners of the patches).

button Toggle whether paint can be projectedonto UV patches located outside theshells of the original geometry.

This control is only available in UV view.

button Switch to the orthographic camera view.

button Switch to the perspective camera view. In this view, you can set the near and farclipping planes and the field of view.

button Switch to theUV camera view (theUVtab). This gives you a “flat” view of thepatches in themodel.

Near entrybox

Set the value for the near clipping plane.Mari doesn’t display parts of the scenethat are closer than theNear plane.

This control is only available in the perspectivecamera view.

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Control Type What it does Notes

Far entrybox

Set the value for the far clipping plane.Mari doesn’t display parts of the scenethat are further than the Far plane.

This control is only available in the perspectivecamera view.

FoV entrybox,slider

Set the value for the field of vision. Thiscontrols howmuchMari distorts the viewwhen applying perspective. At 0, theperspective camera gives exactly the sameview as the ortho camera. As the valueincreases, the distortion increases.

This control is only available in the perspectivecamera view.

Tool Properties Toolbar

The Tool Properties Toolbar displays information about the selected tool.

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Tool Properties Toolbar Control

Tool Control Type What it does Opens thisdialog box

Notes

Facing dropdown Set whether the selection onlyapplies to the Front of themodelas you can see it, or if the selectiongoes Through themodel andincludes the other side.

button ActivateRectangle Selectionmode. This lets you draw arectangular selection.

This controlonly works inFace selectionmode.

button Activate Lasso Selectionmode.This lets you draw the outline ofyour selected area. You can drawany shape you want.

This controlonly works inFace selectionmode.

button Activate the Polygonal LassoSelectionmode. This lets you drawthe outline of your selected area bysetting points between polygonsides until you close the selection.

You can closethe selectionby double-clicking on thecanvas,pressingEnter, orclicking on thefirst point.

button Activate Smart Selectionmode.This lets you create selections basedon the surface of themodel.

Smartselection onlyworks in Faceselectionmode.

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Tool Control Type What it does Opens thisdialog box

Notes

SmartType

dropdown Choosewhether to base your smartselection on:

• Connectedness - selects theareas on themodel connected tothe selected face. When you lookat the area in theUV view, thisselects thewhole connected areawithin the current UV patch. If theUV patch holds several differentareas, only those areas you clickon are selected.

• Edge Angle - selects based on thedegree of change betweenneighboring faces. The selectiongoes until it hits an angle higherthan the Smart Angle.

•Orientation - selects the areathat faces in the same direction asyour initial selection.

• Selection Group - selects thewhole selection group that theselected face belongs to. If theselected face does not belong to aselection group, nothing happens.If a face belongs to more than oneselection group, clickingrepeatedly cycles through theother selection groups to which itbelongs.

This controlonly works inSmartSelectionmode.

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Tool Control Type What it does Opens thisdialog box

Notes

SmartAngle

entry box, slider Set themaximumangle for thesmart selection.

• For Edge Angles, this sets themaximumangle between areas onthemodel surface. For example, ifthe angle is set to 30, this selectsareas up to a 30 degree change offacing.

• ForOrientation, this sets how farfrom the facing of your originalselection the selection goes to.For example, if the angle is set to30, this selects areas up to 30degrees away from the facing ofyour original selection.

This controlonly works inSmartSelectionmode.

All button Select all items.

None button Unselect all items.

Invert button Invert the current selection.Unselected areas become selected,and the other way around.

Grow button Grow the current selection. This controlonly works inFace selectionmode.

Shrink button Shrink the current selection. This controlonly works inFace selectionmode.

Grow/Shrink by

dropdown Choosewhether to grow or shrinkthe current selection by Vertex orEdge.

This controlonly works inFace selectionmode.

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Tool Control Type What it does Opens thisdialog box

Notes

button ActivateRectangle Selectionmode. This lets you draw arectangular selection.

button Activate Lasso Selectionmode.This lets you draw the outline ofyour selected area. You can drawany shape you want.

button Activate the Polygonal LassoSelectionmode. This lets you drawthe outline of your selected area bysetting points between polygonsides until you close the selection.

You can closethe selectionby double-clicking on thecanvas,pressingEnter, orclicking on thefirst point.

button Activate Ellipse Selectionmode.This lets you draw an ellipticalselection.

button ActivateMagicWand Selectionmode. This lets you select by color.When you click, Mari creates aselection around the point youclicked. The selection is based oncolor – areas with a similar color tothe original point are selected. Youcan change the color threshold forthe selection.

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Tool Control Type What it does Opens thisdialog box

Notes

Mode button How drawing a new selectionaffects the current marqueeselection:

• Replace - the new selectionreplaces the existing selection.

• Transform - this lets youmoveyour selection area around (move,rotate, or scale the selection).

In Replacemode (the default), youcan:

• hold down Shift, click and drag toadd to the current selection, or

• hold down Ctrl/Cmd, click anddrag to remove from the currentselection.

In Transformmode, you can:

• hold down Shift, click and drag tomove the current selection,

• hold down Ctrl/Cmd, click anddrag to rotate the currentselection, or

• hold down Shift+Ctrl/Cmd, clickand drag to scale the currentselection.

Invert button Invert the current selection.Unselected areas become selected,and the other way around.

Clear button Clear the current selection.

Feathering entry box Soften the edges of the selection.Higher values give the selection asofter, fuzzier edge. At 0, theselection has a hard edge.

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Tool Control Type What it does Opens thisdialog box

Notes

ResetBuffer

button Reset any transformations (moves,rotations, scales) applied to thepaint buffer (and any unbakedpaint in the buffer).

Reset button Reset the zoom level of the paintbuffer.

Zoom In button Zoom in on the paint buffer.

Zoom Out button Zoomout of the paint buffer.

Noproperties.

Reset button Reset the settings of the vectorinspector.

Can also be done by using the ’(apostrophe) shortcut when thevector inspector is active.

Enabled checkbox Enable (or disable) the visibledirectionalmarkers for the vectorpaint tool.

Can also be done by using theShift+I shortcut.

Linespacing

entry box, slider Adjust the spacing between thedirectionalmarkers.

Can also be done by Shift+draggingthemousewhen the vectorinspector is active.

Linelength

entry box, slider Adjust the length of the directionalmarkers.

Start Color button Change the color at the base of thedirectionalmarkers.

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Tool Control Type What it does Opens thisdialog box

Notes

End Color button Change the color at the tip of thedirectionalmarkers.

VectorSpace

dropdown Set whether the vector inspectoroperates in ScreenSpace,TangentSpace, orWorldSpace.

Same asPaint,plus:

Blur entry box, slider Set the blur strength. The higherthe value, themore blur isproduced.

Clear button Remove the current warp.

+ button Increase the number of controlpoints (up to 64) in thewarp grid.

- button Decrease the number of controlpoints in thewarp grid.

ToggleGrid

button Toggle between hiding anddisplaying the grid lines connectingthe control points.

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Tool Control Type What it does Opens thisdialog box

Notes

Mode dropdown Select how to use the Slerp tool:

• Pull - pulls paint around.

• Grow - makes the paint in aspecific area larger.

• Shrink - makes the paint in aspecific area smaller.

• Rotate - rotates paint around.

• Erase - lets you undo thedistortion in a specific area of thepainting.

You can also:

• press ’ (apostrophe) to undo allthe distortions you've applied, or

• press ;(semicolon) to apply yourchanges to the paint buffer (thatis, make them so you can't erasethe distortions).

Radius entry box, slider Set the slerp radius (that is, how bigthe brush tip is).

Opacity entry box, slider Set the strength of the Slerp effect.

Reset Pins button Undo all the distortions you'veapplied, moving the pins back totheir original positions.

Clear Pins button Remove all the current pins.

+ button Increase the strength of thecurrently selected pin. Stronger pinspull more of the surroundingtexture towards them.

- button Decrease the strength of thecurrently selected pin.

Apply button Apply your changes to the paintbuffer and remove all current pins.

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Tool Control Type What it does Opens thisdialog box

Notes

PaintingMode

dropdown The blendingmode used when thepaint bakes down onto the channelsurface. The default isNormal(paint in the buffer overwrites thesurface), but Mari supports anumber of other blendingmodes.

Colors checkbox Whethermore pressure causes thecolor to vary (from slightly darker tothe target color).

Alpha checkbox Whethermore pressure increasesthe opacity.

Radius checkbox Whethermore pressure increasesthe radius.

Flow checkbox Whethermore pressure increasesthe flow.

Radius entry box Set how big the brush tip is (inpixels).

Opacity entry box How opaque the paint is. This is amultiplier on the paint buffercontents. At 1.0, the paint bakesdown to the surfacewith the sameopacity as it is in the buffer. At 0.5,the paint applied to the surface ishalf as transparent as when it's inthe buffer.

Flow entry box Mimics how quickly paint is applied,by setting themaximumopacity ina splat.

Same asPaint

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Tool Control Type What it does Opens thisdialog box

Notes

Same asPaint.

Same asPaint, plus:

Mode dropdown Select from twomodes:

• Paint through - you hover theimage preview over themodeland stamp it down onto thesurface.

• Image clone - you hover theimage next to themodel, set asource point, and clone from thatpoint.

Stamp button Stamp the image straight onto themodel.

ToggleRepeat

button Toggle source image tiling on andoff. If this is on, when you paint offthe edge of the image, Mari repeatsthe image (so you always havesource data).

Tint button Tint combines the foreground colorwith the paint through texture.

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Tool Control Type What it does Opens thisdialog box

Notes

Stencil dropdown Stencil uses the Paint Throughtexture’s alpha channel as amaskand paints the foreground color.There are three options available:

•No Stencil - if this is selected,Mari ignores the stencil color andfollows the alpha value.

• Stencil - if this is selected, paint isapplied to the foreground color.

• Inverted Stencil - if this isselected, paint is applied ineverything that is transparent.

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Tool Control Type What it does Opens thisdialog box

Notes

Luminance dropdown Luminance uses the Paint Throughtexture’s luminance instead of thealpha, but works similarly toStencil. The following options existwithin the same dropdownmenu asthe Stencil options:

• Luminance - Works well for dirt,noise, and other similar images byusing the luminance value of animage instead of the alpha.

• Inverted Luminance - Similar tothe luminance option, but thecalculated luminance value isinverted before use.

ResetImage

button Reset any transformations (such asmoving, resizing, or rotating) youhavemade to the source image thatyou're cloning.

Pan Lock checkbox Lock the image position relative tothemodel. If you pan themodel,the image that you're paintingthrough pans too.

Scale Lock checkbox Lock the image size relative to themodel. If you zoom themodel in orout, the image that you're paintingthrough zooms in or out too.

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Tool Control Type What it does Opens thisdialog box

Notes

Same asPaint,plus:

Colorswatch

Select the start color for thegradient.

Select Color

Colorswatch

Select the end color for thegradient.

Select Color

In Point entry box How far through the gradient thestart color lasts (before it startsgraduating into the end color).

Out Point entry box How far through the gradient theend color reaches.

Type dropdown Select between Linear orRadialgradient. A linear gradient has acolor at one end grading into theother color. A radial gradient has acolor in themiddle, radiating out ina circle to the other color on theoutside.

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Tool Control Type What it does Opens thisdialog box

Notes

Same asPaint,plus:

Source dropdown Clone from:

• Current Paint Target - themodel's surface (baked paint) inthe active channel.

• Painting - the current (unbaked)paint in the paint buffer.

• Image - an external image(selected from the ImageManager, optionally zoomed inor out).

• Any of the other channels in theproject.

button Clone from the selected region toanother part of the surface.

button Overwrite the selected region withanother part of the surface.

button Swap the contents of the selectedregion with another area on thesurface.

SampleSize

entry box, slider Radius in pixels that the eyedropperuses when sampling colors off thesurface. The eyedropper takes theaverage value of all the pixels in thisarea, and sets this as theforeground color.

Ptex Toolbar

The Ptex Toolbar displays a number of options formanaging Ptex faces within your project. The toolbar is onlyavailable for Ptex channels.

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Ptex Toolbar Controls

Control Type What it does Notes

button Double the selected face resolution.

button Halve the selected face resolution.

button,entry box

Set theworld space face resolution forthe selected face.

Enter the Texel Density and then click .

button,dropdown

Set the face resolution for the selectedface.

Select the Size and then click .

dropdown Fill the selected faces with theforeground color.

button Fill the selected faces with thebackground color.

Colorspace Toolbar

The Colorspace Toolbar displays a number of options formanaging colorspaces in Mari.

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Colorspace Controls

Control Type What it does Notes

button Enable colormanagement. Click to toggle.

button Select a custom LUT to apply to thescene.

button Clear the current LUT applied to thescene.

Extrapolate checkbox Sets whether theGPU extrapolates thegrid values or clamps to themaximumvalue of the LUT.

DisplayDevice

dropdown Set the colorspace of the display deviceused to view the scene.

ViewTransform

dropdown Select a colorspace transform to apply tothe scene.

Component dropdown View the individual channels for thescene.

Gain incrementer,entry box,slider

Set the amount of exposure adjustmentapplied before the display transform.

You can boost or reduce gain by enteringamultiplier (exposure value), draggingon the slider, or adjusting the F-Stopvalue.

Gamma entry box,slider

Set the amount of gamma correctionapplied after the display transform.

You can boost or reduce gammabyentering a gamma level or dragging onthe slider.

Navigation Toolbar

TheNavigation Toolbar displays a number of options formanaging navigation in Mari.

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Navigation Toolbar Controls

Control Type What it does Notes

button Resets all the options in theNavigationtoolbar to the default settings.

button,dropdown

Provides the following options forpanning:

• Pan All - allows panning in anydirection.

• Pan X - allows panning on the x axisonly.

• Pan Y - allows panning on the y axisonly.

• Pan Disabled - disables all panning.

The button changes to reflect the selectedoption.

button,dropdown

Provides the options to either enable ordisable zooming.

The button changes to reflect the selectedoption.

button,dropdown

Provides the options to either enable ordisable rolling.

The button changes to reflect the selectedoption.

button,dropdown

Provides the following options fororbiting:

•Orbit All - allows orbiting around themodel in any direction.

•Orbit X - allows orbiting around themodel on the x axis only.

•Orbit Y - allows orbiting around themodel on the y axis only.

•Orbit Disabled - disables all orbiting.

The button changes to reflect the selectedoption.

button,dropdown

Provides the following options:

• Snap 45 degrees - when rotating themodel it snaps at 45 degree angles.

• Snap 90 degrees - when rotating themodel it snaps at 90 degree angles.

• Snap angle disabled - when rotatingthemodel it does not snap to anyangle.

The button changes to reflect the selectedoption.

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Paint Buffer Symmetry Toolbar

The Paint Buffer Symmetry Toolbar displays the four options for the Paint Buffer Symmetry functionality.

Paint Buffer Symmetry Toolbar Controls

Control Type What it does Notes

button This is the default setting. Whenmirroringis disabled, the paint buffer acts as normaland the paint strokes are not mirrored.

button Mirroring left and right splits the paintbuffer down the center vertically. Anypaint strokesmade on either the left orright side of the divider aremirrored onthe opposite side.

This applies to paint strokes only.

button Mirroring top and bottom splits the paintbuffer down the center horizontally. Anypaint strokesmade on either the top orbottomof the divider aremirrored on theopposite side.

This applies to paint strokes only.

button Mirroring four ways splits the paint bufferinto quarters around the center of thecanvas. Any paint strokesmade in one ofthe quadrants aremirrored in the otherthree.

This applies to paint strokes only.

Vector Painting Toolbar

The Vector Painting Toolbar displays the option to toggle the Vector Inspector on or off, and to create default vectorshaders. When the tool is active, the Vector Inspectormarkers are shown, regardless of whether you toggle theoption on or off.

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Vector Painting Toolbar Controls

Control Type What it does Notes

button Quickly enables the vector inspector sothat the directionalmarkers are visible. Toquickly turn off the directionalmarkers,click the button again.

Can also be done by using the Shift+I shortcut.

button Sets up two default vector shaders withdefault channels and layers for paintingflow or normalmaps. Also changes thetool to Vector Paint and switches thePainting Mode to Paint Flow Vectors.

Can also be done by navigating to Python |Examples > Setup Vector Brush.

Default Shaders Toolbar

TheDefault Shaders Toolbar displays one of the four default shaders in the Shaders palette: Current Channel,Current Layer and Below, Current Layer, and Current Paint Target. Selecting a custom created shader in theShaders palette won't highlight any of the shaders in the toolbar, but selecting a default shader from either thepalette or the toolbar activates the shader and highlights the icon in the toolbar.

Default Shaders Toolbar Controls

Control Type What it does Notes

button Selects the default Current Channelshader from the Shaders palette anddisplays only the paint in the currentchannel.

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Control Type What it does Notes

button Selects the default Current Layer andBelow shader from the Shaders paletteand displays only the paint in the currentlayer stack.

button Selects the default Current Layer shaderfrom the Shaders palette and displaysonly the paint in the current layer.

button Selects the default Current Paint Targetshader from the Shaders palette anddisplays only the paint of the currentlyselected target.

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Status BarThe status bar and descriptions of all the controls on it can be found in the tables below.

What it looks like What it does

Displays status icons that indicatewhich features are active, whether an errorhas been encountered, and information about the current project. Thisincludes progress bars on running processes.

Status Bar Icons

Icon What it does Notes

Displays theUDIM number of the patch you have selected. Ifnothing is selected, then there is nothing listed afterUdim.

Notifies you that there is paint to bake. Click on the icon to bake.

Notifies you that background jobs are currently running. Clicking on this icon displays adialog for the progress bar.

Notifies you that the project has changed and allows you tosave.

Click on the icon to save changes.

Notifies you that your painting is hidden.

Notifies you that you are currently projecting on the front ofobjects.

Clicking on this icon togglesbetween projecting throughobjects and projecting on the front

of objects. The icon takes thedefault icon’s placewhen switchingto project through.

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Icon What it does Notes

Notifies you that you currently have edgemasking enabled.

Notifies you that you currently have channelmasking enabled.

Notifies you that you currently have ambient occlusionmaskingenabled.

Notifies you that you currently have depthmasking enabled.

Notifies you that you currently have backfacemasking enabled.

Notifies you that you currently have fractal noisemaskingenabled.

Notifies you that you currently have the globalmask previewenabled.

Clicking on this icon disables theglobalmask preview.

Notifies you whether you are in LDR (LowDynamic Range) orHDR (High Dynamic Range) mode.

Clicking on this icon togglesbetween LDR and HDR. When inHDRmode, the icon appears as

.

Warns you that a lowmemory status has been detected. Lowmemory affectsMari’s performance andmay make it unstable.

Try freeingmemory or closing andrestartingMari to clear this issue.

Notifies you that there arewarningmessages present. Clicking on this icon displays thesewarnings.

Warns you that the cache disk is critically full. If you don’t free disk space, datalossmay occur. A simpleway tofree disk space is to close theproject and re-open it. Mari savesyour session history, but closingyour project clears this used diskspace up for use.

Warns you that there is no disk space left for the operation youare trying to run.

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Icon What it does Notes

Warns you that channels are a higher bit-depth than what thevirtual texture is configured for.

Notifies you that Mari is currently loading data from the disk.

Notifies you that Mari is currently loading data from the RAM toGPU memory.

Notifies you that Mari is listening for commands on [COMPUTERNAME] port [PORTNUMBER].

Hovering over this icon displaysthe computer name and portnumber on whichMari is listeningfor commands.

Notifies you that therewas an error whileMari was listening forcommands.

Notifies you that Nuke is connected to send commands to Marion [COMPUTER NAME] port [PORTNUMBER].

Hovering over this icon displaysthe computer name and portnumber fromwhich Nuke isconnected.

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Channels PaletteThe Channels palette and the controls that can be found on it are described in the table below. Whencontrols also bring up additional dialogs, these are referenced for more information.

What It DoesTheChannels palette displays:

• a list of channels in the project,

• buttons to add, duplicate, convert, or remove channels,

• options for creating quick channels, and

• channel attribute information.

Channels provide a foundation that layers and layered shaders are built on. These channels can be diffuse, bump, orspecular channels, to name only a few. Channels are assigned to lighting shaders, and sliders in that palette give youfine control over aspects of each channel.

Channels Palette Fields

Control Type What it does Dialog Notes

button Opens an individual palette that displays the layersof that channel only.

button Indicates an unlocked state. Clicking the iconchanges the channel state to locked.

button Indicates a locked state. Clicking the icon changesthe channel state to unlocked.

button Adds a new channel to the channels list. Add ChannelDialog

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Control Type What it does Dialog Notes

button Converts the channel into either 8bit (Byte), 16bit(Half), 32bit (Float).

Convert TypeDialog

button Removes the channel.

Quick Channel

swatch Creates a channel filled in black.

The created channel is namedQuick Channel. Ifthere aremultiple Quick Channels, then the name isfollowed with a number.

swatch Creates a channel filled in white.

The created channel is namedQuick Channel. Ifthere aremultiple Quick Channels, then the name isfollowed with a number.

swatch Creates a channel filled inmid-gray.

The created channel is namedQuick Channel. Ifthere aremultiple Quick Channels, then the name isfollowed with a number.

swatch Creates a channel filled in transparent.

The created channel is namedQuick Channel. Ifthere aremultiple Quick Channels, then the name isfollowed with a number.

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Control Type What it does Dialog Notes

<channelsize>

dropdown Sets the channel size used when creating aQuickChannel, from the options:

• 256x256

• 512x512

• 1024x1024

• 2048x2048

• 4096x4096

• 8192x8192

• 16384x16384

• 32768x32768

Ensure this isset to the sizeyou wantbeforecreating QuickChannels.

<channeldepth>

dropdown Sets the channel depth used when creating aQuickChannel, from the options:

• 8bit (Byte)

• 32bit (Float)

• 16bit (Half)

Ensure this isset to thedepth youwant beforecreating QuickChannels.

General

File Space dropdown Set whether the channel isNormal, Vector,Vector (flipped Y), orNormal (flipped Y).

Size information Lists the size of the patches in the channel.

Depth information Lists the color depth of the channel.

User Attributes

MriImportPath

information Lists the import path of the channel.

MriImportTemplate

information Lists the import file name of the channel.

Color Data

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Control Type What it does Dialog Notes

Colorspace dropdown The colorspace of the channel. Automatic isdetermined by the file name, size, and type of datain the channel.

Changing the colorspace of the channel changes allthe color pickers and swatches when working onthat channel.

Raw Data checkbox The colorspace of the channelmasks. Automatic isdetermined by the file name, size, and type of datain the channel.

Changing the colorspace of the channel changes allthe color pickers and swatches when working onthat channel.

Mask Data

Colorspace dropdown The colorspace of the channelmask. Automatic isdetermined by the file name, size, and type of datain the channel.

Changing the colorspace of the channelmaskchanges all the color pickers and swatches whenworking on that mask.

Raw Data checkbox The colorspace of the channelmasks. Automatic isdetermined by the file name, size, and type of datain the channel.

Changing the colorspace of the channelmaskchanges all the color pickers and swatches whenworking on that mask.

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Layers PaletteThe Layers palette and the controls that can be found on it are described in the table below. Whencontrols also bring up additional dialogs, these are referenced for more information.

What It DoesThe Layers palette lets you view, create and edit layers. You can also add the following to individual layers, or layergroups:

• masks

• adjustments

• procedurals

• shader layers

NOTE: For shader layers, the fields that are available to each shader are the same as those in the ShadersPalette chapter.

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Layers Palette Fields

Control Type What it does Notes

dropdown,switch

Filter bar function that gives the choices:Name, Type,Attribute, and Color Tag.Depending on which filter option you select,the filter bar shows one of thefollowing:

• - filter for the type of layersby clicking on the associated icons.

• - filter for theattributes of layers by clicking on theassociated icons.

• - filter for the colortags of the selected color icon.

Both Type and Attributeprovide icons that allow youto set the parameters foryour filter.

Quickly clear the entry box

by pressing the icon.

dropdown Click to select from the blendmode optionsavailable for individual layers. To adjust theblend amount, enter the value into the entrybox, or adjust the slider located to the right ofthe blendmodemenu.

• - adjuststhe blendmode amount.

This list does not includethe advanced blendmodeoptions.

button Opens theAdvanced Blendingmenu, whichgives options for blendmodes andcomponents, as well as blend amount.

icon Click to toggle the selected layers’ visibility onthe canvas.

icon Denotes whether the layer is a paint layer and,when lit, whether it is selected as the currentpaint target.

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Control Type What it does Notes

icon Denotes whether the layer is amask layerand, when lit, whether themask is selected asthe current paint target.

Shift+click on themask todisable it, or right-click onthe layer and select LayerMask > Disable Mask. The

disabledmask iconindicates the disabled state.

To enable it, Shift+click onthemask again or selectLayer Mask > EnableMask from the right-clickmenu.

icon Denotes whether the layer has amask stackand, when lit, whether themask stack isselected as the current layer.

Clicking on the icon opensthemask stack palette.

icon Denotes whether the layer is an adjustmentlayer, or has an adjustment as part of thelayer and, when lit, whether the adjustment isselected as the current layer.

To distinguish whether thelayer is an adjustment layeror simply has anadjustment on it, look forthe position of the icon. Ifthe icon is in the left-most

column, where the iconis normallylocated on paint layers,then the layer is anadjustment layer.

icon Denotes whether the layer is a procedurallayer and, when lit, whether the procedural isselected as the current layer.

icon Denotes whether the layer is a graph layerand, when lit, whether the graph isselected as the current layer.

icon Denotes whether the layer is the parent layerof a group.

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Control Type What it does Notes

icon Locks or unlocks the selected layer. If thelayer is the parent of a group of layers, all thelayers in the group are also locked orunlocked. Clicking the padlock icon when alayer is cached also unlocks it.

button Adds a new paint layer to the layer stack.

button Adds amask to the selected layer or, if none isselected, the top layer in the layer stack.

If amask has already beenadded to a layer, youcannot add a secondmaskusing thismethod. Youmust create amask stackusing the right-click menu.

button Adds amask stack to the selected layer, or ifnone is selected, the top layer in the layerstack.

Clicking on themask stackicon opens themask stackpalette.

button Adds an adjustment layer to the layer stack. Select adjustments fromthe dropdownmenu whenyou click the icon.

button Adds an adjustment stack to the selectedlayer.

Select adjustments fromthe dropdownmenu whenyou click the icon. Clickingon the adjustment stackicon opens the adjustmentstack palette.

button Adds a procedural layer to the layer stack. Select procedurals from thedropdownmenu when youclick the icon.

button Adds a parent layer for a group to the layerstack. Additional layers can be added after theparent layer is created.

button Adds a graph layer to the layer stack andNodeGraph.

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Control Type What it does Notes

button Duplicates the selected layer in the layerstack.

The duplicate has "copy"included in the name sothat it can be differentiatedfrom the original.

button Removes the selected layer from the layerstack.

button Assigns a color to the selected layers. To clearan already assigned color, click the icon andselect the gray color in the center of thepalette. This effectively removes the color andreturns it to the default color state.

Adjustment/Brightness

Brightness entry box,slider

Controls the brightness of the paint on themodel.

Adjustment/Brightness Lookup

Map curve editor Adjusts the brightness to a specific lookupvalue using a curvemap.

Adjustment/Clamp

Min entry box,slider

Clamps theminimumRGB value for theselected checkboxes below.

Max entry box,slider

Clamps themaximumRGB value for theselected checkboxes below.

Components | R checkbox If enabled, specifies that the red channelshould be affected by theMin andMaxsliders.

Components |G checkbox If enabled, specifies that the green channelshould be affected by theMin andMaxsliders.

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Control Type What it does Notes

Components |B checkbox If enabled, specifies that the blue channelshould be affected by theMin andMaxsliders.

Components |A checkbox If enabled, specifies that the alpha channelshould be affected by theMin andMaxsliders.

Adjustment/Color Balance

PreserveLuminosity

checkbox Ensures that the luminosity value ismaintained when other values are adjusted.

Highlights |Cyan/Red

entry box,slider

Adjusts the scale of the Red color component.Dragging the slider to the left pulls the scaletowards cyan, whereas dragging the slider tothe right pulls it towards red. Themodificationapplies to the texture’s highlights.

Highlights |Magenta/Green

entry box,slider

Adjusts the Green color component. Draggingthe slider to the left pulls the scale towardsmagenta, whereas dragging the slider to theright pulls it towards green. Themodificationapplies to the texture’s highlights.

Highlights |Yellow/Blue

entry box,slider

Adjusts the Blue color component. Draggingthe slider to the left pulls the scale towardsyellow, whereas dragging the slider to theright pulls it towards blue. Themodificationapplies to the texture’s highlights.

Shadows |Cyan/Red

entry box,slider

Adjusts the scale of the Red color component.Dragging the slider to the left pulls the scaletowards cyan, whereas dragging the slider tothe right pulls it towards red. Themodificationapplies to the texture’s shadows.

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Control Type What it does Notes

Shadows |Magenta/Green

entry box,slider

Adjusts the Green color component. Draggingthe slider to the left pulls the scale towardsmagenta, whereas dragging the slider to theright pulls it towards green. Themodificationapplies to the texture’s shadows.

Shadows |Yellow/Blue

entry box,slider

Adjusts the Blue color component. Draggingthe slider to the left pulls the scale towardsyellow, whereas dragging the slider to theright pulls it towards blue. Themodificationapplies to the texture’s shadows.

Midtones |Cyan/Red

entry box,slider

Adjusts the scale of the Red color component.Dragging the slider to the left pulls the scaletowards cyan, whereas dragging the slider tothe right pulls it towards red. Themodificationapplies to the texture’smidtones

Midtones |Magenta/Green

entry box,slider

Adjusts the Green color component. Draggingthe slider to the left pulls the scale towardsmagenta, whereas dragging the slider to theright pulls it towards green. Themodificationapplies to the texture’smidtones

Midtones |Yellow/Blue

entry box,slider

Adjusts the Blue color component. Draggingthe slider to the left pulls the scale towardsyellow, whereas dragging the slider to theright pulls it towards blue. Themodificationapplies to the texture’smidtones.

Adjustment/Color Lookup

Red curve editor Adjusts the value of the red channel for theoverall layer stack, using the curve editor.

Green curve editor Adjusts the value of the green channel for theoverall layer stack, using the curve editor.

Blue curve editor Adjusts the value of the blue channel for theoverall layer stack, using the curve editor.

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Control Type What it does Notes

Adjustment/Color Switch

Red checkbox Turns the red channel on or off. Disabling thered channel removes it from the painting.

Green checkbox Turns the green channel on or off. Disablingthe green channel removes it from thepainting.

Blue checkbox Turns the blue channel on or off. Disablingthe blue channel removes it from thepainting.

Alpha checkbox Turns the alpha channel on or off. Disablingthe alpha channel removes it from thepainting.

Adjustment/Color to Mask

Color swatch Select a color from the color picker to convertthat color to amask. This allows amulticolored channel to be used formultiplemasks.

Error entry box,slider

The tolerance level of themask to the selectedcolor. The lower the number, the closer theRGB value has to be to the selected color inorder for it to be treated as amask; the higherthe number, themore variation that'sallowed.

Adjustment/Contrast

Contrast entry box,slider

Adjusts the contrast for the layer stack.

Contrast Pivot entry box,slider

Sets the point around which Contrast isadjusted.

Adjustment/Copy Channel

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Control Type What it does Notes

Channel dropdown Copies the value fromone RGB color channelto the other two. The result is a grayscaleimagewith the intensity values from theselected channel.

Adjustment/Flow

Image| Tile Image file browser Selects the image to use on themodel forflow.

Image| Repeat entry box,slider

Sets the repetition value of the tiled image.

Animation |Animated

checkbox Enables or disables the animation.

Animation| TimeOffset

entry box,slider

Adjusts the flow over time to view the effectof vector paint.

Animation| Speed entry box,slider

Adjusts the sensitivity of Time Offset toaffect the speed of flow.

Adjustment/Gamma

Gamma entry box,slider

Adjusts the gamma levels in the layer stack.

Invert entry box,slider

Reverses the gamma conversion. That is, ahigher setting forGamma results in amorewashed-out looking image.

Adjustment/Grade

Blackpoint entry box,slider

Sets the blackpoint of the RGB values. Blackpoint is the color valueat which the input isconsidered to be 100%black.

Whitepoint entry box,slider

Sets thewhitepoint of the RGB values. Whitepoint is the colorvalue at which the input isconsidered to be 100%white.

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Control Type What it does Notes

Lift entry box,slider

Lifts the blackpoint, while keeping thewhitepoint the same.

Gain entry box,slider

Adjusts thewhitepoint, while keeping theblackpoint the same

Multiply entry box,slider

Multiplies the value to lighten the texturewhile preserving the blackpoint.

Offset entry box,slider

Specifies a fixed value to add in order tolighten the texture.

Adding negative valuesessentially darkens thetexture.

Gamma entry box,slider

Adjusts themidtones, while keeping thewhitepoint and blackpoint the same.

Adjustment/HSL

Hue Shift entry box,slider

Adjusts the hue, as tied to theHSL, for thelayer stack.

Saturation Scale entry box,slider

Adjusts the saturation level, as tied to theHSL,for the layer stack.

Lightness Scale entry box,slider

Adjusts the lightness level, as tied to theHSL,for the layer stack.

Adjustment/HSV

Hue Shift entry box,slider

Adjusts the hue level, as tied to theHSV, forthe layer stack.

Saturation Scale entry box,slider

Adjusts the saturation level, as tied to theHSV, for the layer stack.

Value Scale entry box,slider

Adjusts the value level, as tied to theHSV, forthe layer stack.

Adjustment/Height As Normal

Bump Weight entry box,slider

Adjusts the sensitivity of the bumpweightwhen calculating height as a normal value.

Adjustment/Hue Shift

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Control Type What it does Notes

Hue entry box,slider

Changes the RGB hue value of the paint in thelayer stack.

Adjustment/Invert

Red checkbox Inverts the contents of the red colorcomponent when checked. Uncheck theparameter to leave the componentunchanged. If there is a significant amount ofred paint in your layer stack the inverse is asignificant absence of red.

It is uncommon that onlyone component would beselected, however if theneed arises, you can chooseto invert only one, or asubset, of the fourcomponents.

Green checkbox Inverts the contents of the green colorcomponent when checked. Uncheck theparameter to leave the componentunchanged. If there is a significant amount ofgreen paint in your layer stack the inverse is asignificant absence of green.

It is uncommon that onlyone component would beselected, however if theneed arises, you can chooseto invert only one, or asubset, of the fourcomponents.

Blue checkbox Inverts the contents of the blue colorcomponent when checked. Uncheck theparameter to leave the componentunchanged. If there is a significant amount ofblue paint in your layer stack the inverse is asignificant absence of blue.

It is uncommon that onlyone component would beselected, however if theneed arises, you can chooseto invert only one, or asubset, of the fourcomponents.

Alpha checkbox Inverts the contents of the alpha colorcomponent when checked. Uncheck theparameter to leave the componentunchanged.

It is uncommon that onlyone component would beselected, however if theneed arises, you can chooseto invert only one, or asubset, of the fourcomponents.

Adjustment/Levels

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Control Type What it does Notes

Clamp Set whether to:

• Clamp Output Levels - to clamp theoutput values to between thewhite andblackpoints,

• Clamp LDR - to clamp the output values tothe 0-1 range, which is Byte black to white,or

• Disable - to prevent Mari from clamping anyof the levels.

Red checkbox Determines whether to apply the adjustmentto the red component.

Green checkbox Determines whether to apply the adjustmentto the green component.

Blue checkbox Determines whether to apply the adjustmentto the blue component.

Output Level |White

entry box,slider

Adjusts thewhite level of the output in thepaint for the selected color components.

Output Level |Black entry box,slider

Adjusts the black level of the output in thepaint for the selected color component.

Input Level |MidMode

dropdown Choosewhether levels adjustments aremadeunderAbsolute orRelativemode.

Absolute is the default mode forMari;changing themode to Relative changes theInput |Mid point to be relative to the blackand white points.

Input Level |White entry box,slider

Adjusts thewhite level of the input for theselected color component.

Input Level |Mid entry box,slider

Adjusts themidtone level of the input for theselected color components.

Input Level |Black entry box,slider

Adjusts the black level of the input for theselected color component.

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Control Type What it does Notes

Adjustment/Luminosity

Adjustment/Premultiply Alpha

Unpremultiply checkbox Either pre- or post-multiplies the alpha in theselected image. If you are painting using animagewithout premultiplied alpha onto onewith it, use this filter to perform thepremultiplication, so the imagesmatch andyou avoid lines around the outside of thepatch. Post-multiply works the same, but inreverse: it removes premultiplication to matchimages that do not have premultiplied alpha.

Adjustment/Saturation

Saturation entry box,slider

Adjusts the color saturation of the paint in thelayer stack.

Adjustment/Scale

R entry box,slider

Adjusts the scale of the Red color component.Dragging the slider to the left pulls the scaletowards cyan, whereas dragging the slider tothe right pulls it towards red.

G entry box,slider

Adjusts the Green color component. Draggingthe slider to the left pulls the scale towardsmagenta, whereas dragging the slider to theright pulls it towards green.

B entry box,slider

Adjusts the Blue color component. Draggingthe slider to the left pulls the scale towardsyellow, whereas dragging the slider to theright pulls it towards blue.

A entry box,slider

Adjusts the Alpha component.

Adjustment/Set Value

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Control Type What it does Notes

Channel dropdown The options available in the dropdownmenuare Red, Green, Blue, Alpha.

Value entry box,slider

Adjusting the slidermodifies the value of thecomponent selected from the dropdownmenu above.

Adjustment/Shuffle

R dropdown Select a color component from the options r,g, b, and a in the dropdownmenu to replacethe Red component with another color.Setting r in the dropdownmenu keeps the redcolor in the Red component.

G dropdown Select a color component from the options r,g, b, and a in the dropdownmenu to replacetheGreen component with another color.Setting g in the dropdownmenu keeps thegreen color in theGreen component.

B dropdown Select a color component from the options r,g, b, and a in the dropdownmenu to replacethe Blue component with another color.Setting b in the dropdownmenu keeps theblue color in the Blue component.

A dropdown Select a color component from the options r,g, b, and a in the dropdownmenu to replacethe Alpha component with another color.Setting a in the dropdownmenu keeps thealpha color in the Alpha component.

Adjustment/Tangent To Screen

Suppress Blue checkbox Suppresses the blue value from thecolor-encoded vectors in screen space.

Adjustment/Tangent To World

Suppress Blue checkbox Suppresses the blue value from thecolor-encoded vectors in world space.

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Control Type What it does Notes

Adjustment/World To Tangent

Suppress Blue checkbox Suppresses the blue value from thecolor-encoded vectors in world space.

Flip Y dropdown Choosewhether to Flip the Y axis normals orleave them as they arewith normal.

Adjustment/sRGB2Linear

Invert checkbox Applies an sRGB to linear colorspaceconversion. Checking Invert applies a linearto sRGB colorspace conversion.

Procedural/Basic/Color

Color swatch Applies the specified color from the colorswatch to the entiremodel.

Procedural/Basic/Constant

Constant entry box,slider

Generates a constant number across theRGBorRGBA components that may be reliedupon formathematical operations.

This number ranges from 0to 10,000, and defaults to1.000.

Components dropdown Choosewhether the contact applies to theRGB orRGBA components.

Procedural/Basic/Vector

X entry box,slider

Adjusts the values of the X axis, whichcorrespond to the Red color component, tomodify the color-encoded vectors.

Y entry box,slider

Adjusts the values of the Y axis, whichcorrespond to theGreen color component, tomodify the color-encoded vectors.

Z entry box,slider

Adjusts the values of the Z axis, whichcorrespond to the Blue color component, tomodify the color-encoded vectors.

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Control Type What it does Notes

W entry box,slider

Adjusts the values of theW axis, whichcorrespond to the Alpha component, tomodify the color-encoded vectors.

Procedural/ Environment/Cubemap

Cubic Image entry box,file browser

The environment image you want to bereflected.

This procedural cannot becached or baked and is fordisplay purposes only.

Falloff Start entry box,slider

Specifies where the cubic image starts.

Falloff End entry box,slider

Specifies where the cubic image ends.

Procedural/ Environment/Cubemap Projector

Cubic Image entry box,file browser

Select or input the filepath to the .dds cubicimage to project as a texture.

This procedural cannot becached or baked and is fordisplay purposes only.

Note: When exporting .ddsfiles, they should beencoded as 8.8.8.8 ARGBfiles to avoid anycomplications whenbringing them into Mari.

Cull Backfaces checkbox When the checkbox is ticked, this settingensures that projection does not affect areasfacing away from the camerawhen factoringedge falloff.

Offset | X entry box,incrementer

The offset of the projected image along theXaxis. This affects the position of where thecamera sits in the scene.

Offset | Y entry box,incrementer

The offset of the projected image along the Yaxis. This affects the position of where thecamera sits in the scene.

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Control Type What it does Notes

Offset | Z entry box,incrementer

The offset of the projected image along the Zaxis. This affects the position of where thecamera sits in the scene.

Rotation | X entry box,slider

The rotation of the projected image along theX axis.

This rotates the camera forthe entire scene, not justone part.

Rotation | Y entry box,slider

The rotation of the projected image along theY axis.

This rotates the camera forthe entire scene, not justone part.

Rotation | Z entry box,slider

The rotation of the projected image along theZ axis.

This rotates the camera forthe entire scene, not justone part.

Edge Falloff | Start entry box,slider

Modifies how far away the projection falloffstarts on themodel.

Edge Falloff | End entry box,slider

Modifies how far away the projection falloffends on themodel.

Edge Falloff | Curve curve editor Modifies the otherwise linear shape of theedge falloff to your desired shape.

Distance Falloff |Start

entry box,incrementer

Modifies the falloff start distance. From0-100; 100 represents straight-on projection.

Distance Falloff |End

entry box,incrementer

Modifies the falloff end distance. From 0-100;100 represents straight-on projection.

Distance Falloff |Curve

curve editor Modifies the otherwise linear shape of thedistance falloff to your desired shape.

Procedural/Environment/Environment Light

Sharpness entry box,slider

Adjusts the sharpness of the reflections onthemodel, with higher values increasing thesharpness and lower values decreasing it.

This procedural cannot becached or baked and is fordisplay purposes only.

Procedural/Environment/Sphere Map

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Control Type What it does Notes

Sphere Map file browser The environment image you want to bereflected.

This procedural cannot becached or baked and is fordisplay purposes only.

Falloff Start entry box,slider

Specifies where the spherical image starts.

Falloff End entry box,file browser

Specifies where the spherical image ends.

Procedural/Environment/Sphere Map Projector

Spherical Image file browser Uses a spherical image of any file type as atexture to project onto themodel. Select thefilepath to the spherical image to project as atexture.

Cull Backfaces checkbox When the checkbox is ticked, this settingensures that projection does not affect areasfacing away from the camerawhen factoringedge falloff.

Offset | X entry box,incrementer

The offset of the projected image along theXaxis. This affects the position of where thecamera sits in the scene.

Offset | Y entry box,incrementer

The offset of the projected image along the Yaxis. This affects the position of where thecamera sits in the scene.

Offset | Z entry box,incrementer

The offset of the projected image along the Zaxis. This affects the position of where thecamera sits in the scene.

Rotation | X entry box,slider

The rotation of the projected image along theX axis.

This rotates the camera forthe entire scene, not justone part.

Rotation | Y entry box,slider

The rotation of the projected image along theY axis.

This rotates the camera forthe entire scene, not justone part.

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Control Type What it does Notes

Rotation | Z entry box,slider

The rotation of the projected image along theZ axis.

This rotates the camera forthe entire scene, not justone part.

Edge Falloff | Start entry box,slider

Modifies how far away the projection falloffstarts on themodel.

Edge Falloff | End entry box,slider

Modifies how far away the projection falloffends on themodel.

Edge Falloff | Curve curve editor Modifies the otherwise linear shape of theedge falloff to your desired shape.

Distance Falloff |Start

entry box,incrementer

Modifies the falloff start distance. From0-100; 100 represents straight-on projection.

Distance Falloff |End

entry box,incrementer

Modifies the falloff end distance. From 0-100;100 represents straight-on projection.

Distance Falloff |Curve

curve editor Modifies the otherwise linear shape of thedistance falloff to your desired shape.

Procedural/Environment/Triplanar Projection

World Scale entry box Gives overall scale control for the imageprojection.

Top | Top Image file browser Specifies the location of the image you wantto project onto the top of yourmodel.

Top | Top Repeat entry box,slider

Specifies the frequency at which the image isrepeated across the top of yourmodel.

Top | Top Angle entry box,slider

Specifies the rotation angle of the image onthe top of yourmodel.

Top | Top U Offset entry box,slider

Specifies howmuch the image on the top ofyourmodel is offset by on theU axis.

Top | Top V Offset entry box,slider

Specifies howmuch the image on the top ofyourmodel is offset by on the V axis.

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Control Type What it does Notes

Top | Top U Scale entry box,slider

Specifies howmuch the image on the top ofyourmodel is stretched or contracted on theU axis.

Top | Top V Scale entry box,slider

Specifies howmuch the image on the top ofyourmodel is stretched or contracted on theV axis.

Top | Top FalloffStart

entry box,slider

Controls where the image projection starts onthe top of themodel.

Top | Top FalloffEnd

entry box,slider

Controls where the image projection ends onthe top of themodel.

Top | Top Falloff curve editor Controls the falloff of the image projectionbetween the start and end values on the topof themodel.

Front | Front Image file browser Specifies the location of the image you wantto project onto the front of yourmodel.

Front | FrontRepeat

entry box,slider

Specifies the frequency at which the image isrepeated across the front of yourmodel.

Front | Front Angle entry box,slider

Specifies the rotation angle of the image onthe front of yourmodel.

Front | Front UOffset

entry box,slider

Specifies howmuch the image on the front ofyourmodel is offset by on theU axis.

Front | Front VOffset

entry box,slider

Specifies howmuch the image on the front ofyourmodel is offset by on the V axis.

Front | Front UScale

entry box,slider

Specifies howmuch the image on the front ofyourmodel is stretched or contracted on theU axis.

Front | Front VScale

entry box,slider

Specifies howmuch the image on the front ofyourmodel is stretched or contracted on theV axis.

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Control Type What it does Notes

Front | Front FalloffStart

entry box,slider

Controls where the image projection starts onthe front of themodel.

Front | Front FalloffEnd

entry box,slider

Controls where the image projection ends onthe front of themodel.

Front | FrontFalloff

curve editor Controls the falloff of the image projectionbetween the start and end values on the frontof themodel.

Right | Right Image file browser Specifies the location of the image you wantto project onto the side of yourmodel.

Right | RightRepeat

entry box,slider

Specifies the frequency at which the image isrepeated across the side of yourmodel.

Right | Right Angle entry box,slider

Specifies the rotation angle of the image onthe side of yourmodel.

Right | Right UOffset

entry box,slider

Specifies howmuch the image on the side ofyourmodel is offset by on theU axis.

Right | Right VOffset

entry box,slider

Specifies howmuch the image on the side ofyourmodel is offset by on the V axis.

Right | Right UScale

entry box,slider

Specifies howmuch the image on the side ofyourmodel is stretched or contracted on theU axis.

Right | Right VScale

entry box,slider

Specifies howmuch the image on the side ofyourmodel is stretched or contracted on theV axis.

Right | RightFalloff Start

entry box,slider

Controls where the image projection starts onthe side of themodel.

Right | RightFalloff End

entry box,slider

Controls where the image projection ends onthe side of themodel.

Right | Right Falloff curve editor Controls the falloff of the image projectionbetween the start and end values on the sideof themodel.

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Control Type What it does Notes

Procedural/Geometry/Ambient Occlusion

Procedural/Geometry/BiTangent

Procedural/Geometry/Position

Procedural/Geometry/Selection Mask

Procedural/Geometry/Surface Normal

Procedural/Geometry/Tangent

Procedural/Geometry/UDIM Mask

UDIM entry box Enter theUDIM number of the UDIM youwant to unmask.

Procedural/Geometry/UV

Procedural/Geometry/UV Mask

Procedural/Procedural/Fractal/Cloud

Size entry box,slider

Adjusts the size of the cloud pattern.

Roughness entry box,slider

Adjusts the roughness of the cloud pattern.Dragging the slider to lower values smoothsout the transition from color A to color B.

Offsets | X Offset entry box,slider

Moves the pattern across themodel on the xaxis.

Offsets | Y Offset entry box,slider

Moves the pattern across themodel on the yaxis.

Offsets | Z Offset entry box,slider

Moves the pattern across themodel on the zaxis.

Color | Color A swatch Sets the color to be used for the pattern’s Ainput.

Color | Color B swatch Sets the color to be used for the pattern’s Binput.

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Control Type What it does Notes

Procedural/Procedural/Fractal/Turbulence

Size entry box,slider

Adjusts the size of the turbulence pattern.

Roughness entry box,slider

Adjusts the roughness of the turbulencepattern. Dragging the slider to lower valuessmooths out the transition from color A tocolor B.

Color | Color A swatch Sets the color to be used for the pattern’s Ainput.

Color | Color B swatch Sets the color to be used for the pattern’s Binput.

Procedural/Procedural/Misc/Oil

Size entry box,slider

Adjusts the size of the oil pattern.

Organicness entry box,slider

Sets the overall organic quality of the oilpattern.

Roughness entry box,slider

Adjusts the roughness of the oil pattern.Dragging the slider to lower values smoothsout the transition from color A to color B.

Color | Color A swatch Sets the color to be used for the pattern’s Ainput.

Color | Color B swatch Sets the color to be used for the pattern’s Binput.

Procedural/Procedural/Noise/Cellular

Size entry box,slider

Adjusts the size of the cellular pattern.

Type dropdown Sets how color A and color B are used in thepattern.

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Control Type What it does Notes

Distance Method dropdown Changes the shape of the cells to affect thedistance the cells are from each other.

Color | Color A swatch Sets the color to be used to the pattern’s colorA input.

Color | Color B swatch Sets the color to be used for the pattern’scolor B input.

Procedural/Procedural/Noise/Perlin

Size entry box,slider

Adjusts the size of the noise pattern.

Color | Color A swatch Sets the color to be used for the pattern’scolor A input.

Color | Color B swatch Sets the color to be used for the pattern’scolor B input.

Procedural/Procedural/Noise/Squiggle

Size entry box,slider

Adjusts the size of the squiggle pattern.

Color | Color A swatch Sets the color to be used for the pattern’scolor A input.

Color | Color B swatch Sets the color to be used for the pattern’scolor B input.

Procedural/Procedural/ Pattern/Cube

Repeat entry box,slider

Specifies the repetition frequency of the cubepattern.

Gap entry box,slider

Sets the spacing between the cubes in thepattern.

Fall Off entry box,slider

Adjusts the falloff amount between thecubes.

Roundness entry box,slider

Adjusts howmuch the cubes are rounded off.

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Control Type What it does Notes

Color | Color A swatch Sets the color to be used for the pattern’scolor A input.

Color | Color B swatch Sets the color to be used for the pattern’scolor B input.

Procedural/Procedural/Pattern/Object Space Linear Gradient

Start entry box,slider

Sets the start point on the object for Color Bof the gradient.

End entry box,slider

Sets the end point of Color B, where Color Abegins, on the object of the gradient.

Map curve editor Set the color A and color B transitions for thegradient using points on a curve.

Rotation | X entry box,slider

Adjusts how the gradient appears on themodel by rotating the gradient on the X axis.

Rotation | Y entry box,slider

Adjusts how the gradient appears on themodel by rotating the gradient on the Y axis.

Rotation | Z entry box,slider

Adjusts how the gradient appears on themodel by rotating the gradient on the Z axis.

Color | Color A swatch Sets the color to be used for the gradient’s Ainput.

Color | Color B swatch Sets the color to be used for the gradient’s Binput.

Procedural/Procedural/Pattern/Sphere

Size entry box,slider

Adjusts the size of the spherical pattern.

Falloff curve editor Adjusts the falloff amount between thespheres.

Color | Color A swatch Sets the color to be used for the pattern’scolor A input.

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Control Type What it does Notes

Color | Color B swatch Sets the color to be used for the pattern’scolor B input.

Procedural/Procedural/Pattern/Tiled

Tile Image file browser The image you want to have tiled across themodel.

Rotation Angle(Degrees)

entry box,slider

Changes the angle of rotation for the tiledimage.

Offset |U Offset entry box,slider

Specifies howmuch the image is offset by ontheU axis.

Offset | V Offset entry box,slider

Specifies howmuch the image is offset by onthe V axis.

Repeat |U Repeat entry box,slider

Specifies howmuch the image is repeated ontheU axis.

Repeat | V Repeat entry box,slider

Specifies howmuch the image is repeated onthe V axis.

Mirror |Mirror U entry box,slider

Sets whether the tiled image ismirrored ontheU axis.

Mirror |Mirror V entry box,slider

Sets whether the tiled image ismirrored onthe V axis.

Procedural/Procedural/Pattern/UV Grid

Color swatch Sets the color to be used for the grid lines.

Repeat entry box,slider

Specifies the repeat rate for the grid on themodel’s surface.

Thickness entry box,slider

Sets the thickness of the grid lines.

Procedural/Procedural/Pattern/UV Linear Gradient

Start entry box,slider

Sets the start point on theUV patches forColor B of the gradient.

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Control Type What it does Notes

End entry box,slider

Sets the end point of Color B, where Color Abegins, on theUV patches of the gradient.

Map curve editor Set the color A and color B transitions for thegradient in UV space using points on a curve.

Angle entry box,slider

Specifies the angle of the linear gradient ontheUV patches.

Repeat entry box,slider

Sets howmuch the linear gradient is repeatedacross theUV patches.

Color | Color A swatch Sets the color to be used for the gradient’s Ainput.

Color | Color B swatch Sets the color to be used for the gradient’s Binput.

Procedural/Procedural/Plant/Wood

Size entry box,slider

Adjusts the size of thewood pattern acrossthe entiremodel.

Bands entry box,slider

Adjusts the size of the individual bands in thewood pattern.

Noise | Size entry box,slider

Adjusts the amount of the noise in the bandsof thewood pattern.

Noise | Roughness entry box,slider

Adjusts the roughness of thewood pattern.Dragging the slider to lower valuesmakes thetransition from color A to color B moredistinct.

Stretch | X entry box,slider

Stretches thewood pattern across themodelon the x axis.

Stretch | Y entry box,slider

Stretches thewood pattern across themodelon the y axis.

Stretch | Z entry box,slider

Stretches thewood pattern across themodelon the z axis.

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Control Type What it does Notes

Color | Color A swatch Sets the color to be used for the pattern’scolor A input.

Color | Color B swatch Sets the color to be used for the pattern’scolor B input.

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Node Graph PaletteThe Node Graph palette doesn't have any controls as such, rather it's a dedicated area designed tohold nodes.

What It DoesTheNode Graph palette lets you create, edit, and view node trees and Graph Layers. TheNodeGraph has twomodes, which you can select from the Preferences > Node Graph tab:

• In Basicmode (disabled), theNodeGraph only allows the use of Graph Layers, created from the Layers Palette.

• In Advancedmode (enabled), you canmanipulate nodes freely in theNodeGraph. See theMari User Guide, NodeGraph chapter formore information.

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Node Properties PaletteThe Node Properties palette doesn't have any controls as such, rather it's a dedicated area designedto hold the controls associated with nodes in the Node Graph.

What It DoesTheNode Properties palette lets you view andmodify node properties. To view a node's properties, double-clickthe node in theNode Graph palette. See theMari User Guide, Node Graph chapter formore information.

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Patches PaletteThe Patches palette and the controls that can be found on it are described in the table below. Whencontrols also bring up additional dialogs, these are referenced for more information.

What It DoesThe Patches palette displays a selectable list of patches in the project, with icons and buttons to toggle whether theyare visible, or whether they are locked. You can group patches into sets.

Patches Palette Fields

Control Type What it does Opens thisdialog box

Notes

Sorted by dropdown Lets you specify whether to list patchesby: UDIM, or a custom sort (by draggingpatches up and down the list).

icon Click to toggle whether a patch is visible ornot.

icon Click to toggle whether a patch is locked ornot.

button Hide selected patches.

button Show selected patches.

button Select all patches.

button Lock selected patches.

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Control Type What it does Opens thisdialog box

Notes

button Unlock selected patches.

button Link selected patches.

This allows you to replicate changesmadeto one patch onto all linked patchesquickly and easily.

button Unlink selected patches.

PATCHES PALETTE |

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Objects PaletteThe Objects palette and the controls that can be found on it are described in the table below. Whencontrols also bring up additional dialogs, these are referenced for more information.

What It DoesTheObjects palette displays the current objects in the project, and allows you to:

• Show and hide the objects.

• Add and remove objects and child objects from the project.

• Lock and unlock the objects.

• Select the object to edit.

• Add versions to existing objects.

• Add locators to objects.

Objects Palette Fields

Control Type What it does Notes

Sorted by dropdown Lets you specify whether to list the objectsby name , version number, or none.

/ icon Click to toggle whether an object is visibleor not.

/ icon Click to toggle whether an object is lockedor not.

button Add another object to the project.

button Add a locator to the object to rotate, scale,ormove it.

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Control Type What it does Notes

button Removes the selected object or locatorfrom the project.

button Allows you to add user attributes to theselected object.

<object name> > Geometry |Version

dropdown List of versions of the object, listed by thename of the source file. When you select aversion from this list, Mari updates to showthat version in the display.

<object name> > Info |Name text The name of the object file. You can edit thisif required.

<object name> > Rendering | CastShadows

checkbox Specify whether or not the object is set tocast shadowswhenDepth Projectionsare enabled and toggle shadows is set toshow themon the canvas.

<object name> > State |Hidden checkbox Whether the object is hidden.

<object name> > State | Locked checkbox Whether the object is locked or editable.

<object name> > User Attributes info Information about the object, includingcreation date, modification date, and theowner name.

OBJECTS PALETTE |

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Shaders PaletteThe Shaders palette and the controls that can be found on it are described in the table below. Whencontrols also bring up additional dialogs, these are referenced for more information.

What It DoesThe Shaders palette displays the lighting shaders and allows you to toggle between the shader setup for the currentchannel, layer stack, layer, and paint target, as well as custom-made shaders.

Shaders Palette Fields

Control Type What it does Dialog Notes

CurrentChannel

shader Default shader that displays only thepaint in the selected channel.

This shader canalso be found ontheDefaultShaders toolbar.

CurrentLayer andBelow

shader Default shader that displays only thepaint in your selected sub-stack (suchas amask or adjustment stack) up tothe selected layer. If you don’t have asub-stack selected, it shows the parentstack up to the selected layer.

This shader canalso be found ontheDefaultShaders toolbar.

CurrentLayer

shader Default shader that displays only thepaintable paint andmasks in yourselected layer.

This shader canalso be found ontheDefaultShaders toolbar.

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Control Type What it does Dialog Notes

Current PaintTarget

shader Default shader that displays only thepaint in your selected layer, includingany mask ormask stack, adjustment,filter or groups associated with thelayer.

This shader canalso be found ontheDefaultShaders toolbar.

button Adds a new shader or layered shader tothe shader list in the palette from adropdownmenu list of:

• Phong,

• Cook Torrance,

• Beckman,

• Blinn,

• Flat,

• Unreal,

• BRDF,

• Standard Lighting,

• AiStandard,

• RedshiftArchitectural,

• VRayMtl,

• Layered , and

• Choose Diffuse And Specular.

Create ShaderDialog whenselectingChooseDiffuse andSpecular.

MasksFormatsDialog whenselectingLayered.

TheChooseDiffuse andSpecular optionallows you tocreate a customshader. Refer tothe Create ShaderDialog formoreinformation.

The Layeredoption creates alayered shader.When selected, itslayers can beaccessed using theShader Layers TabFields.

button Makes a copy of the selected shader.

button Removes the shader from the shaderlist in the palette.

Default shaderscannot beremoved from theShaders palette.

button Selects the default Current Channelshader from the shader list anddisplays only the paint in the currentchannel.

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Control Type What it does Dialog Notes

button Selects the default Current Layerand Below shader from the shader listand displays only the paint in thecurrent layer stack.

button Selects the default Current Layershader from the shader list anddisplays only the paint in the currentlayer.

button Selects the default Current PaintTarget shader from the shader list anddisplays only the paint of thecurrently selected target.

Shader ParametersFor each individual shader's parameters, refer to the specific shader in this section.

Lambertian: Phong

Control Type What it does Dialog Notes

Inputs |Diffuse Color

dropdown The channel controlling thediffuse color effect of the shadedsurface.

Inputs |SpecularColor

dropdown The channel controlling thespecular color effect of the shadedsurface.

Inputs|SpecularShininess

dropdown The channel controlling the high shineareas for highlights in the specularshaded surface.

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Control Type What it does Dialog Notes

Inputs |Normal

dropdown The channel used for input as arepresentation of the surface normals,added to the shaded surface.

Youmust select either aBump orNormal shader component in thesame shader. If you attempt to useboth,Normal overrides theBumpshader component.

Inputs | Bump dropdown The channel controlling the bumpmapto show as a perturbed lighting.

Inputs |EnvironmentColor

dropdown The channel controlling the reflectivesurface, using an image in a channel asthe reflection, on the shaded surface.

Inputs|AmbientOcclusion

dropdown The channel controlling the ambientocclusion effect of the shaded surface.Using this input overrides the ambientocclusion values stored on the object(Objects > Ambient Occlusion).

Inputs |EmissiveColor

dropdown The channel controlling the color of theemissive (glow) qualities on the shadedsurface.

Inputs |Vector

dropdown The channel controlling the vector fieldand resulting vector data frompaint onthe shaded surface.

This data is usedby the vectorinspector.

Inputs |Displacement

dropdown The channel controlling thedisplacement map and dynamictessellation to show amore advancedpreview of displacement.

This component isdisabled for Ptexchannels.

button Adds a new channel to be used for theshader component.

Add ChannelDialog

Diffuse entry box,shader

Howmuch of the diffuse input appearson the shaded surface.

From 0 to 2;defaults to 1.

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Control Type What it does Dialog Notes

Specular entry box, slider Howmuch of the specular lightappears on the shaded surface.

From 0 to 2;defaults to 1.

SpecularShininess

entry box, slider Howmuch shininess the specularityappears to have on the shadedsurface.

From 0 to 100;defaults to 30.

Environment entry box, slider Howmuch of the environmentappears on the shaded surface.

From 0 to 2;defaults to 1.

Ambient entry box, slider Howmuch ambient light appears onthe shaded surface.

From 0 to 2;defaults to 0.200.

AmbientOcclusion

entry box, slider Howmuch ambient occlusion occurson the shaded surface.

From 0 to 2;defaults to 1.

Emissive entry box, slider Howmuch glow the emissive channelappears to have.

From 0 to 2;defaults to 1.

Displacement |DisplacementBias

entry box, slider Howmuch thewhite or black valuesare pushed or pulled from the surface.

From 0 to 1;defaults to 0.500.

Displacement |DisplacementScale

entry box, slider Howmuch displacement is applied tothe shaded surface. Lower values equalsmaller displacement; highervalues equal larger andmore obviousdisplacement.

From 0 to 1;defaults to 0.500.

Displacement |DisplacementRange

entry box What the range of displacement is. Thissetting ismultiplied by theDisplacement Scale to give thedisplacement.

Displacement |MaxTessellation

entry box, slider Howmany texels the surface istessellated to.

From 1 to 64;defaults to 10.

Displacement |PerturbNormals

dropdown Selecting yes changes thedisplacement so that displacementmoves the surface but leaves thesurface normals as they are.

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Control Type What it does Dialog Notes

Bump | BumpWeight

entry box, slider Howmuch weight the bumpmap has.Lower values are smaller bumps, highervalues are larger andmoreobvious displacements.

From 0 to 10;defaults to 0.100.

Bump | BumpMode

dropdown Whether you want bump to bedisplayed quickly (Fast) or accurately(Accurate).

By default, BumpMode is set toFast.

Lambertian: Cook Torrance

Control Type What it does Dialog Notes

Inputs |Diffuse Color

dropdown The channel controlling thediffuse color effect of the shadedsurface.

Inputs |SpecularColor

dropdown The channel controlling thespecular color effect of the shadedsurface.

Inputs |SpecularRoughness

dropdown The channel controlling the roughshaded surface for specularity.

button Inverts the channel values of theselected channel.

Inputs |Specular IOR

dropdown The channel controlling the specularityfor the index of refraction. This can beadjusted to the IOR value of thedesiredmaterial.

button Inverts the channel values of theselected channel.

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Control Type What it does Dialog Notes

Inputs |Normal

dropdown The channel used for input as arepresentation of the surface normals,added to the shaded surface.

Youmust select either aBump orNormal shader component in thesame shader. If you attempt to useboth,Normal overrides theBumpshader component.

Inputs | Bump dropdown The channel controlling the bumpmapto show as a perturbed lighting.

Inputs |EnvironmentColor

dropdown The channel controlling the reflectivesurface, using an image in a channel asthe reflection, on the shaded surface.

Inputs |AmbientOcclusion

entry box, slider The channel controlling the ambientocclusion effect of the shaded surface.Using this input overrides the ambientocclusion values stored on the object(Objects > Ambient Occlusion).

Inputs |EmissiveColor

entry box, slider The channel controlling the color of theemissive (glow) qualities on the shadedsurface.

Inputs |Vector

dropdown The channel controlling the vector fieldand resulting vector data frompaint onthe shaded surface.

This data is usedby the vectorinspector.

Inputs |Displacement

dropdown The channel controlling thedisplacement map and dynamictessellation to show amore advancedpreview of displacement.

This component isdisabled for Ptexchannels.

button Adds a new channel for the shadercomponent.

Add ChannelDialog

Diffuse entry box, slider Howmuch of the diffuse input appearson the shaded surface.

From 0 to 2;defaults to 1.

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Control Type What it does Dialog Notes

SpecularRoughness

entry box, slider How “rough” the surface is by default.Rougher surfaces have the highlightspreadmore across the surface. Lowervaluesmean the surface is smoother(specular lights are concentrated),higher valuesmean it is rougher(specular lights are spread out more).

From 0 to 1;defaults to 0.700.

Specular IORWeight

entry box, slider Adjust the IOR to the value of aspecific material, or adjust the slideruntil you find the index of refractionthat suits your needs.

From 0 to 5;defaults to 1.

Specular entry box, slider Howmuch of the specular lightappears on the shaded surface.

From 0 to 2;defaults to 1.

Environment entry box, slider Howmuch of the environmentappears on the shaded surface.

From 0 to 2;defaults to 1.

Ambient entry box, slider Howmuch ambient light appears onthe shaded surface.

From 0 to 2;defaults to 0.200.

AmbientOcclusion

entry box, slider Howmuch ambient occlusion occurson the shaded surface.

From 0 to 2;defaults to 1.

Emissive entry box, slider Howmuch glow the emissive channelappears to have.

From 0 to 2;defaults to 1.

Displacement |DisplacementBias

entry box, slider Howmuch thewhite or black valuesare pushed or pulled from the surface.

From 0 to 1;defaults to 0.500.

Displacement |DisplacementScale

entry box, slider Howmuch displacement is applied tothe shaded surface. Lower values equalsmaller displacement; higher valuesequal larger andmore obviousdisplacement.

From 0 to 1;defaults to 0.500.

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Control Type What it does Dialog Notes

Displacement |DisplacementRange

entry box What the range of displacement is. Thissetting ismultiplied by theDisplacement Scale to give thedisplacement.

Displacement |MaxTessellation

entry box, slider Howmany texels the surface istessellated to.

From 1 to 64;defaults to 10.

Displacement |PerturbNormals

dropdown Selecting yes changes thedisplacement so that displacementmoves the surface but leaves thesurface normals as they are.

Bump | BumpWeight

entry box, slider Howmuch weight the bumpmap has.Lower values are smaller bumps, highervalues are larger andmoreobvious displacements.

From 0 to 10;defaults to 0.100.

Bump | BumpMode

dropdown Whether you want bump to bedisplayed quickly (Fast) or accurately(Accurate).

By default, BumpMode is set toFast.

Lambertian: Beckman

Control Type What it does Dialog Notes

Inputs |Diffuse Color

dropdown The channel controlling thediffuse color effect of the shadedsurface.

Inputs |SpecularColor

dropdown The channel controlling thespecular color effect of the shadedsurface.

Inputs |SpecularRoughness

dropdown The channel controlling the roughshaded surface for specularity.

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Control Type What it does Dialog Notes

button Inverts the channel values of theselected channel.

Inputs |Normal

dropdown The channel used for input as arepresentation of the surface normals,added to the shaded surface.

Youmust select either aBump orNormal shader component in thesame shader. If you attempt to useboth,Normal overrides theBumpshader component.

Inputs | Bump dropdown The channel controlling the bumpmapto show as a perturbed lighting.

Inputs |EnvironmentColor

dropdown The channel controlling the reflectivesurface, using an image in a channel asthe reflection, on the shaded surface.

Inputs |AmbientOcclusion

dropdown The channel controlling the ambientocclusion effect of the shaded surface.Using this input overrides the ambientocclusion values stored on the object(Objects > Ambient Occlusion).

Inputs |EmissiveColor

dropdown The channel controlling the color of theemissive (glow) qualities on the shadedsurface.

Inputs |Vector

dropdown The channel controlling the vector fieldand resulting vector data frompaint onthe shaded surface.

This data is usedby the vectorinspector.

Inputs |Displacement

dropdown The channel controlling thedisplacement map and dynamictessellation to show amore advancedpreview of displacement.

This component isdisabled for Ptexchannels.

button Adds a new channel for the shadercomponent.

Add ChannelDialog

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Control Type What it does Dialog Notes

Diffuse entry box, slider Howmuch of the diffuse input appearson the shaded surface.

From 0 to 2;defaults to 1.

Specular entry box, slider Howmuch of the specular lightappears on the shaded surface.

From 0 to 2;defaults to 1.

SpecularRoughness

entry box, slider How rough the surface is by default.Rougher surfaces have the highlightspreadmore across the surface. Lowervaluesmean the surface is smoother(specular lights are concentrated)higher valuesmean it is rougher(specular lights are spread out ).

From 0 to 1;defaults to 0.700.

Environment entry box, slider Howmuch of the environmentappears on the shaded surface.

From 0 to 2;defaults to 1.

Ambient entry box, slider Howmuch ambient light appears onthe shaded surface.

From 0 to 2;defaults to 0.200.

AmbientOcclusion

entry box, slider Howmuch ambient occlusion occurson the shaded surface.

From 0 to 2;defaults to 1.

Emissive entry box, slider Howmuch glow the emissive channelappears to have.

From 0 to 2;defaults to 1.

Displacement |DisplacementBias

entry box, slider Howmuch thewhite or black valuesare pushed or pulled from the surface.

From 0 to 1;defaults to 0.500.

Displacement |DisplacementScale

entry box, slider What the range of displacement is. Thissetting ismultiplied by theDisplacement Scale to give thedisplacement.

Displacement |DisplacementRange

entry box Howmuch displacement is applied tothe shaded surface. Lower values equalsmaller displacement; higher valuesequal larger andmore obviousdisplacement.

From 0 to 1;defaults to 0.500.

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Control Type What it does Dialog Notes

Displacement |MaxTessellation

entry box, slider Howmany texels the surface istessellated to.

From 1 to 64;defaults to 10.

Displacement |PerturbNormals

dropdown Selecting yes changes thedisplacement so that displacementmoves the surface but leaves thesurface normals as they are.

Bump | BumpWeight

entry box, slider Howmuch weight the bumpmap has.Lower values are smaller bumps, highervalues are larger andmore obviousdisplacements.

From 0 to 10;defaults to 0.100.

Bump | BumpMode

dropdown Whether you want bump to bedisplayed quickly (Fast) or accurately(Accurate).

By default, BumpMode is set toFast.

Lambertian: Blinn

Control Type What it does Dialog Notes

Inputs |Diffuse Color

dropdown The channel controlling thediffuse color effect of the shadedsurface.

Inputs |SpecularColor

dropdown The channel controlling thespecular color effect of the shadedsurface.

Inputs |SpecularShininess

dropdown The channel controlling the high shineareas for highlights in the specularshaded surface.

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Control Type What it does Dialog Notes

Inputs |Normal

dropdown The channel used for input as arepresentation of the surface normals,added to the shaded surface.

Youmust select either aBump orNormal shader component in thesame shader. If you attempt to useboth,Normal overrides theBumpshader component.

Inputs | Bump dropdown The channel controlling the bumpmapto show as a perturbed lighting.

Inputs |EnvironmentColor

dropdown The channel controlling the reflectivesurface, using an image in a channel asthe reflection, on the shaded surface.

Inputs |AmbientOcclusion

dropdown The channel controlling the ambientocclusion effect of the shaded surface.Using this input overrides the ambientocclusion values stored on the object(Objects > Ambient Occlusion).

Inputs |EmissiveColor

dropdown The channel controlling the color of theemissive (glow) qualities on the shadedsurface.

Inputs |Vector

dropdown The channel controlling the vector fieldand resulting vector data frompaint onthe shaded surface.

This data is usedby the vectorinspector.

Inputs |Displacement

dropdown The channel controlling thedisplacement map and dynamictessellation to show amore advancedpreview of displacement.

This component isdisabled for Ptexchannels.

button Adds a new channel for the shadercomponent.

Add ChannelDialog

Diffuse entry box, slider Howmuch of the diffuse input appearson the shaded surface.

From 0 to 2;defaults to 1.

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Control Type What it does Dialog Notes

Specular entry box, slider Howmuch of the specular lightappears on the shaded surface.

From 0 to 2;defaults to 1.

SpecularShininess

entry box, slider Howmuch shininess the specularityappears to have on the shadedsurface.

From 0 to 100;defaults to 30.

Environment entry box, slider Howmuch of the environmentappears on the shaded surface.

From 0 to 2;defaults to 1.

Ambient entry box, slider Howmuch ambient light appears onthe shaded surface.

From 0 to 2;defaults to 0.200.

AmbientOcclusion

entry box, slider Howmuch ambient occlusion occurson the shaded surface.

From 0 to 2;defaults to 1.

Emissive entry box, slider Howmuch glow the emissive channelappears to have.

From 0 to 2;defaults to 1.

Displacement |DisplacementBias

entry box, slider Howmuch thewhite or black valuesare pushed or pulled from the surface.

From 0 to 1;defaults to 0.500.

Displacement|DisplacementScale

entry box, slider Howmuch displacement is applied tothe shaded surface. Lower values equalsmaller displacement; higher valuesequal larger andmore obviousdisplacement.

From 0 to 1;defaults to 0.500.

Displacement |DisplacementRange

entry box What the range of displacement is. Thissetting ismultiplied by theDisplacement Scale to give thedisplacement.

Displacement |MaxTessellation

entry box, slider Howmany texels the surface istessellated to.

From 1 to 64;defaults to 10.

Displacement |PerturbNormals

dropdown Selecting yes changes thedisplacement so that displacementmoves the surface but leaves thesurface normals as they are.

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Control Type What it does Dialog Notes

Bump | BumpWeight

entry box, slider Howmuch weight the bumpmap has.Lower values are smaller bumps, highervalues are larger andmoreobvious displacements.

From 0 to 10;defaults to 0.100.

Bump | BumpMode

dropdown Whether you want bump to bedisplayed quickly (Fast) or accurately(Accurate).

By default, BumpMode is set toFast.

Flat

Control Type What it does Dialog Notes

Inputs | Color dropdown The channel controlling the values ofthe shaded surface under flatlighting.

Inputs |Vector

dropdown The channel controlling the vector fieldand resulting vector data frompaint onthe shaded surface.

This data is usedby the vectorinspector.

Inputs |Displacement

dropdown The channel controlling thedisplacement map and dynamictessellation to show amore advancedpreview of displacement.

This component isdisabled for Ptexchannels.

button Adds a new channel for the shadercomponent.

Add ChannelDialog

Displacement|DisplacementBias

entry box, slider Howmuch thewhite or black valuesare pushed or pulled from the surface.

From 0 to 1;defaults to 0.500.

Displacement|DisplacementScale

entry box, slider Howmuch displacement is applied tothe shaded surface. Lower values equalsmaller displacement; higher valuesequal larger andmore obviousdisplacement.

From 0 to 1;defaults to 0.500.

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Control Type What it does Dialog Notes

Displacement |DisplacementRange

entry box What the range of displacement is. Thissetting ismultiplied by theDisplacement Scale to give thedisplacement.

Displacement |MaxTessellation

entry box, slider Howmany texels the surface istessellated to.

From 1 to 64;defaults to 10.

Displacement|PerturbNormals

dropdown Selecting yes changes thedisplacement so that displacementmoves the surface but leaves thesurface normals as they are.

Unreal

NOTE: Resultsmay not be as expected if you do not use the Environment Light in the Lights palettewhen using this shader.

Control Type What it does Dialog Notes

Inputs |BaseColor

dropdown The channel controlling the overalldiffuse color of thematerial.

Inputs |Roughness

dropdown The channel controlling how rough thematerial is. Roughmaterials scatterreflected light in more directions thansmoothmaterials.

Inputs |Metallic

dropdown The channel specifying the areas on thematerial that have ametallic effect,with results being determined byvalues between 0 and 1.

Inputs |Specular

dropdown The channel specifying the non-metallicareas on thematerial where thespecularity is visible.

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Control Type What it does Dialog Notes

Inputs |AmbientOcclusion

dropdown The channel used to specify the self-shadowing that occurs on an occludedobject.

Inputs |Normal

dropdown The channel containing theNormalmap, used to give additional physicaldetails to a surface.

Inputs |Bump dropdown The channel containing the bumpmapto show as a perturbed lighting.

button Inverts the channel values of theselected channel.

Inputs |Vector

dropdown The channel controlling the vector fieldand resulting vector data frompaint onthe shaded surface.

This data is usedby the vectorinspector.

Inputs |Displacement

dropdown The channel containing thedisplacement map and dynamictessellation to show amore advancedpreview of displacement.

This component isdisabled for Ptexchannels.

button Adds a new channel for the shadercomponent.

Add ChannelDialog

Displacement |DisplacementBias

entry box, slider Howmuch thewhite or black valuesare pushed or pulled from the surface.

From 0.000 to1.000; defaults to0.500.

Displacement |DisplacementScale

entry box, slider Howmuch displacement is applied tothe shaded surface. Lower values equalsmaller displacement; higher valuesequal larger andmore obviousdisplacement.

From 0.000 to1.000; defaults to0.500.

Displacement |DisplacementRange

entry box What the range of displacement is. Thissetting ismultiplied by theDisplacement Scale to give thedisplacement.

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Control Type What it does Dialog Notes

Displacement |MaxTessellation

entry box, slider Howmany texels the surface istessellated to.

From 1.000 to64.000; defaultsto 10.000.

Displacement |PerturbNormals

dropdown Selecting yes changes thedisplacement so that displacementmoves the surface but leaves thesurface normals as they are.

Bump |BumpWeight

entry box, slider Howmuch weight the bumpmap has.Lower values are smaller bumps, highervalues are larger andmoreobvious displacements.

From 0.000 to10.000; defaultsto 0.100.

Bump|BumpMode

dropdown Whether you want bump to bedisplayed quickly (Fast) or accurately(Accurate).

BRDF

Control Type What it does Dialog Notes

Inputs |Diffuse Color

dropdown The channel controlling thediffuse color effect of the shadedsurface.

Inputs |SpecularColor

dropdown The channel controlling thespecular color effect of the shadedsurface.

Inputs |Glossiness

dropdown The channel controlling the glossyareas for highlights in the specularshaded surface.

button Inverts the channel values of theselected channel.

Inputs |Reflectance

dropdown The channel controlling the reflectiveeffect of the shaded surface.

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Control Type What it does Dialog Notes

Inputs |AmbientOcclusion

dropdown The channel controlling the ambientocclusion effect of the shaded surface.Using this input overrides the ambientocclusion values stored on the object(Objects > Ambient Occlusion).

Inputs |EmissiveColor

dropdown The channel controlling the color of theemissive (glow) qualities on the shadedsurface.

Inputs |Normal

dropdown The channel used for input as arepresentation of the surface normals,added to the shaded surface.

Youmust select either aBump orNormal shader component in thesame shader. If you attempt to useboth,Normal overrides theBumpshader component.

Inputs | Bump dropdown The channel controlling the bumpmapto show as a perturbed lighting.

Inputs |Vector

dropdown The channel controlling the vector fieldand resulting vector data frompaint onthe shaded surface.

This data is usedby the vectorinspector.

Inputs |Displacement

dropdown The channel controlling thedisplacement map and dynamictessellation to show amore advancedpreview of displacement.

This component isdisabled for Ptexchannels.

button Adds a new channel for the shadercomponent.

Add ChannelDialog

Diffuse entry box, slider Howmuch of the diffuse input appearson the shaded surface.

From 0 to 1;defaults to 1.

Specular entry box, slider Howmuch of the specular lightappears on the shaded surface.

From 0 to 1;defaults to 1.

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Control Type What it does Dialog Notes

Glossiness entry box, slider How glossy the highlights appear onthe shaded surface. The closer to 1 thisis set, themoremirror-like the shadedsurface appears.

From 0 to 1;defaults to .200.

AmbientOcclusion

entry box, slider Howmuch ambient occlusion occurson the shaded surface.

From 0 to 2;defaults to 1.

Reflectance entry box, slider Howmuch of the reflection appears onthe shaded surface. The closer to 1 thisis set, the higher the reflectiveness.

From 0 to 1;defaults to .200.

Emissive entry box, slider Howmuch glow the emissive channelappears to have.

From 0 to 100;defaults to 1.000.

Displacement |DisplacementBias

entry box, slider Howmuch thewhite or black valuesare pushed or pulled from the surface.

From 0 to 1;defaults to 0.500.

Displacement |DisplacementScale

entry box, slider Howmuch displacement is applied tothe shaded surface. Lower values equalsmaller displacement; higher valuesequal larger andmore obviousdisplacement.

From 0 to 1;defaults to 0.500.

Displacement |DisplacementRange

entry box What the range of displacement is. Thissetting ismultiplied by theDisplacement Scale to give thedisplacement.

Displacement |MaxTessellation

entry box, slider Howmany texels the surface istessellated to.

From 1 to 64;defaults to 10.

Displacement |PerturbNormals

dropdown Selecting yes changes thedisplacement so that displacementmoves the surface but leaves thesurface normals as they are.

SHADERS PALETTE | SHADER PARAMETERS

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Control Type What it does Dialog Notes

Bump |BumpWeight

entry box, slider Howmuch weight the bumpmap has.Lower values are smaller bumps, highervalues are larger andmoreobvious displacements.

From 0 to 10;defaults to 1.000.

Bump|BumpMode

dropdown Whether you want bump to bedisplayed quickly (Fast) or accurately(Accurate).

Standard Lighting

Control Type What it does Dialog Notes

Inputs |Diffuse Color

dropdown The channel controlling thediffuse color effect of the shadedsurface.

Inputs | Vector dropdown The channel controlling the vector fieldand resulting vector data frompaint onthe shaded surface.

This data is usedby the vectorinspector.

Inputs |Displacement

dropdown The channel controlling thedisplacement map and dynamictessellation to show amore advancedpreview of displacement.

This component isdisabled for Ptexchannels.

button Adds a new channel for the shadercomponent.

Add ChannelDialog

Diffuse entry box, slider Howmuch of the diffuse input appearson the shaded surface.

From 0 to 1;defaults to 0.600.

Specular entry box, slider Howmuch of the specular lightappears on the shaded surface.

From 0 to 1;defaults to 0.200.

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Control Type What it does Dialog Notes

SpecularRoughness

entry box, slider How “rough” the surface is by default.Rougher surfaces have the highlightspreadmore across the surface. Lowervaluesmean the surface is smoother(specular lights aremoreconcentrated), higher valuesmean it isrougher (specular lights are spread outmore).

From 0 to 1;defaults to 0.500.

Displacement |DisplacementBias

entry box, slider Howmuch thewhite or black valuesare pushed or pulled from the surface.

From 0 to 1;defaults to 0.500.

Displacement |DisplacementScale

entry box, slider Howmuch displacement is applied tothe shaded surface. Lower values equalsmaller displacement; higher valuesequal larger andmore obviousdisplacement.

From 0 to 1;defaults to 0.500.

Displacement |DisplacementRange

entry box What the range of displacement is. Thissetting ismultiplied by theDisplacement Scale to give thedisplacement.

Displacement |MaxTessellation

entry box, slider Howmany texels the surface istessellated to.

From 1 to 64;defaults to 10.

Displacement |PerturbNormals

dropdown Selecting yes changes thedisplacement so that displacementmoves the surface but leaves thesurface normals as they are.

AiStandard

NOTE: Resultsmay not be as expected if you do not use the Environment Light in the Lights palettewhen using this shader.

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Control Type What it does Dialog Notes

Inputs |DiffuseColor

dropdown The channel controlling the diffusecolor of thematerial.

Inputs |DiffuseRoughness

dropdown The channel specifying the areas withthe diffuse component of the surfaceroughness.

Inputs |Specular Color

dropdown The channel controlling the color ofthe areas of thematerial where thereis a highlight.

Inputs |SpecularRoughness

dropdown The channel specifying where theglossiness of the specular reflectionappears on the surface.

Inputs |Anisotropy

dropdown The channel specifying the areas onthematerial that have an anisotropiceffect.

Inputs |Rotation

dropdown The channel specifying the direction ofthe anisotropic rotation.

Inputs |ReflectionColor

dropdown The channel controlling the color onthe areas of thematerial where light isreflected.

Inputs |RefractionColor

dropdown The channel controlling the color onthe areas of thematerial where light isrefracted.

Inputs |RefractionRoughness

dropdown The channel specifying where theblurriness of the refraction occurs onthe surface.

Inputs |Transmittance

dropdown The channel specifying wheretransmittance (light affected by thickerparts of themesh) occurs on thesurface.

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Control Type What it does Dialog Notes

Inputs |Opacity

dropdown The channel specifying what theopacity is on an object (to determinewhich parts of thematerial are opaqueor translucent).

Inputs |Sub-surfaceScatteringColor

dropdown The channel controlling the color onthe areas of thematerial where sub-surface scattering occurs.

Inputs |Sub-SurfaceScatteringRadius

dropdown The channel specifying the radius ofthe sub-surface scattering effect in thematerial.

Inputs |Emission Color

dropdown The channel controlling the color onthe areas of thematerial whereemissive (glow) qualities occur.

Inputs | BumpMap

dropdown The channel containing the bumpmapto show as a perturbed lighting.

button Inverts the channel values of theselected Bump Map channel.

Inputs |Normal Map

dropdown The channel used for input as arepresentation of the surface normals,added to the shaded surface.

Youmust select either aBump orNormal shader component in thesame shader. If you attempt to useboth,Normal overrides theBumpshader component.

Inputs |DisplacementMap

dropdown The channel containing thedisplacement map and dynamictessellation to show amore advancedpreview of displacement.

This component isdisabled for Ptexchannels.

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Control Type What it does Dialog Notes

Inputs | VectorMap

dropdown The channel containing the vector fieldand resulting vector data frompainton the shaded surface.

Vector is used to control theanisotropic directions.

This data is usedby the vectorinspector.

button Adds a new channel for the shadercomponent.

Add ChannelDialog

Type information The shader type that you are using.

Diffuse | Color swatch The base diffuse color on the objectfor theDiffuse Color channel.

Diffuse |Weight

entry box, slider Theweight of the diffuse color for theDiffuse Color channel.

From 0.000 to1.000; defaults to0.700

Diffuse |Roughness

entry box, slider The level of roughness of the diffusecomponent in theDiffuseRoughness channel. Higher valuesresult in a rougher surface.

From 0.000 to1.000; defaults to0.000.

Diffuse |Backlight

entry box, slider To what level the backlight effect isapplied to the surface, where backlightgives the look of a translucent objectbeing lit frombehind.

From 0.000 to1.000; defaults to0.000.

Diffuse |Fresnel affectsDiffuse

checkbox Set whether or not Fresnel affects thediffuse component.

Enabled bydefault.

Specular |Color

swatch The color displayed when the lighthighlights the areas specified in theSpecular Color channel.

Specular |Weight

entry box, slider Theweight of the specularity. Thisinfluences the brightness of thehighlight in the Specular Colorchannel.

From 0.000 to1.000; defaults to0.000.

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Control Type What it does Dialog Notes

Specular |BRDF

dropdown What type of specular reflection isused for thematerial: Cook_TorranceorWard_Duer.

Specular |SpecularRoughness

entry box, slider The level of glossiness for the specularreflections in the SpecularRoughness channel, with lowervalues producing sharper reflections.

From 0.000 to1.000; defaults to0.467.

Specular |Anisotropy

entry box, slider The amount of anisotropy on theshaded surface in theAnisotropychannel, with values closer to 1 beingmore anisotropic in the V axis andvalues closer to 0 beingmoreanisotropic in theU axis.

The value 0.5 is considered isotropic.

From 0.000 to1.000; defaults to0.500.

Specular |Rotation

entry box, slider The rotation value used to set theorientation in degrees of theanisotropic effect.

From 0.000 to1.000; defaults to0.000.

Specular |Fresnel

checkbox Sets whether the reflection level isdependent on the viewing angle of thesurface, using Fresnel equations.

Disabled bydefault.

Specular |Reflectance atNormal

entry box, slider The amount of metallic-like specularreflection when using the Fresneleffect.

Metals have amore uniformreflectance than plastics or dielectrics.

From 0.000 to1.000; defaults to0.000.

Reflection |Color

swatch The color reflected from thematerialin areas specified in theReflectionColor channel.

Reflection |Weight

entry box, slider The amount of light that the surfacereflects from theReflection Colorchannel.

From 0.000 to1.000; defaults to0.000.

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Control Type What it does Dialog Notes

Reflection |Fresnel

checkbox Sets whether or not the reflection levelis dependent on the viewing angle ofthe surface, using Fresnel equations.

Disabled bydefault.

Reflection |Reflectance atNormal

entry box, slider The amount of metallic-like specularreflection when using the Fresneleffect.

Metals have amore uniformreflectance than plastics or dielectrics.

From 0.000 to1.000; defaults to0.000.

Refraction |Color

swatch The color displayed when the light isrefracted in areas specified in theRefraction Color channel.

Refraction |Weight

entry box, slider The amount of theRefraction Colorlight that is allowed to pass throughthe surface (transparency).

From 0.000 to1.000; defaults to0.000.

Refraction |Roughness

entry box, slider The level of blurriness for therefraction, where 0 isn't blurry at all.

From 0.000 to1.000; defaults to0.000.

Refraction |Index ofRefraction

entry box, slider The index of refraction for thematerial, determining how light bendswhen crossing thematerial's surface.An IOR of 1 means there is norefraction, and appears as if in emptyspace, while higher values aremorenoticeably refracted.

From 1.000 to3.000; defaults to1.000.

Refraction |Fresnel useIOR

checkbox Sets whether or not to calculateFresnel reflectance based on theIndex of Refraction parameter.

Disabled bydefault.

Refraction |Transmittance

swatch The color of the surface in areas oftransmittance, where light has exitedthicker parts of amesh.

Refraction |Opacity

swatch The base opacity color for theOpacitychannel.

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Control Type What it does Dialog Notes

Sub-SurfaceScattering |Color

swatch The color used for the sub-surfacescattering effect in the Sub-SurfaceScattering Color channel.

Sub-SurfaceScattering |Weight

entry box, slider The amount of sub-surface scattering,with 0 being no sub-surface scatteringat all.

From 0.000 to1.000; defaults to0.000.

Sub-SurfaceScattering |Radius

swatch The radius of the area that eachsample of sub-surface scatteringaffects, determined by RGB values.The lighter the color, themore light isscattered.

Emission |Color

swatch The color of the light that thematerialin the Emission Color channelappears to be emitting.

Emission |Scale

entry box, slider The amount of light that thematerialappears to be emitting, with 0 beingno light at all.

From 0.000 to1.000; defaults to0.000.

Bump |BumpWeight

entry box, slider The amount of bump applied toperturb the normals.

From 0.000 to10.000; defaultsto 0.100.

Bump | BumpMode

dropdown Set whether you want the bump to becalculated quickly (Fast) or withgreater accuracy (Accurate),regardless of the time it takes.

Displacement |DisplacementBias

entry box, slider Howmuch thewhite or black valuesare pushed or pulled from the surface.

From 0.000 to1.000; defaults to0.500.

Displacement |DisplacementScale

entry box, slider What the range of displacement is.This setting ismultiplied by theDisplacement Scale to give thedisplacement.

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Control Type What it does Dialog Notes

Displacement |DisplacementRange

entry box, slider Howmuch displacement is applied tothe shaded surface. Lower valuesequal smaller displacement; highervalues equal larger andmore obviousdisplacement.

From 0.000 to1.000; defaults to0.500.

Displacement |MaxTessellation

entry box, slider Howmany texels the surface istessellated to.

From 1.000 to64.000; defaultsto 10.000.

Displacement |PerturbNormals

dropdown Selecting yes changes thedisplacement so that displacementmoves the surface but leaves thesurface normals as they are.

'Display Tweaks'| sRGB toLinear ColorSwatches

checkbox Convert the values of the colors fromthe color swatches from sRGB toLinear.

Enabled bydefault.

'Display Tweaks'| sRGB toLinear ColorChannels

checkbox Convert the values of the colors fromthe color channels from sRGB toLinear.

Disabled bydefault.

'Display Tweaks'| Turn ONEnvironmentLight Bounce

checkbox Set whether the object receives oneextra light bounce hit from theenvironment light.

Disabled bydefault.

'Display Tweaks'| Light Falloff

dropdown Set whether the light fall off forMari'spoint lights is Constant orQuadratic.

'Display Tweaks'|Decay Rate

entry box, slider The rate of the light fall off. From 0.010 to1.000; defaults to1.000.

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Control Type What it does Dialog Notes

'Display Tweaks'|AmbientOcclusionAmount

entry box, slider The amount of ambient occlusion. From 0.000 to1.000; defaults to1.000.

'Display Tweaks'|AOVs

dropdown Set which separate element'scontribution is displayed.

'Display Tweaks'| Thick Glasseffectemulation

checkbox Set whether or not Mari emulates thelook of solid/thick glass.

Disabled bydefault.

'Display Tweaks'| ImportBakedThicknessMap

file browser Import amap that represents thedifferent levels of thickness in thematerial.

'Display Tweaks'| FilterThicknessMap

dropdown Set whether a thickness filtermap, forblurring any possible noise, is set toNearest orBilinear.

'Display Tweaks'| ThicknessMap UVCoordinates

dropdown Determinewhether the thicknessmapuses theDefault UVs, or flips theU, V,or both U and V values.

RedshiftArchitectural

NOTE: Resultsmay not be as expected if you do not use the Environment Light in the Lights palettewhen using this shader.

Control Type What it does Dialog Notes

Inputs |Diffuse Color

dropdown The channel controlling the diffusecolor of thematerial.

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Control Type What it does Dialog Notes

Inputs |DiffuseRoughness

dropdown The channel specifying areas ofroughness on the shadedsurface, so that the diffuse of roughermaterials appears flatter.

Inputs |TranslucencyColor

dropdown The channel controlling the color of theareas of translucency in amaterial.

Inputs |ReflectionColor(Primary)

dropdown The primary channel controlling thecolor on the areas of thematerialwhere light is reflected.

Inputs |ReflectionGlossiness(Primary)

dropdown The primary channel specifying theareas on thematerial where there isglossiness on a reflective surface.

Inputs |ReflectionColor(Secondary)

dropdown The secondary channel controlling thecolor on the areas of thematerialwhere light is reflected.

Inputs |ReflectionGlossiness(Secondary)

dropdown The secondary channel specifying theareas on thematerial where there isglossiness on a reflective surface.

Inputs |Anisotropy

dropdown The channel specifying the areas onthematerial that have an anisotropiceffect.

Inputs |AnisotropyRotation

dropdown The channel specifying the direction ofthe anisotropic rotation.

Inputs |RefractionColor

dropdown The channel controlling the color of theareas on thematerial where light isrefracted.

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Control Type What it does Dialog Notes

Inputs |RefractionGlossiness

dropdown The channel specifying the areas onthematerial where there is glossinesson a refractive surface.

Inputs | EndColor (Fog)

dropdown When theUse End Color (Fog) optionis enabled, this is the channelcontrolling the color of the areas onthematerial where fog (theattenuation of light as it passesthrough amaterial) appears, so thatthick objects look less transparent thanthinner objects.

Inputs |CutoutOpacity

dropdown The channel specifying the areas onthe texturedmaterial where thematerial is treated as normal whenCutout Opacity is set to 0.5 orhigher.

Below this threshold, thematerialbecomes transparent.

Inputs |IncandescentColor

dropdown The channel controlling the color of theareas on thematerial with anincandescent glow.

Inputs |BumpMap

dropdown The channel containing the bumpmap.

button Inverts the channel values of theselected Bump Map channel.

Inputs |Normal Map

dropdown The channel containing the normalmap, used as a representation of thesurface normals added to the shadedsurface.

Inputs |DisplacementMap

dropdown The channel containing thedisplacement map for adjusting thesurface of the geometry.

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Control Type What it does Dialog Notes

Inputs |Vector Map

dropdown The channel containing the vector fieldand resulting vector data frompainton the shaded surface.

button Adds a new channel for the shadercomponent.

Add ChannelDialog

Type information The shader type that you are using.

Diffuse | Color swatch The base diffuse color on the surfacefor theDiffuse Color channel.

Setting this to black essentially ensuresthere is no diffuse lighting.

Diffuse |Weight

entry box, slider Theweight of the diffuse color for theDiffuse Color channel.

From 0.000 to1.000; defaults to1.000.

Diffuse |Roughness

entry box, slider The level of roughness of the diffusecomponent in theDiffuseRoughness channel. Higher valuesresult in a rougher surface.

From 0.000 to1.000; defaults to0.000.

Translucency |Enable

checkbox Set whether or not thematerial hasdouble-sided lighting.

Disabled bydefault.

Translucency |Color

swatch The color displayed when the lightpasses through the surface in areasspecified in the Translucency Colorchannel.

Translucency |Weight

entry box, slider The amount of the TranslucencyColor light that is allowed to passthrough the surface.

From 0.000 to1.000; defaults to0.000.

PrimaryReflection andFresnel |Weight(Primary)

entry box, slider The amount of the primary ReflectionColor that is displayed in the shader.

From 0.000 to1.000; the defaultvalue is 0.600.

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Control Type What it does Dialog Notes

PrimaryReflection andFresnel | Color(Primary)

swatch The color reflected from thematerial inareas specified in the primaryReflection Color channel.

PrimaryReflection andFresnel |Glossiness(Primary)

entry box, slider The level of glossiness for the primaryspecular reflections. The lower thevalue, the blurrier the reflectionbecomes, with 0.0 giving an almost-diffuse look.

From 0.000 to1.000; the defaultvalue is 1.000.

PrimaryReflection andFresnel |UseIndex ofRefraction

checkbox Determinewhether or not the index ofrefraction (how light bends whencrossing thematerial's surface) for thematerial is used.

Enabled bydefault.

PrimaryReflection andFresnel |Medium Type

dropdown Specify whether thematerial is aDielectricmediumor a Conductormedium. Dielectics are typicallytransparent materials, such as glass orwater, while conductors are solid metalmaterials.

PrimaryReflection andFresnel |ExtinctionCoefficient (k)

entry box The coefficient for Conductormediumtypes.

PrimaryReflection andFresnel |FacingReflectivity

entry box, slider The strength of reflections whenviewed "head on" (a 0 degree anglefrom the surface).

Typically, metals have a high setting,with a perfect mirror being a value of1.0. Materials with reflective coatshave relatively low values.

From 0.000 to1.000; defaults to0.200.

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Control Type What it does Dialog Notes

PrimaryReflection andFresnel |PerpendicularReflectivity

entry box, slider The strength of reflections whenviewed at a 90 degree angle from thesurface.

If the Facing Reflectivity andPerpendicular Reflectivity valuesare the same, the Fresnel effect isdisabled.

From 0.000 to1.000; defaults to1.000.

PrimaryReflection andFresnel | CurveFalloff

entry box, slider How the primary facing andperpendicular reflected strengthstransitions between one another. Highvalues produce a "tighter" transition.

From 0.100 to10.000; defaultsto 5.000.

SecondaryReflection andFresnel |Weight(Secondary)

entry box, slider The amount of the secondaryReflection Color that is displayed inthe shader.

From 0.000 to1.000; the defaultvalue is 0.000.

SecondaryReflection andFresnel | Color(Secondary)

swatch The color reflected from thematerial inareas specified in the secondaryReflection Color channel.

SecondaryReflection andFresnel |Glossiness(Secondary)

entry box, slider The level of glossiness for thesecondary specular reflections. Thelower the value, the blurrier thereflection becomes, with 0.0 giving analmost-diffuse look.

From 0.000 to1.000; the defaultvalue is 1.000.

SecondaryReflection andFresnel |UseIndex ofRefraction

checkbox Determinewhether or not the index ofrefraction (how light bends whencrossing thematerial's surface) for thematerial is used.

Enabled bydefault.

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Control Type What it does Dialog Notes

SecondaryReflection andFresnel |Medium Type

dropdown Specify whether thematerial is aDielectricmediumor a Conductormedium. Dielectics are typicallytransparent materials, such as glass orwater, while conductors are solid metalmaterials.

SecondaryReflection andFresnel |ExtinctionCoefficient (k)

entry box The coefficient for Conductormediumtypes.

SecondaryReflection andFresnel |FacingReflectivity

entry box, slider The strength of reflections whenviewed "head on" (a 0 degree anglefrom the surface).

Typically, metals have a high setting,with a perfect mirror being a value of1.0. Materials with reflective coatshave relatively low values.

From 0.000 to1.000; defaults to0.200.

SecondaryReflection andFresnel |PerpendicularReflectivity

entry box, slider The strength of reflections whenviewed at a 90 degree angle from thesurface.

If the Facing Reflectivity andPerpendicular Reflectivity valuesare the same, the Fresnel effect isdisabled.

From 0.000 to1.000; defaults to1.000.

SecondaryReflection andFresnel | CurveFalloff

entry box, slider How the secondary facing andperpendicular reflected strengthstransitions between one another. Highvalues produce a "tighter" transition.

From 0.100 to10.000; defaultsto 5.000.

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Control Type What it does Dialog Notes

CommonReflectionAttributes andAnisotropy |MetalMaterial

checkbox Whether or not the reflections aretinted with the diffuse color in order togive reflections amoremetallic look.

Disabled bydefault.

CommonReflectionAttributes andAnisotropy |Highlight vsReflectionBalance

entry box, slider Determines the strength of thetraditional specular highlights, relativeto the ray-traced reflections, with avalue of 1.0 meaning the specularhighlights are fully visible.

From 0.000 to1.000; defaults to1.000.

CommonReflectionAttributes andAnisotropy |AnisotropyAmount

entry box, slider The ratio of anisotropy width andheight for glossy reflections andrefractions, where 0 means there is noanisotropy.

Negative numbers contribute to thewidth of reflections being stretched(on theU axis), while positive valuescontribute to the height of reflectionsbeing stretched (on the V axis).

From -1.000 to1.000; defaults to0.000.

CommonReflectionAttributes andAnisotropy |AnisotropyRotation

entry box, slider Change the orientation of themicro-surface grooves, with values between 0and 1 representing 0 to 360 degreerotation.

From 0.000 to1.000; defaults to0.000.

CommonReflectionAttributes andAnisotropy |SurfaceOrientation

dropdown Specify the orientation of the surfacein U and V directions, in order to applythe anisotropic glossy effect, as either:From UV Channel, From TangentChannel, orNone to ignore thissetting.

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Control Type What it does Dialog Notes

Refraction andFog |Weight

entry box, slider The amount of theRefraction Colorlight that is allowed to pass throughthe surface.

From 0.000 to1.000; defaults to0.000.

Refraction andFog | Color

swatch The color displayed when the light isrefracted in areas specified in theRefraction Color channel.

Refraction andFog |Glossiness

entry box, slider The level of glossiness for the specularrefractions. The lower the value, theblurrier the refraction becomes, givinga "frosted" look.

Refraction andFog | Index ofRefraction

entry box, slider How the light ray is bent as it travelsthrough thematerial. For comparison,an IOR of 1.0 is roughly close to that ofair at standard temperature andpressure, whereas water is closer to avalue of 1.33.

From 0.000 to5.000; default to1.400.

Refraction andFog | Enable(Fog)

checkbox Whether or not a fog effect occursinside thematerial. By default, whenUse End Color (Fog) is disabled, theobject fogs to black, reaching black attheDistance (Fog) setting.

Disabled bydefault.

Refraction andFog |Distance(Fog)

entry box WhenUse End Color (Fog) is enabled,this setting defines the distancewithinthe object at which the color becomesthe End Color (Fog).

WhenUse End Color (Fog) is disabled,this distance defines the distancewithin the object at which refractionrays stop and becomepure black.

Refraction andFog |Use EndColor (Fog)

checkbox Whether or not the end color tint usesanother color, specified in End Color(Fog) parameter, or whether it ends topure black.

Disabled bydefault.

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Control Type What it does Dialog Notes

Refraction andFog | EndColor (Fog)

swatch The color that is used at the end point,set in theDistance (Fog) parameter,when Enable (Fog) is enabled.

AmbientOcclusion |Enable (AO)

checkbox Whether or not ambient occlusion isenabled.

Disabled bydefault.

AmbientOcclusion |CombineMode (AO)

dropdown Choose how to combine ambientocclusion with the rest of the shader:Add orMultiply.

AmbientOcclusion |Shadow Color(AO)

swatch The color tint of a surface beingshadowed when completely occluded.

AmbientOcclusion |AmbientColor (AO)

swatch The color tint of the surfacewhencompletely un-occluded.

Miscellaneous |CutoutOpacity

entry box, slider Specify the opacity level to createcutout areas in the texture. Thetransparency threshold sits at 0.500,at which point, areas with a value lowerthan 0.500 become transparent.

From 0.000 to1.000; defaults to1.000.

Miscellaneous |IncandescentColor

swatch The color added to the final shadedcolor result to give an object a coloredglow effect.

Bump |BumpWeight

entry box, slider The amount of bump applied toperturb the normals.

From 0 to 10;defaults to 0.100.

Bump |BumpMode

dropdown Set whether you want the bump to becalculated quickly (Fast) or withgreater accuracy (Accurate),regardless of the time it takes.

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Control Type What it does Dialog Notes

Displacement |DisplacementBias

entry box, slider Howmuch thewhite or black valuesare pushed or pulled from the surface.

From 0 to 1;defaults to 0.500.

Displacement |DisplacementScale

entry box, slider What the range of displacement is. Thissetting ismultiplied by theDisplacement Scale to give thedisplacement.

Displacement |DisplacementRange

entry box, slider Howmuch displacement is applied tothe shaded surface. Lower valuesequal smaller displacement; highervalues equal larger andmore obviousdisplacement.

From 0 to 1;defaults to 0.500.

Displacement |MaxTessellation

entry box, slider Howmany texels the surface istessellated to.

From 1 to 64;defaults to 10.

Displacement |PerturbNormals

dropdown Selecting yes changes thedisplacement so that displacementmoves the surface but leaves thesurface normals as they are.

'DisplayTweaks' |sRGB toLinear ColorSwatches

checkbox Convert the values of the colors fromthe color swatches from sRGB toLinear.

Enabled bydefault.

'DisplayTweaks' |sRGB toLinear ColorChannels

checkbox Convert the values of the colors fromthe color channels from sRGB toLinear.

Disabled bydefault.

'DisplayTweaks' | TurnONEnvironmentLight Bounce

checkbox Set whether the object receives oneextra light bounce hit from theenvironment light.

Disabled bydefault.

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Control Type What it does Dialog Notes

'DisplayTweaks' |Light Falloff

dropdown Set whether the light falloff forMari'spoint lights is Constant orQuadratic.

'DisplayTweaks' |Decay Rate

entry box, slider The rate of the light falloff. From 0.010 to 1;defaults to 1.

'DisplayTweaks' |RenderElements

dropdown Determines how elements of theshader are rendered, according to:

• Beauty

• Diffuse

• Specular Highlights

• Reflection

• Refraction

• Sub-Surface Scattering

• Self-Illumination

• Thickness Map Preview

'DisplayTweaks' |Thick Glasseffectemulation

checkbox Set whether or not Mari emulates thelook of solid/thick glass.

Disabled bydefault.

'DisplayTweaks' |Import BakedThicknessMap

file browser Import amap that represents thedifferent levels of thickness in thematerial.

'DisplayTweaks' |FilterThicknessMap

dropdown Set whether a thickness filtermap, forblurring any possible noise, is set toNearest orBilinear.

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Control Type What it does Dialog Notes

'DisplayTweaks' |ThicknessMap UVCoordinates

dropdown Determinewhether the thicknessmapuses theDefault UVs, or flips theU, V,or both U and V values.

VRayMtl

NOTE: Resultsmay not be as expected if you do not use the Environment Light in the Lights palettewhen using this shader.

Control Type What it does Dialog Notes

Inputs |Diffuse Color

dropdown The channel controlling the diffusecolor of thematerial.

The actual diffusecolor of thesurfacemight alsobe affected by thereflection andrefraction colors.

Inputs |Opacity Map

dropdown The channel containing the opacitymap (to determinewhich parts of thematerial are opaque or translucent) forthematerial.

Inputs |DiffuseRoughness

dropdown The channel specifying areas ofroughness on the shadedsurface, so that the diffuse of roughermaterials appears flatter.

Inputs | Self-Illumination

dropdown The channel specifying the areas on thematerial that are self-illuminated.

Inputs |ReflectionColor

dropdown The channel controlling the color onthe areas of thematerial where light isreflected.

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Control Type What it does Dialog Notes

Inputs |HighlightGlossiness

dropdown The channel specifying the areas on thematerial where there is glossiness on ahighlight.

Inputs |ReflectionGlossiness

dropdown The channel specifying the areas on thematerial where there is glossiness on areflective surface.

Inputs |Anisotropy

dropdown The channel specifying the areas on thematerial that have an anisotropiceffect.

Inputs |AnisotropyUV Coords

dropdown The channel specifying the coordinatesfor where anisotropic light is reflected.

Inputs |Rotation

dropdown The channel specifying the direction ofthe anisotropic rotation.

Inputs |RefractionColor

dropdown The channel controlling the color of theareas on thematerial where light isrefracted.

Inputs |RefractionGlossiness

dropdown The channel specifying the areas on thematerial where there is glossiness on arefractive surface.

Inputs | FogColor

dropdown The channel controlling the color of theareas on thematerial where fog (theattenuation of light as it passesthrough amaterial) appears, so thatthick objects look less transparent thanthinner objects.

Inputs |TranslucencyColor

dropdown The channel controlling the color of theareas of translucency (or sub-surfacescattering) in amaterial.

Inputs |Bump Map

dropdown The channel containing the bumpmap.

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Control Type What it does Dialog Notes

button Inverts the channel values of theselected Bump Map channel.

Inputs |Normal Map

dropdown The channel containing the normalmap, used as a representation of thesurface normals added to the shadedsurface.

Inputs |DisplacementMap

dropdown The channel containing thedisplacement map for adjusting thesurface of the geometry.

button Adds a new channel for the shadercomponent.

Add ChannelDialog

Type information The shader type that you are using.

BasicParameters |Diffuse Color

swatch The base diffuse color on the object fortheDiffuse Color channel.

BasicParameters |DiffuseAmount

entry box, slider The amount of the diffuse color that isdisplayed in the shader.

From 0.000 to1.000; the defaultvalue is 1.000.

BasicParameters |Opacity Map

swatch The base opacity color for the channelcontaining the opacity map.

BasicParameters |RoughnessAmount

entry box, slider How “rough” the surface is when theDiffuse Color channel is applied in theshader.

From 0.000 to1.000; the defaultvalue is 0.000.

BasicParameters |Self-Illumination

swatch The color of the light given off from theSelf-Illumination channel.

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Control Type What it does Dialog Notes

Reflection |BRDF

dropdown What type of highlights and glossyreflections are used for thematerial:Phong, Blinn,Ward.

Reflection |ReflectionColor

swatch The color reflected from thematerial inareas specified in theReflection Colorchannel.

Reflection |Amount

entry box, slider The amount of theReflection Colorthat is displayed in the shader.

From 0.000 to1.000; the defaultvalue is 1.000.

Reflection |Lockhighlight andreflectionglossiness

checkbox Locks the values for theHighlightGlossiness and ReflectionGlossiness fields so that they match.

Locked by default.

Reflection |HighlightGlossiness

entry box, slider Controls the shape of the highlight onthematerial and is locked to theReflection Glossiness value, unlessthe Lock highlight and reflectionglossiness field is disabled.

From 0.000 to1.000; the defaultvalue is 1.000.

Reflection |ReflectionGlossiness

entry box, slider Determines the sharpness of thereflections, with 1.0 being perfectlymirror-like, and is locked to theHighlight Glossiness value, unlessthe Lock highlight and reflectionglossiness field is disabled.

From 0.000 to1.000; the defaultvalue is 1.000.

Reflection |Use Fresnel

checkbox If enabled, the reflection strength isdependent on the viewing angle of thesurface, and the index of refraction.

Enabled bydefault.

Reflection |Lock FresnelIOR toRefractionIOR

checkbox Lock the values for the Fresnel index ofrefraction to the values of theRefraction IOR field.

Locked by default.

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Control Type What it does Dialog Notes

Reflection |Fresnel IOR

entry box, slider The index of refraction used forcalculating the Fresnel reflections.

From 0.000 to10.000; thedefault value is1.600.

Anisotropy |Anisotropy

entry box, slider Determines the amount of theanisotropic effect, with a value of 0.0being isotropic (uniform in allorientations), while negative or positivevalues simulate the effect of a brushedsurface.

From -1.000 to1.000; the defaultvalue is 0.000.

Anisotropy |AnisotropyRotation

entry box, slider The orientation in degrees of theanisotropic effect.

From 0.000 to1.000; the defaultvalue is 0.000.

Refraction |RefractionColor

swatch The color displayed when the light isrefracted in areas specified in theRefraction Color channel.

Refraction |Amount

entry box, slider The amount of theRefraction Colorthat is displayed in the shader.

From 0.000 to1.000; the defaultvalue is 1.000.

Reflection |RefractionGlossiness

entry box, slider Determines the sharpness of therefraction, with 1.0 being perfectlyglass-like refraction.

From 0.000 to1.000; the defaultvalue is 1.000.

Refraction |RefractionIOR

entry box, slider The index of refraction for thematerial,determining how light bends whencrossing thematerial's surface. If thevalue is set to 1.0, then the lightdoesn't change direction.

From 0.000 to10.000; thedefault value is1.600.

Refraction |Fog Color

swatch The color of thematerial in areasspecified in the Fog Color channel.

Refraction |Fog multiplier

entry box, slider The strength of the fog effect, withlower values giving thematerial amoretransparent look and higher values amore opaque look.

From 0.000 to10.000; thedefault value is1.000.

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Control Type What it does Dialog Notes

Refraction |Fog bias

entry box, slider Theway the fog color is applied to thematerial. Adjusting the slider allowsyou to change how thin or thick areasof the object appear.

From -3.000 to3.000; the defaultvalue is 0.000.

Subsurfacescattering | On

checkbox Enable or disable subsurface scatteringfor thematerial.

Disabled bydefault.

Subsurfacescattering |TranslucencyColor

swatch The color under thematerial in areasspecified in the Translucency Colorchannel.

Subsurfacescattering |Fwd/backcoeff

entry box, slider Controls the direction of scattering fora ray, with 0.0 only scattering awayfrom the surface, 0.5 potentiallyscattering forward or backward inrelation to the surface, and 1.0 onlyever scattering back towards thesurface.

From 0.000 to1.000; the defaultvalue is 1.000.

Subsurfacescattering |Scatteringcoefficient

entry box, slider The amount of scattering that happenswithin the object, with 0.0 scattering inall directions and 1.0 continuing in thesame direction inside the sub-surfacevolume.

Bump |BumpWeight

entry box, slider Howmuch weight the bumpmap has.Lower values are smaller bumps, highervalues are larger andmoreobvious displacements.

From 0 to 10;defaults to 0.100.

Bump |BumpMode

dropdown Whether you want bump to bedisplayed quickly (Fast) or accurately(Accurate).

Displacement |DisplacementBias

entry box, slider Howmuch thewhite or black valuesare pushed or pulled from the surface.

From 0 to 1;defaults to 0.500.

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Control Type What it does Dialog Notes

Displacement |DisplacementScale

entry box, slider What the range of displacement is. Thissetting ismultiplied by theDisplacement Scale to give thedisplacement.

Displacement |DisplacementRange

entry box, slider Howmuch displacement is applied tothe shaded surface. Lower values equalsmaller displacement; higher valuesequal larger andmore obviousdisplacement.

From 0 to 1;defaults to 0.500.

Displacement |MaxTessellation

entry box, slider Howmany texels the surface istessellated to.

From 1 to 64;defaults to 10.

Displacement |PerturbNormals

dropdown Selecting yes changes thedisplacement so that displacementmoves the surface but leaves thesurface normals as they are.

'DisplayTweaks' |sRGB toLinear ColorSwatches

checkbox Convert the values of the colors fromthe color swatches from sRGB toLinear.

Enabled bydefault.

'DisplayTweaks' |sRGB toLinear ColorChannels

checkbox Convert the values of the colors fromthe color channels from sRGB toLinear.

Disabled bydefault.

'DisplayTweaks' |Turn ONEnvironmentLight Bounce

checkbox Set whether the object receives oneextra light bounce hit from theenvironment light.

Disabled bydefault.

'DisplayTweaks' |Light Falloff

dropdown Set whether the light fall off forMari'spoint lights is Linear, Inverse, orInverse Square.

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Control Type What it does Dialog Notes

'DisplayTweaks' |Decay Rate

entry box, slider The rate of the light fall off. From 0.010 to 1;defaults to 1.

'DisplayTweaks' |AmbientOcclusionAmount

entry box, slider The amount of ambient occlusion. From 0 to 1;defaults to 1.

'DisplayTweaks' |RenderElements

dropdown Determines how elements of theshader are rendered, according to:

• Beauty

• Diffuse

• Specular Highlights

• Reflection

• Refraction

• Sub-Surface Scattering

• Self-Illumination

• Thickness Map Preview

'DisplayTweaks' |Thick Glasseffectemulation

checkbox Set whether or not Mari emulates thelook of solid/thick glass.

Disabled bydefault.

'DisplayTweaks' |Import BakedThicknessMap

file browser Import amap that represents thedifferent levels of thickness in thematerial.

'DisplayTweaks' |FilterThicknessMap

dropdown Set whether a thickness filtermap, forblurring any possible noise, is set toNearest orBilinear.

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Control Type What it does Dialog Notes

'DisplayTweaks' |ThicknessMap UVCoordinates

dropdown Determinewhether the thicknessmapuses theDefault UVs, or flips theU, V,or both U and V values.

Layered

Control Type What it does Dialog Notes

Inputs |Vector dropdown The channel controlling the vector fieldand resulting vector data frompaint onthe shaded surface.

This data is usedby the vectorinspector.

Inputs|Displacement

dropdown The channel controlling thedisplacement map and dynamictessellation to show amore advancedpreview of displacement.

This component isdisabled for Ptexchannels.

button Adds a new channel for the shadercomponent.

Add ChannelDialog

Displacement |DisplacementBias

entry box, slider Howmuch thewhite or black valuesare pushed or pulled from the surface.

From 0 to 1;defaults to 0.500.

Displacement |DisplacementScale

entry box, slider Howmuch displacement is applied tothe shaded surface. Lower values equalsmaller displacement; higher valuesequal larger andmore obviousdisplacement.

From 0 to 1;defaults to 0.500.

Displacement |DisplacementRange

entry box What the range of displacement is. Thissetting ismultiplied by theDisplacement Scale to give thedisplacement.

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Control Type What it does Dialog Notes

Displacement |MaxTessellation

entry box, slider Howmany texels the surface istessellated to.

From 1 to 64;defaults to 10.

Displacement |PerturbNormals

dropdown Selecting yes changes thedisplacement so that displacementmoves the surface but leaves thesurface normals as they are.

Shader Layers Tab Fields

Control Type What it does Dialog Notes

dropdown,switch

Filter bar function that gives thechoices: Name, Type,Attribute,and Color Tag. Depending onwhich filter option you select, thefilter bar shows one of thefollowing:

• - filter by the typeof layers by clicking on theassociated icons.

• - filterby the attributes of layers byclicking on the associated icons.

• - filter bythe color tags of the selectedcolor icon.

Both Type andAttribute provideicons that allow youto set theparameters for yourfilter.

Quickly clear theentry box by

pressing the icon.

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Control Type What it does Dialog Notes

dropdown Click to select from the blendmodeoptions available for individuallayers. To adjust the blend amount,enter the value into the entry box,or adjust the slider located to theright of the blendmodemenu.

• -adjusts the blendmode amount.

This list does notinclude the advancedblendmode options.

button Opens theAdvanced Blendingmenu, which gives options forblendmodes and components, aswell as blend amount.

button Adds a new shader to the layerstack from a dropdownmenu listof:

• Phong,

• Cook Torrance,

• Beckman,

• Blinn,

• Flat,

• Unreal,

• BRDF,

• Standard Lighting,

• AiStandard,

• RedshiftArchitectural,

• VRayMtl, and

• Choose Diffuse And Specular.

Create ShaderDialog whenselectingChooseDiffuse andSpecular.

TheChooseDiffuse andSpecular optionallows you tocreate a customshader. Refer to theCreate Shader Dialogformoreinformation.

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Control Type What it does Dialog Notes

button Adds amask to the selected layeror, if none is selected, the top layerin the layer stack.

If amask has alreadybeen added to alayer, you cannotadd a secondmaskusing thismethod.Youmust create amask stack using theright-click menu.

button Adds amask stack to the selectedlayer, or if none is selected, the toplayer in the layer stack.

Clicking on themaskstack icon opens themask stack palette.

button Removes the shader from the layerstack.

Default shaderscannot be removedfrom the Shaderspalette.

button Assigns a color to the selectedlayers.

To clear an already assigned color,click the icon and select the graycolor in the center of the palette.This effectively removes the colorand returns it to the default colorstate.

Choose Diffuse/Specular: Minnaert: Phong

Control Type What it does Dialog Notes

Inputs |Diffuse Color

dropdown The channel controlling thediffuse color effect of the shadedsurface.

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Control Type What it does Dialog Notes

Inputs |SpecularColor

dropdown The channel controlling thespecular color effect of the shadedsurface.

Inputs|SpecularShininess

dropdown The channel controlling the high shineareas for highlights in the specularshaded surface.

Inputs |Normal

dropdown The channel used for input as arepresentation of the surface normals,added to the shaded surface.

Inputs | Bump dropdown The channel controlling the bumpmapto show as a perturbed lighting.

Inputs |EnvironmentColor

dropdown The channel controlling the reflectivesurface, using an image in a channel asthe reflection, on the shaded surface.

Youmust selecteither aBump orNormal shadercomponent in thesame shader. Ifyou attempt to useboth,Normaloverrides theBump shadercomponent.

Inputs |AmbientOcclusion

dropdown The channel controlling the ambientocclusion effect of the shaded surface.Using this input overrides the ambientocclusion values stored on the object(Objects > Ambient Occlusion).

Inputs |EmissiveColor

dropdown The channel controlling the color of theemissive (glow) qualities on the shadedsurface.

Inputs |Vector

dropdown The channel controlling the vector fieldand resulting vector data frompaint onthe shaded surface.

This data is usedby the vectorinspector.

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Control Type What it does Dialog Notes

Inputs |Displacement

dropdown The channel controlling thedisplacement map and dynamictessellation to show amore advancedpreview of displacement.

This component isdisabled for Ptexchannels.

button Adds a new channel for the shadercomponent.

Add ChannelDialog

Diffuse entry box, slider Howmuch of the diffuse input appearson the shaded surface.

From 0 to 2;defaults to 1.

SpecularShininess

dropdown Howmuch shininess the specularityappears to have on the shadedsurface.

From 0 to 100;defaults to 30.

Specular dropdown Howmuch of the specular lightappears on the shaded surface.

From 0 to 2;defaults to 1.

Environment dropdown Howmuch of the environmentappears on the shaded surface.

From 0 to 2;defaults to 1.

Ambient entry box, slider Howmuch ambient light appears onthe shaded surface.

From 0 to 2;defaults to 0.200.

AmbientOcclusion

entry box, slider Howmuch ambient occlusion occurson the shaded surface.

From 0 to 2;defaults to 1.

Emissive entry box, slider Howmuch glow the emissive channelappears to have.

From 0 to 2;defaults to 1.

Diffuse Falloff entry box, slider Howmuch falloff is given to the diffuseinput.

From 0 to 5;defaults to 1.

Displacement |DisplacementBias

entry box, slider Howmuch thewhite or black valuesare pushed or pulled from the surface.

From 0 to 1;defaults to 0.500.

Displacement |DisplacementScale

entry box, slider What the range of displacement is. Thissetting ismultiplied by theDisplacement Scale to give thedisplacement.

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Control Type What it does Dialog Notes

Displacement |DisplacementRange

entry box, slider Howmuch displacement is applied tothe shaded surface. Lower values equalsmaller displacement; higher valuesequal larger andmore obviousdisplacement.

From 0 to 1;defaults to 0.500.

Displacement |MaxTessellation

entry box, slider Howmany texels the surface istessellated to.

From 1 to 64;defaults to 10.

Displacement |PerturbNormals

dropdown Selecting yes changes thedisplacement so that displacementmoves the surface but leaves thesurface normals as they are.

Bump | BumpWeight

entry box, slider Howmuch weight the bumpmap has.Lower values are smaller bumps, highervalues are larger andmore obviousdisplacements.

From 0 to 10;defaults to 0.100.

Bump|BumpMode

dropdown Whether you want bump to bedisplayed quickly (Fast) or accurately(Accurate).

Choose Diffuse/Specular: Minnaert: Cook Torrance

Control Type What it does Dialog Notes

Inputs |Diffuse Color

dropdown The channel controlling thediffuse color effect of the shadedsurface.

Inputs |SpecularColor

dropdown The channel controlling thespecular color effect of the shadedsurface.

Inputs |SpecularRoughness

dropdown The channel controlling the roughshaded surface for specularity.

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Control Type What it does Dialog Notes

button Inverts the channel values of theselected channel.

Inputs |Specular IOR

dropdown The channel controlling the specularityfor the index of refraction. This can beadjusted to the IOR value of thedesiredmaterial.

button Inverts the channel values of theselected channel.

Inputs |Normal

dropdown The channel used for input as arepresentation of the surface normals,added to the shaded surface.

Youmust selecteither aBump orNormal shadercomponent in thesame shader. Ifyou attempt to useboth,Normaloverrides theBump shadercomponent.

Inputs | Bump dropdown The channel controlling the bumpmapto show as a perturbed lighting.

Inputs |EnvironmentColor

dropdown The channel controlling the reflectivesurface, using an image in a channel asthe reflection, on the shaded surface.

Inputs |AmbientOcclusion

dropdown The channel controlling the ambientocclusion effect of the shaded surface.Using this input overrides the ambientocclusion values stored on the object(Objects > Ambient Occlusion).

Inputs |EmissiveColor

dropdown The channel controlling the RGB colorof the emissive (glow) qualities on theshaded surface.

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Control Type What it does Dialog Notes

Inputs |Vector

dropdown The channel controlling the vector fieldand resulting vector data frompaint onthe shaded surface.

This data is usedby the vectorinspector.

Inputs |Displacement

dropdown The channel controlling thedisplacement map and dynamictessellation to show amore advancedpreview of displacement.

This component isdisabled for Ptexchannels.

button Adds a new channel for the shadercomponent.

Add ChannelDialog

Diffuse dropdown Howmuch of the diffuse input appearson the shaded surface.

From 0 to 2;defaults to 1.

Specular dropdown Howmuch of the specular lightappears on the shaded surface.

From 0 to 2;defaults to 1.

SpecularRoughness

dropdown How “rough” the surface is by default.Rougher surfaces have the highlightspreadmore across the surface. Lowervaluesmean the surface is smoother(specular lights aremoreconcentrated), higher valuesmean it isrougher (specular lights are spread outmore).

From 0 to 1;defaults to 0.700.

Specular IORWeight

dropdown Adjust the IOR to the value of aspecific material, or adjust the slideruntil you find the index of refractionthat suits your needs.

From 0 to 5;defaults to 1.

Environment dropdown Howmuch of the environmentappears on the shaded surface.

From 0 to 2;defaults to 1.

Ambient entry box, slider Howmuch ambient light appears onthe shaded surface.

From 0 to 2;defaults to 0.200.

AmbientOcclusion

entry box, slider Howmuch ambient occlusion occurson the shaded surface.

From 0 to 2;defaults to 1.

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Control Type What it does Dialog Notes

Emissive entry box, slider Howmuch glow the emissive channelappears to have.

From 0 to 2;defaults to 1.

Diffuse Falloff entry box, slider Howmuch falloff is given to thediffuse input.

From 0 to 5;defaults to 1.

Displacement |DisplacementBias

entry box, slider Howmuch thewhite or black valuesare pushed or pulled from the surface.

From 0 to 1;defaults to 0.500.

Displacement |DisplacementScale

entry box, slider What the range of displacement is. Thissetting ismultiplied by theDisplacement Scale to give thedisplacement.

Displacement |DisplacementRange

entry box, slider Howmuch displacement is applied tothe shaded surface. Lower values equalsmaller displacement; higher valuesequal larger andmore obviousdisplacement.

From 0 to 1;defaults to 0.500.

Displacement |MaxTessellation

entry box, slider Howmany texels the surface istessellated to.

From 1 to 64;defaults to 10.

Displacement |PerturbNormals

dropdown Selecting yes changes thedisplacement so that displacementmoves the surface but leaves thesurface normals as they are.

Bump | BumpWeight

entry box, slider Howmuch weight the bumpmap has.Lower values are smaller bumps, highervalues are larger andmore obviousdisplacements.

From 0 to 10;defaults to 0.100.

Bump|BumpMode

dropdown Whether you want bump to bedisplayed quickly (Fast) or accurately(Accurate).

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Choose Diffuse/Specular: Minnaert: Beckman

Control Type What it does Dialog Notes

Inputs |Diffuse Color

dropdown The channel controlling thediffuse color effect of the shadedsurface.

Inputs |SpecularColor

dropdown The channel controlling thespecular color effect of the shadedsurface.

Inputs |SpecularRoughness

dropdown The channel controlling the roughshaded surface for specularity.

button Inverts the channel values of theselected channel.

Inputs |Normal

dropdown The channel used for input as arepresentation of the surface normals,added to the shaded surface.

Youmust selecteither aBump orNormal shadercomponent in thesame shader. Ifyou attempt to useboth,Normaloverrides theBump shadercomponent.

Inputs | Bump dropdown The channel controlling the bumpmapto show as a perturbed lighting.

Inputs |EnvironmentColor

dropdown The channel controlling the reflectivesurface, using an image in a channel asthe reflection, on the shaded surface.

Inputs |AmbientOcclusion

dropdown The channel controlling the ambientocclusion effect of the shaded surface.Using this input overrides the ambientocclusion values stored on the object(Objects > Ambient Occlusion).

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Control Type What it does Dialog Notes

Inputs |EmissiveColor

dropdown The channel controlling the color of theemissive (glow) qualities on the shadedsurface.

Inputs |Vector

dropdown The channel controlling the vector fieldand resulting vector data frompaint onthe shaded surface.

This data is usedby the vectorinspector.

Inputs |Displacement

dropdown The channel controlling thedisplacement map and dynamictessellation to show amore advancedpreview of displacement.

This component isdisabled for Ptexchannels.

button Adds a new channel for the shadercomponent.

Add ChannelDialog

Diffuse entry box, slider Howmuch of the diffuse input appearson the shaded surface.

From 0 to 2;defaults to 1.

Specular entry box, slider Howmuch of the specular lightappears on the shaded surface.

From 0 to 2;defaults to 1.

SpecularRoughness

entry box, slider How “rough” the surface is by default.Rougher surfaces have the highlightspreadmore across the surface. Lowervaluesmean the surface is smoother(specular lights aremoreconcentrated), higher valuesmean it isrougher (specular lights are spread outmore).

From 0 to 1;defaults to 0.700.

Environment entry box, slider Howmuch of the environmentappears on the shaded surface.

From 0 to 2;defaults to 1.

Ambient entry box, slider Howmuch ambient light appears onthe shaded surface.

From 0 to 2;defaults to 0.200.

AmbientOcclusion

entry box, slider Howmuch ambient occlusion occurson the shaded surface.

From 0 to 2;defaults to 1.

Emissive entry box, slider Howmuch glow the emissive channelappears to have.

From 0 to 2;defaults to 1.

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Control Type What it does Dialog Notes

Diffuse Falloff entry box, slider Howmuch falloff is given to the diffuseinput.

From 0 to 5;defaults to 1.

Displacement |DisplacementBias

entry box, slider Howmuch thewhite or black valuesare pushed or pulled from the surface.

From 0 to 1;defaults to 0.500.

Displacement |DisplacementScale

entry box, slider What the range of displacement is. Thissetting ismultiplied by theDisplacement Scale to give thedisplacement.

Displacement |DisplacementRange

entry box Howmuch displacement is applied tothe shaded surface. Lower values equalsmaller displacement; higher valuesequal larger andmore obviousdisplacement.

From 0 to 1;defaults to 0.500.

Displacement |MaxTessellation

entry box, slider Howmany texels the surface istessellated to.

From 1 to 64;defaults to 10.

Displacement |PerturbNormals

dropdown Selecting yes changes thedisplacement so that displacementmoves the surface but leaves thesurface normals as they are.

Bump | BumpWeight

entry box, slider Howmuch weight the bumpmap has.Lower values are smaller bumps, highervalues are larger andmoreobvious displacements.

From 0 to 10;defaults to 0.100.

Bump|BumpMode

dropdown Whether you want bump to bedisplayed quickly (Fast) or accurately(Accurate).

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Choose Diffuse/Specular: Minnaert: Blinn

Control Type What it does Dialog Notes

Inputs |Diffuse Color

dropdown The channel controlling thediffuse color effect of the shadedsurface.

Inputs |SpecularColor

dropdown The channel controlling thespecular color effect of the shadedsurface.

Inputs |SpecularShininess

dropdown The channel controlling the high shineareas for highlights in the specularshaded surface.

Inputs |Normal

dropdown The channel used for input as arepresentation of the surface normals,added to the shaded surface.

Youmust selecteither aBump orNormal shadercomponent in thesame shader. Ifyou attempt to useboth,Normaloverrides theBump shadercomponent.

Inputs | Bump dropdown The channel controlling the bumpmapto show as a perturbed lighting.

Inputs |EnvironmentColor

dropdown The channel controlling the reflectivesurface, using an image in a channel asthe reflection, on the shaded surface.

Inputs |AmbientOcclusion

dropdown The channel controlling the ambientocclusion effect of the shaded surface.Using this input overrides the ambientocclusion values stored on the object(Objects > Ambient Occlusion).

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Control Type What it does Dialog Notes

Inputs |EmissiveColor

dropdown The channel controlling the color of theemissive (glow) qualities on the shadedsurface.

Inputs |Vector

dropdown The channel controlling the vector fieldand resulting vector data frompaint onthe shaded surface.

This data is usedby the vectorinspector.

Inputs |Displacement

dropdown The channel controlling thedisplacement map and dynamictessellation to show amore advancedpreview of displacement.

This component isdisabled for Ptexchannels.

button Adds a new channel for the shadercomponent.

Add ChannelDialog

Diffuse entry box, slider Howmuch of the diffuse input appearson the shaded surface.

From 0 to 2;defaults to 1.

SpecularShininess

entry box, slider Howmuch shininess the specularityappears to have on the shadedsurface.

From 0 to 100;defaults to 30.

Specular entry box, slider Howmuch of the specular lightappears on the shaded surface.

From 0 to 2;defaults to 1.

Environment entry box, slider Howmuch of the environmentappears on the shaded surface.

From 0 to 2;defaults to 1.

Ambient entry box, slider Howmuch ambient light appears onthe shaded surface.

From 0 to 2;defaults to 0.200.

AmbientOcclusion

entry box, slider Howmuch ambient occlusion occurson the shaded surface.

From 0 to 2;defaults to 1.

Emissive entry box, slider Howmuch glow the emissive channelappears to have.

From 0 to 2;defaults to 1.

Diffuse Falloff entry box, slider Howmuch falloff is given to the diffuseinput.

From 0 to 5;defaults to 1.

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Control Type What it does Dialog Notes

Displacement |DisplacementBias

entry box, slider Howmuch thewhite or black valuesare pushed or pulled from the surface.

From 0 to 1;defaults to 0.500.

Displacement |DisplacementScale

entry box, slider Howmuch displacement is applied tothe shaded surface. Lower values equalsmaller displacement; higher valuesequal larger andmore obviousdisplacement.

From 0 to 1;defaults to 0.500.

Displacement |DisplacementRange

entry box What the range of displacement is. Thissetting ismultiplied by theDisplacement Scale to give thedisplacement.

Displacement |MaxTessellation

entry box, slider Howmany texels the surface istessellated to.

From 1 to 64;defaults to 10.

Displacement |PerturbNormals

dropdown Selecting yes changes thedisplacement so that displacementmoves the surface but leaves thesurface normals as they are.

Bump | BumpWeight

entry box, slider Howmuch weight the bumpmap has.Lower values are smaller bumps, highervalues are larger andmore obviousdisplacements.

From 0 to 10;defaults to 0.100.

Bump|BumpMode

dropdown Whether you want bump to bedisplayed quickly (Fast) or accurately(Accurate).

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Lights PaletteThe Lights palette and the controls that can be found on it are described in the table below. Whencontrols also bring up additional dialogs, these are referenced for more information.

What It DoesThe Lights palette displays the lights in your project, and allows you to:

• Customize the lights.

• Turn each light on or off.

• Move the lights around.

• Reposition a light to the current camera position.

• Render shadows for individual lights.

Lights Palette Fields

Control Type What it does Notes

Sorted by dropdown Lets you specify whether to list lights by their name orin a customorder. To use a customorder, drag thelights up and down the list.

button Lets you reposition the selected light to the currentcamera position.

Environment

Color | Intensity entry box,slider

Sets the intensity (brightness) of the selected light. 0.010 to100.000;defaults to1.000.

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Control Type What it does Notes

General | Fixed To dropdown Sets what the light is fixed to:

• Scene (default) - the light is fixed to themodel, forexample if a light is set at themodel's back, it alwayspoints at themodel's back, nomatter how youmovethe view.

• Camera - the light is fixed to a camera view, forexample you can have a light always shining fromabove the camera, allowing you to move themodelaround and cast light on different areas.

General |On checkbox Whether the light is on or off.

Texture |Up Axis dropdown Sets the image being used for the environment light toeitherAxis X,Axis Y (default), orAxis Z. This adjustsboth the background (canvas) image and the lightingon themodel.

Texture | Rotation entry box,slider

Rotates the background image and the lighting on theY axis.

0.000 to360.000degreerotation;defaults to0.000.

Texture |Background dropdown Toggles the visibility of the background (canvas) imageby selecting Show orHide. This does not turning on oroff the lighting, only the image on the canvas.

Texture | Resolution dropdown Sets the resolution of the lighting to either 64, 128, or256. This does not affect the resolution of thebackground (canvas) image.

Texture | Cubemap Type dropdown Sets how the cubemap is handled: eitherNone,LatLong, or Cross. If a 2D image is being used for theenvironment light, this option specifies themethodused for interpreting the image into a cubemap. Whena 2D image is brought into the Image field, Mariattempts to set theCubemap Type automatically, butthis can be changed at any time.

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Control Type What it does Notes

Texture | Image arrows,button,filebrowser

Click the blank image space to choose an environmentfrom theMari Environment library. Clicking either ofthe arrow keys cycles backwards or forwards throughtheMari Environment library, loading the image as itdoes.

Clicking the file browser opens theOpen an Imagedialog. Select an image of any of the file formats listedin the File of Type field. You can also drag-and-dropan image from the Image Manager or a file browseronto the blank image space to load the image as anenvironment light.

Formoreabout theoptions in thedialog, refer toOpen anImageDialog.

Texture |Blur entry box,slider

Blurs the background (canvas) image. If the image is alow resolution, it may not blur evenly.

0.000 to1.000;defaults to0.000.

Texture Animation |Animation

dropdown Sets the background (canvas) image animation toeither be Static, where it does not move, orRotate,where it rotates around the object on the canvas at thespeed set in the Speed field. If the control is changedfromRotate to Static, the background (canvas) imageis reset back to its default position.

Texture Animation | Speed entry box,slider

Sets the rotation speed of the background (canvas)image. If theAnimation field is set to Static, thiscontrol has no affect.

0.000 to1.000;defaults to0.050.

Light

Color | Specular swatch Sets the specular color of the light (the “shiny” color ofthe light).

Defaults towhite.

Color |Diffuse swatch Sets the diffuse color of the light (the “surface” color ofthe light).

Defaults towhite.

Color | Intensity entry box,slider

Sets the intensity (brightness) of the selected light. 0.010 to 100;defaults to1.000.

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Control Type What it does Notes

General | Fixed To dropdown Sets what the light is fixed to:

• Scene (default) - the light is fixed to themodel, forexample if a light is set at themodel's back, it alwayspoints at themodel's back, nomatter how youmovethe view.

• Camera - the light is fixed to a camera view, forexample you can have a light always shining fromabove the camera, allowing you to move themodelaround and cast light on different areas.

General |On checkbox Whether the light is on or off.

Position | Position controlsphere

Lets youmove the light around your project. Click anddrag to move the light.

Rendering | RenderShadows

checkbox Renders and displays the shadows cast on themodelby the selected light in its current position.

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Projectors PaletteThe Projectors palette and the controls that can be found on it are described in the table below.When controls also bring up additional dialogs, these are referenced for more information.

What It DoesThe Projectors palette displays the projectors in your project, and allows you to:

• Create, load, save, and delete projectors.

• Use a projector to take a snapshot of the current view.

• Use a projector to project an edited snapshot back onto themodel's surface.

Projectors Palette Fields

Control Type What it does Opens thisdialog box

Notes

button Creates a new projector.

button Saves the selected projector todisk.

SaveProjector

button Loads a saved projector fromdisk.

LoadProjector

button Deletes the selected projector.

<projector name> >General |Name

entry box Enter the name of the projector. This identifies theprojector at thetop of the palette.

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Control Type What it does Opens thisdialog box

Notes

<projector name> >Action | Frame Offset

entry box,slider

Set by howmany frames tooffset the loading of an animatedobject. You can specify a framerange, or simply a number offrames.

<projector name> >Action | Import

button Click to load the image from thefile set in the Input File Path andproject it as paint onto themodel(without baking).

Pick Path (ifInput FilePath has notbeenspecified)

<projector name> >Action | Project

button Click to load the image from thefile set in the Input File Pathand project and bake it onto themodel.

Pick Path (ifInput FilePath has notbeenspecified)

<projector name> >Action | Input FilePath

entry box Enter the filename and pathwhere the projector loadsupdated images from.

<projector name> >Action |Unproject

button Click to save the current viewbuffer out to the file set in theOutput File Path.

Pick Path (ifOutput FilePath has notbeenspecified)

<projector name> >Action |Output FilePath

entry box Enter the filename and pathwhere the projector saves imagesto disk.

<projector name> >Unprojection | Clamp

checkbox If this is checked, Mari restrictsthe range of the paint buffer tovalues between 0 and 1.

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Control Type What it does Opens thisdialog box

Notes

<projector name> >Unprojection | ShaderUsed

dropdown Select the shader you want theprojector to take a screensnapshot of. By default, this isset to Current Paint Target.

Current Shader,CurrentChannel, CurrentLayer, CurrentPaint Target, andCurrent Layerand Below.

<projector name> >Unprojection |Lighting Mode

dropdown The lightingmode to usewhentaking a screen snapshot withthis projector.

Flat, Basic, Full.

<projector name> >Unprojection | ColorDepth

dropdown The color depth of the screensnapshots taken by thisprojector.

8bit (Byte), 16bit(Half), 32bit(Float).

<projector name> >Unprojection | Size

dropdown The size (in pixels) of the screensnapshots taken by thisprojector.

<projector name> >Painting | PaintingMode

dropdown Sets the paint blendingmode. The paint blendingmodes availableare similar tomany other paintpackages. If youaren't familiar withthe variousmodes, see PaintBlending Modes intheMari UserGuide fordescriptions andexamples.

<projector name> >Projection |Projection

dropdown Sets whetherMari projects onlyonto the Front of themodel (asyou're seeing it) or whether paintgoes straight Through themodel(appearing on the back as well asthe front).

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Control Type What it does Opens thisdialog box

Notes

<projector name> >Transformation |Scale

entry boxes Sets the scale of the projector.

<projector name> >Transformation |Translation

entry boxes Sets the translated position ofthe projector.

<projector name> >Transformation |Rotation

entry box Sets the rotation, in degrees, ofthe projector.

<projector name> >Update |UpdateGlobal SettingsFrom Projector

button If you have adjusted anyprojection properties, click thisbutton to see the effect of yourchanges in the canvas. When youdo, the equivalent globalprojection properties in theProjection palette are alsoupdated.

Updates all globalprojectionproperties.

<projector name> >Update |UpdateOnly Masks FromProjector

button If you have adjusted anyprojectionmask properties, clickthis button to see the effect ofyour changes in the canvas.When you do, the equivalentglobalprojectionmask properties in theProjection palette are alsoupdated.

Updates globalprojectionmaskproperties only.

<projector name> ><projector name> >General |Name

information Nameof the camera used for theprojector.

<projector name> ><projector name> >General |Animated

information Whether the camera used for theprojector is animated.

True, False.

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Control Type What it does Opens thisdialog box

Notes

<projector name> ><projector name> >Perspective | FoV

entry box,slider

Enter the value for the field ofvision. This controls howmuchMari distorts the viewwhenapplying perspective. At 0, theperspective camera gives exactlythe same view as the orthocamera. As the value increases,the distortion increases.

<projector name> ><projector name> >Perspective |Nearplane

entry box,slider

Enter the value for the nearclipping plane. Mari doesn’tdisplay parts of the scene thatare closer than theNear plane.

<projector name> ><projector name> >Perspective | Farplane

entry box,slider

Enter the value for the farclipping plane. Mari doesn’tdisplay parts of the scene thatare further than the Far plane.

<projector name> >Edge Mask > General |Enabled

checkbox Whether the edgemask is turnedon or not.

You need to clickeither of theupdate buttonsunderUpdate tosee the effect ofyour changes inthe canvas. Whenyou do, theequivalent globalproperties in theProjection paletteare also updated.

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Control Type What it does Opens thisdialog box

Notes

<projector name> >Edge Mask > General| Falloff Start

entry box,slider

Controls where the edgemaskstarts on themodel. The higherthe value, themore forwardfacing themasking starts. If thisis higher than the FalloffEnd,areas facing the view arepaintable, and areas oblique tothe view aremasked. If this islower, facing areas aremaskedand oblique areas are paintable.

You need to clickeither of theupdate buttonsunderUpdate tosee the effect ofyour changes inthe canvas. Whenyou do, theequivalent globalproperties in theProjection paletteare also updated.

<projector name> >Edge Mask > General| Falloff End

entry box,slider

Controls where the edgemaskends on themodel. The higherthe value, the closer, moreforward facing themask finishes.

You need to clickeither of theupdate buttonsunderUpdate tosee the effect ofyour changes inthe canvas. Whenyou do, theequivalent globalproperties in theProjection paletteare also updated.

<projector name> >Edge Mask > General| Falloff Curve

curve editor Adjusts the falloff, using a curveeditor to modify the falloff startand end point. To fine tuncontrol over the falloff, addmorepoints to the curve.

You need to clickeither of theupdate buttonsunderUpdate tosee the effect ofyour changes inthe canvas. Whenyou do, theequivalent globalproperties in theProjection paletteare also updated.

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Control Type What it does Opens thisdialog box

Notes

<projector name> >Channel Mask >General | Invert

checkbox If this is selected, themask data isblack on white rather than whiteon black.

You need to clickeither of theupdate buttonsunderUpdate tosee the effect ofyour changes inthe canvas. Whenyou do, theequivalent globalproperties in theProjection paletteare also updated.

<projector name> >Channel Mask >General |MaskCurve

curve editor Adjusts the amount of maskingon the channel, wherewhitepixels are totally masked, blackpixels are totally unmasked, and50% gray is 50%masked.

You need to clickeither of theupdate buttonsunderUpdate tosee the effect ofyour changes inthe canvas. Whenyou do, theequivalent globalproperties in theProjection paletteare also updated.

<projector name> >Channel Mask >General |MaskContrast

entry box,slider

The contrast applied to theoriginal channel to derive themask. At 1.0, themask comesdirectly from the original channel.Lower valuesmake themaskfuzzier than the input channel,higher valuesmake it sharperthan the input channel.

You need to clickeither of theupdate buttonsunderUpdate tosee the effect ofyour changes inthe canvas. Whenyou do, theequivalent globalproperties in theProjection paletteare also updated.

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Control Type What it does Opens thisdialog box

Notes

<projector name> >Channel Mask >General |MaskAmount

entry box,slider

The strength of themaskeffect.1.0 means that themaskabsolutely controls where youcan paint; the effects of themaskdecrease as the value gets lower.

You need to clickeither of theupdate buttonsunderUpdate tosee the effect ofyour changes inthe canvas. Whenyou do, theequivalent globalproperties in theProjection paletteare also updated.

<projector name> >Channel Mask >General |MaskChannel

dropdown Sets the channel holding themask from a list of availablechannels in your project.

You need to clickeither of theupdate buttonsunderUpdate tosee the effect ofyour changes inthe canvas. Whenyou do, theequivalent globalproperties in theProjection paletteare also updated.

<projector name> >Channel Mask >General | Enabled

checkbox Whether the channelmask isturned on or not.

You need to clickeither of theupdate buttonsunderUpdate tosee the effect ofyour changes inthe canvas. Whenyou do, theequivalent globalproperties in theProjection paletteare also updated.

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Control Type What it does Opens thisdialog box

Notes

<projector name> >Ambient OcclusionMask > General |Invert

checkbox If this is selected, themask data isblack on white rather than whiteon black.

<projector name> >Ambient OcclusionMask > General |Mask Curve

curve editor Controls how the ambientocclusion pixel values relate tothe degree of masking. Thehorizontal axis is the darkness ofthe occluded pixels (black to theleft, white to the right), thevertical axis is the degree ofvisibility. By default, this is adirect line, wherewhite pixels aretotally masked, black pixels aretotally unmasked, and 50% grayis 50%masked.

<projector name> >Ambient OcclusionMask > General |Mask Contrast

entry box,slider

The contrast applied to theambient occlusion to derive themask. At 1.0, themask comesdirectly from the calculatedambient occlusion. Lower valuesmake themask fuzzier than theambient occlusion, higher valuesmake it sharper.

You need to clickeither of theupdate buttonsunderUpdate tosee the effect ofyour changes inthe canvas. Whenyou do, theequivalent globalproperties in theProjection paletteare also updated.

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Control Type What it does Opens thisdialog box

Notes

<projector name> >Ambient OcclusionMask > General |Mask Amount

entry box,slider

The amount of ambient occlusionmasking to apply.

You need to clickeither of theupdate buttonsunderUpdate tosee the effect ofyour changes inthe canvas. Whenyou do, theequivalent globalproperties in theProjection paletteare also updated.

<projector name> >Ambient OcclusionMask > General |Enabled

checkbox Whether the ambient occlusionmask is turned on or not.

You need to clickeither of theupdate buttonsunderUpdate tosee the effect ofyour changes inthe canvas. Whenyou do, theequivalent globalproperties in theProjection paletteare also updated.

<projector name> >Depth Mask > General| Enabled

checkbox Whether the depthmask isturned on or not.

You need to clickeither of theupdate buttonsunderUpdate tosee the effect ofyour changes inthe canvas. Whenyou do, theequivalent globalproperties in theProjection paletteare also updated.

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Control Type What it does Opens thisdialog box

Notes

<projector name> >Depth Mask > General| Falloff

entry box,slider

How fast the depthmaskingapplies. Lower valuesmake themask apply slowly, higher valuesmake it apply more quickly.

You need to clickeither of theupdate buttonsunderUpdate tosee the effect ofyour changes inthe canvas. Whenyou do, theequivalent globalproperties in theProjection paletteare also updated.

<projector name> >Depth Mask > General| End

entry box,slider

The depth in the scene for thedepthmasking to finish.

You need to clickeither of theupdate buttonsunderUpdate tosee the effect ofyour changes inthe canvas. Whenyou do, theequivalent globalproperties in theProjection paletteare also updated.

<projector name> >Depth Mask > General| Start

entry box,slider

The depth in the scene for thedepthmasking to start.

You need to clickeither of theupdate buttonsunderUpdate tosee the effect ofyour changes inthe canvas. Whenyou do, theequivalent globalproperties in theProjection paletteare also updated.

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Control Type What it does Opens thisdialog box

Notes

<projector name> >Backface Mask >General | Enabled

checkbox Whether the backfacemask isturned on or not.

You need to clickeither of theupdate buttonsunderUpdate tosee the effect ofyour changes inthe canvas. Whenyou do, theequivalent globalproperties in theProjection paletteare also updated.

<projector name> >Fractal Noise Mask >General | Invert

checkbox If this is selected, themask data isblack on white rather than whiteon black.

<projector name> >Fractal Noise Mask >General |MaskCurve

curve editor Adjusts the fractal noisemaskingwherewhite pixels are totallymasked, black pixels are totallyunmasked, and 50% gray is 50%masked.

You need to clickeither of theupdate buttonsunderUpdate tosee the effect ofyour changes inthe canvas. Whenyou do, theequivalent globalproperties in theProjection paletteare also updated.

<projector name> >Fractal Noise Mask >General | Enabled

checkbox Whether the fractal noisemask isturned on or not.

When enabled, a

icon displaysin the status bar.

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Control Type What it does Opens thisdialog box

Notes

<projector name> >Fractal Noise Mask >General |MaskAmount

entry box,slider

The amount that themaskaffects the paint buffer. 1.0means that themask absolutelycontrols where you can paint; theeffects of themask decrease asthe value gets lower.

You need to clickeither of theupdate buttonsunderUpdate tosee the effect ofyour changes inthe canvas. Whenyou do, theequivalent globalproperties in theProjection paletteare also updated.

<projector name> >Fractal Noise Mask >General | Size

entry box,slider

Determines the size of the fractalnoise features.

You need to clickeither of theupdate buttonsunderUpdate tosee the effect ofyour changes inthe canvas. Whenyou do, theequivalent globalproperties in theProjection paletteare also updated.

<projector name> >Fractal Noise Mask >General | Roughness

entry box,slider

Determines the roughness of thefractal noise features.

You need to clickeither of theupdate buttonsunderUpdate tosee the effect ofyour changes inthe canvas. Whenyou do, theequivalent globalproperties in theProjection paletteare also updated.

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Control Type What it does Opens thisdialog box

Notes

<projector name> >Fractal Noise Mask >General | Contrast

entry box,slider

Controls the level of contrastapplied to the fractal noisefeatures to derive themask.

You need to clickeither of theupdate buttonsunderUpdate tosee the effect ofyour changes inthe canvas. Whenyou do, theequivalent globalproperties in theProjection paletteare also updated.

<projector name> >Fractal Noise Mask >General | Seed

entry box,slider

Changes the pattern of thefractal noise by moving thepattern start point through 3Dspace.

You need to clickeither of theupdate buttonsunderUpdate tosee the effect ofyour changes inthe canvas. Whenyou do, theequivalent globalproperties in theProjection paletteare also updated.

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Selection Groups PaletteThe Selection Groups palette and the controls that can be found on it are described in the tablebelow. When controls also bring up additional dialogs, these are referenced for more information.

What It DoesThe Selection Groups palette lets you switch between saved selection groups. You can also create new selectiongroups, lock and unlock groups, and show or hide groups.

Selection Groups Palette Fields

Control Type What it does Opens thisdialog box

Notes

Sorted by dropdown Sets how to sort the entries in the list. Atpresent, you can only sort by name.

button Adds a new selection group, based onthe current selection.

button Removes the highlighted selectiongroup.

button Reloads the highlighted selection group.

button Locks the selection group.

button Unlocks the selection group.

button Hides the selection group.

button Shows the selection group.

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Color Manager PaletteThe Color Manager palette and the controls that can be found on it are described in the table below.When controls also bring up additional dialogs, these are referenced for more information.

What It DoesTheColor Manager lets youmanage how colors are displayed on yourmonitor. It includesmany options for colorcorrection, including a host of preset filters. Managing colors using the preset filters in this palette does not affectthe paint on yourmodel. For information on the filters used to apply transformations to the paint on yourmodel,refer to the Filter Functions chapter.

Color Manager Palette Fields

Control Type What it does Opens thisdialog box

Notes

Options

Enable ColorManagement

switch, on/offindicator

Turns color correction on or off.

When on, the ColorManagementicon displays in the status bar, and ahistogramdisplays a count offrequencies of colors in RGBA channelsin the current view.

Histogram switch, on/offindicator

Turns histogram view on or off. If it's on,Mari displays a color histogram in thebackground of the canvas.

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Control Type What it does Opens thisdialog box

Notes

Split Point entry box,slider

Splits the display between showingcorrected and uncorrected color.

Enter a value or slide to specify whatproportion of themodel (split vertically)displays with color correction.

Color Correctionis on.

Range: 0.00 to1.00

Current Color Profile

Colorspace dropdown Select a saved or preset color profile.

New button Prompts you to name a new profile,select available filters to include in aparticular order, and save.

Edit

Edit button Rename and change the current profile,including adding filters to or deletingfilters from the profile.

Edit The default filtersGain, LUT, andDisplay cannot bedeleted from theprofile

Delete button Deletes the current profile (afterconfirming).

ReallyDelete?

Current Color Profile | LUT

LUT switch, on/offindicator, addattribute

Switches the filter on or off, or lets youadd attributes to it.

General | FilePath

entry box,button

Enter the filepath of the LUT, or selectfrom the file browser.

Current Color Profile | Composite Filter

Composite Filter switch, on/offindicator, addattribute

Switches the filter on or off, or lets youadd attributes to it.

Add UserAttribute

Current Color Profile | Levels

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Control Type What it does Opens thisdialog box

Notes

Levels switch, on/offindicator, addattribute

Changes the color levels in the paint, bysetting thewhite point, midtone, andblack point.

Channel | ColorComponent

dropdown Whether the filter affects allcomponents, or a specific one (Red,Green, orBlue).

Input Levels |White Point

entry box,slider

Specifies the upper limit of displayedcolor intensity. Areas with a value higherthan this aremapped to 1 (purewhite).

Input Levels |Midtone

entry box,slider

Sets themiddle point between whiteand black. Mari remaps the values sothat this is themiddle of the rangebetween thewhite point and blackpoint. Moving this pushes the valuestowards that end of the spectrum.

Input Levels |Black Point

entry box,slider

Specifies the lower limit of displayedcolor intensity. Areas with a value lowerthan this aremapped to 0 (pure black).

Output Levels |White OutputLevels

entry box,slider

Sets howmuch white is output in thefiltered image. Higher values show theentire white output, lower values showdecreasing amounts.

Output Levels |Black OutputLevels

entry box,slider

Sets howmuch black is output in thefiltered image. Higher values show theentire black output, lower values showdecreasing amounts.

Current Color Profile | sRGB To Linear

sRGB To Linear switch, on/offindicator, addattribute

Applies an sRGB to linear colorspaceconversion.

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Control Type What it does Opens thisdialog box

Notes

General | Invert checkbox Applies a linear to sRGB colorspaceconversion.

Current Color Profile | Color Curves

Color Curves switch, on/offindicator, addattribute

Changes the color curve for each colorchannel (RGB) in the painting.

Add UserAttribute

Presets can beloaded from .mgf(Mari GradientFiles).

Channels | Red curve editor Controls how the filter translatescurrent Red values to new values.

Channels |Green curve editor Controls how the filter translatescurrent Green values to new values.

Channels |Blue curve editor Controls how the filter translatescurrent Blue values to new values.

Current Color Profile | Color Switches

Color Switches switch, on/offindicator, addattribute

Turns individual color channels on oroff. (WhenMari applies the filter, itremoves any unchecked color channelsfrom the painting.)

Add UserAttribute

Channels | Red checkbox Click to turn the Red channel display onor off.

Channels |Green checkbox Click to turn theGreen channel displayon or off.

Channels |Blue checkbox Click to turn the Blue channel display onor off.

Current Color Profile | Brightness

Brightness switch, on/offindicator, addattribute

Changes the brightness of the paint onthemodel, either overall or for specificchannels.

Add UserAttribute

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Control Type What it does Opens thisdialog box

Notes

General |Brightness

entry box,slider, reset

Sets the brightness value for all channels(overwrites changes to individualchannels).

Range: 0.00 to2.00. Reset: 1.00

General |Contrast

entry box,slider

Sets the contrast value for all channels(overwrites changes to individualchannels).

Range: 0.00 to2.00. Reset: 1.00

Channels |Blue entry box,slider, reset

Sets the brightness value for the bluechannel.

Range: 0.00 to2.00. Reset: 1.00

Channels |Green entry box,slider, reset

Sets the brightness value for the greenchannel.

Range: 0.00 to2.00. Reset: 1.00

Channels | Red entry box,slider, reset

Sets the brightness value for the redchannel.

Range: 0.00 to2.00. Reset: 1.00

Current Color Profile | Blur

Blur switch, on/offindicator, addattribute

Applies a standard blur to the selection. Add UserAttribute

General|BlurRadius

entry box,slider, reset

Sets the blur radius - the number ofpixelsMari uses when calculating theblur value for each pixel. The higher theradius, themore blurred the results.

If you use a larger blur radius, youmayget slight lines on the boundariesbetween patches. This is an artifact oftheway that Mari handles the edges ofpatches.

Range: 0 to 10.Reset: 4

If you use a largerblur radius, youmay get slight lineson the boundariesbetween patches.This is an artifactof theway thatMari handles theedges of patches.

Current Color Profile | ToneMapping

Tone Mapping switch, on/offindicator, addattribute

Varies the “exposure” of the painting. Add UserAttribute

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Control Type What it does Opens thisdialog box

Notes

General |WhitePoint

entry box,slider, reset

Sets the upper limit of displayed colorintensity - any colors of greater intensitymap to white.

Range: 0.00 to1.00. Reset: 1.00

General |Exposure

entry box,slider, reset

Sets the exposure - lower exposures givedarker images; higher exposures givelighter ones.

Range: 0.00 to10.00. Reset: 1.00

Current Color Profile | Gamma

Gamma switch, on/offindicator, addattribute

Changes the gamma levels in theselection.

Add UserAttribute

A higher settingforGammaresults in amorewashed-outlooking image.

General |DoInverse

checkbox Reverses the gamma conversion.

General |Gamma entry box,slider, reset

Sets the gamma level. Range: 0.00 to3.00. Reset: 2.20

Current Color Profile | Linear To Log

Lin 2 Log switch, on/offindicator, addattribute

Switches the filter on or off, or lets youadd attributes to it.

Add UserAttribute

General |Gamma entry box,slider, reset

Sets the gamma level. Range: 0.00 to1.00. Reset: 0.600

General |White entry box,slider, reset

Sets the upper limit of displayed colorintensity - any colors of greater intensitymap to white.

Range: 0.000 to1023.000. Reset:685.000

General | IgnoreBlack

checkbox Ignores the threshold set by theBlackcontrol.

General |Black entry box,slider, reset

Sets the lower limit of displayed colorintensity - any colors of lesser intensitymap to black.

Range 0.000 to1023.000. Reset:95.000

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Control Type What it does Opens thisdialog box

Notes

Current Color Profile | Hue

Hue switch, on/offindicator, addattribute

Changes the hue, saturation, and valueof the colors on themodel.

Add UserAttribute

Color |Calculation

dropdown Determines whether the colorspace isset to use theMari default Original(HSV), or Photoshop (HSL).

Hue |Hue Change the hue by setting the values.Adjusting the slider, moves the colorsaround the color wheel. The rotationvalue is the degree around the colorwheel that each color shifts, between 0and 360 (which both correspond to theoriginal colors).

Saturation |Saturation

curve editor Controls how the filter translatescurrent saturation to new saturation.

Saturation |Offset

entry box,slider, reset

Adds an offset value to the initialsaturation, before applying the Scale.

Range: 0.00 to1.00. Reset: 0.00

Value | Value curve editor Controls how the filter translatescurrent values to new values.

Value |Offset entry box,slider, icon

Adds an offset value to the initial value,before applying the Scale.

Range: 0.00 to1.00. Reset: 0.00

Current Color Profile | Invert

Invert switch, on/offindicator, addattribute

Inverts the colors in the selection.Replaces colors with their “opposite” inthe color chart. For example, replaces acolor with a float value of 0.3 with acolor with float value 0.7.

Add UserAttribute

General | InvertAlpha

checkbox Inverts the alpha channel.

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Control Type What it does Opens thisdialog box

Notes

Current Color Profile | Premultiply Alpha

PremultiplyAlpha

switch, on/offindicator, addattribute

Either pre- or post-multiplies the alphain the selected image. If you are paintingonto an imagewith a premultipliedalpha, using an imagewithout, use thisfilter to perform the premultiplication,so the imagesmatch and you avoid linesaround the outside of the patch.

Add UserAttribute

General |Unpremultiply

checkbox If theUnpremultiply box is checked,this acts in reverse of premultiplication(that is, it removes the premultipliedalpha)

Current Color Profile | Log To Linear

Log To Linear switch, on/offindicator, addattribute

Switches the filter on or off, or lets youadd attributes to it.

Add UserAttribute

General |Gamma entry box,slider, reset

Sets the gamma level. Range: 0.00 to1.00. Reset: 0.600

General |White entry box,slider, reset

Sets the upper limit of displayed colorintensity - any colors of greater intensitymap to white.

Range: 0.000 to1023.000. Reset:685.000

General | IgnoreBlack

checkbox Ignores the threshold set by theBlackcontrol.

General |Black entry box,slider, reset

Sets the lower limit of displayed colorintensity - any colors of lesser intensitymap to black.

Range 0.000 to1023.000. Reset:95.000

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Control Type What it does Opens thisdialog box

Notes

Current Color Profile | Luminosity

Luminosity switch, on/offindicator, addattribute

Outputs just the luminosity value ofeach pixel in the selection. That is, itoutputs a grayscale image based on thebrightness of each of the pixels in theoriginal image.

Add UserAttribute

Current Color Profile | Contrast

Contrast switch, on/offindicator, addattribute

Switches the filter on or off, or lets youadd attributes to it.

Add UserAttribute

General |Amount entry box,slider, reset

Changes the contrast of the paint. Range: 0.00 to2.00. Reset: 1.00

Current Color Profile | Clamp

Clamp switch, on/offindicator, addattribute

Clamps color values to lie within thespecified upper and lower values.

Set theUpper Value and Lower Valueby adjusting the sliders or enteringvalues in the entry boxes.

Select the individual Color Componentto clamp in the dropdownmenu.

General |UpperValue

entry box,slider

Set the upper value at which colorvalues are clamped. All values higherthan this number are set to this value.

General | LowerValue

entry box,slider

Set the lower value at which color valuesare clamped. All values lower than thisnumber are set to this value.

Channel | ColorComponent

dropdown Select the individual color component toclamp.

Current Color Profile | Copy Channel

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Control Type What it does Opens thisdialog box

Notes

Copy Channel switch, on/offindicator, addattribute

Copies the value fromone RGB colorchannel to the other two. The result is agrayscale imagewith the intensity valuesfrom the selected channel.

Add UserAttribute

General | CopyChannel

dropdown Select the source channel from the list(Red,Green, orBlue). When you applythe filter, Mari copies the selectedchannel over the other two channels.

Current Color Profile | Soften

Soften switch, on/offindicator, addattribute

Applies a subtle softening blur.

This is a quick, predefined blur filter. Ifyou needmore control over the degreeor type of blurring, use either thestandard Blur orGaussian Blur filters.

Add UserAttribute

Current Color Profile | EdgeDetect

Edge Detect switch, on/offindicator, addattribute

Finds “edges” (transitions betweencolors) in the image and heightensthem.

Add UserAttribute

Current Color Profile | Emboss

Emboss switch, on/offindicator, addattribute

Applies an “emboss” effect, so thattextures look “raised” on the surface.

Add UserAttribute

Current Color Profile | Sharpen

Sharpen switch, on/offindicator, addattribute

Removes 'fuzziness' and clarifies detailin the image.

Add UserAttribute

General |Amount entry box,slider, reset

Sets the amount of sharpening. Highervaluesmeanmore sharpening, while avalue of 0.00 is the picturewithout thefilter applied.

Range: 0.00 to1.00

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Control Type What it does Opens thisdialog box

Notes

Current Color Profile | Dilate

Dilate switch, on/offindicator, addattribute

Switches the filter on or off, or lets youadd attributes to it.

Add UserAttribute

Current Color Profile | Gaussian1D

Gaussian1D switch, on/offindicator, addattribute

Applies a Gaussian blur. Compared tothe standard Blur filter, this gives youmuch finer control over the degree ofblurring, and the option of usingmuchhigher blur values.

Add UserAttribute

General |Axis entry box,incrementer

Apply the blur along the X or Y axis. Ifthe field is set to 0, the blur is along theX axis; if it is anything other than 0, theblur is applied along the Y axis.

General | Radius entry box,slider

Sets the blur radius. The higher theradius, themore blurred the results.

If you use a larger blur radius, youmayget slight lines on the boundariesbetween patches. This is an artifact oftheway that Mari handles the edges ofpatches.

Range: 0.00 to50.00

Current Color Profile | Gaussian

Gaussian switch, on/offindicator, addattribute

Applies a Gaussian blur. Compared tothe standard Blur filter, this gives youmuch finer control over the degree ofblurring, and the option of usingmuchhigher blur values.

Add UserAttribute

General |Amount entry box,slider

Sets howmuch blur is applied.

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Control Type What it does Opens thisdialog box

Notes

General | Radius entry box,slider

Sets the blur radius. The higher theradius, themore blurred the results.

If you use a larger blur radius, youmayget slight lines on the boundariesbetween patches. This is an artifact oftheway that Mari handles the edges ofpatches.

Range: 0.00 to50.00

Current Color Profile | High Pass

High Pass switch, on/offindicator, addattribute

Removes low frequency informationfrom the imagewhilemaintaining higherfrequency detail.

General |Amount entry box,slider

Sets howmuch low frequencyinformation is removed by the filter.

General | Radius entry box,slider

Controls the number of pixels aroundthe image highlights that are affected bythe filter.

Current Color Profile | Color Correction

Color Correction switch, on/offindicator, addattribute

Switches the filter on or off, or lets youadd attributes to it.

User Attributes |OCIO Config

entry box,button

Specifies the configuration file to use.

User Attributes |Input Colorspace

dropdown The colorspace of the current channel orimage values.

User Attributes |OutputColorspace

dropdown The colorspace used to convert from thechannel or image values to the valueswritten to file.

Current Color Profile | Add Noise

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Control Type What it does Opens thisdialog box

Notes

Add Noise switch, on/offindicator, addattribute

Applies noise to the current channel orimage values.

User Attributes |Amount

entry box,slider

Adjusts howmuch noise is applied.

User Attributes |ColorComponent

dropdown Sets the channel you want to affect.

User Attributes |Grayscale

checkbox Applies grayscale noisewith only theintensity values from the selectedchannel.

User Attributes |Seed

entry box,slider

Adds variation to the noise.

User Attributes |Size

entry box,slider

Adjusts the size of the noise applied.

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Image Manager PaletteThe Image Manager palette and the controls that can be found on it are described in the tablebelow. When controls also bring up additional dialogs, these are referenced for more information.

What It DoesThe Image Manager lets you store and work with images in your project, including using them for brushes andpainting through themonto yourmodel. For organization purposes, you can also add custom tabs to the palette byclicking the add tab button.

ImageManager Palette Fields

Control Type What it does Opens thisdialog box

Image Info > Info

Depth information The color depth of the currently selected image inbytes.

Channels information The color components of the currently selectedimage.

File Space dropdown File space of the currently selected image from theoptions:

• NORMAL

• VECTOR

• VECTOR_Y_FLIP

• NORMAL_Y_FLIP

Tiled Image information Whether the image is tiled - true or false.

Height information The height of the currently selected image in pixels.

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Control Type What it does Opens thisdialog box

Width information Thewidth of the currently selected image in pixels.

Path information The file path to the image that Mari is accessing. Ifthe original imagewas saved to another location thisis the file path shown, not the path to the original file.

Image Info > User Attributes

Comment entry box Assign a user-defined comment to the image.

MriImportFilePath information The file path to the original image.

MriLastImportDateTime information The date and time that the file was first loaded intoMari.

Colorspace

Colorspace dropdown The colorspace to which the output values areconverted. Automatic is determined by the filename, size, and type of data in the image.

RawData checkbox If this is enabled, the image data is not converted.

NOTE: As the raw colorspace nullifies thecorresponding colorspace transformwheneither used as the input or output, there isa discrepancy between what is shown inthe Image Manage palette thumbnail andthe image viewer. This is the expectedbehavior.

button Adds an image to the ImageManager. Open an Image

button Removes the selected image from the ImageManager.

button Opens the selected image in another window, whereyou can crop it.

<image>

button Saves the selected image to a file. Save As Dialog

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Control Type What it does Opens thisdialog box

<image> window

button Crops the current image. Mari copies the croppedarea as a separate image in the Image Manager.The cropped image is part of the project, but won'tbe saved as a separate image file unless you use the

Save As option.

Select one of the following cropmodes:

• Arbitrary - click-and-drag on an arbitrary area ofthe image.

• Fixed - enter a fixed size for the crop box (in pixels)and drag it to the area you want to crop.

• Aspect - enter a fixed aspect ratio for the crop box(in pixels) and drag it over the area you want tocrop.

Once you have selected the crop area, click themouse button to crop.

Colorspace dropdown The colorspace to which the output values areconverted. Automatic is determined by the filename, size, and type of data in the image.

RawData checkbox If this is enabled, the image data is not converted.

NOTE: As the raw colorspace nullifies thecorresponding colorspace transformwheneither used as the input or output, there isa discrepancy between what is shown inthe Image Manage palette thumbnail andthe image viewer. This is the expectedbehavior.

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History View PaletteThe History View palette is described below.

What It DoesTheHistory View palette displays a list of actions performed in the current session. Click an action to step back tothat version of the project.

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Brush Editor PaletteThe Brush Editor palette and the controls that can be found on it are described in the table below.When controls also bring up additional dialogs, these are referenced for more information.

What It DoesTheBrush Editor palette shows the settings for the current brush tip. It includes the following tabs:

• Properties - properties of the selected brush.

• Shelves - customized shelves of brushes.

• Presets - pre-set shelves of brushes.

• (Shelves and Presets tabs are the same as the Shelf Palette).

Brush Editor Palette Fields

Control Type What it does Opens thisdialog box

Notes

Properties > General |Noise entry box,slider, reset

The amount of noise toadd to the brush tip foreach splat. This is a littlebit of noise added to thesplat itself, to soften theappearance and reducebanding. Lower valuesgive a harder brush,higher values a softerbrush.

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Control Type What it does Opens thisdialog box

Notes

Properties > General | Spacing entry box,slider, reset

The space betweensplats, as a proportionof thewidth of a splat.1.00 = side-by-side (so ifthe tip is a circle, itwould look like a stringof beads.) .02 = .02 xthewidth of a splat.

Range: 0.02 to5.00. Reset: 0.02

Properties > Paint |JitterOpacityMax

entry box,slider, reset

Howmuch to randomlyvary the opacity (ifJitter Opacity isenabled).

1.00 = side byside . Range: 0.00to 1.00. Reset:0.00

Properties > Paint |JitterOpacity

checkbox If enabled, picks randomnumber to add toopacity.

Properties > Paint |Opacity entry box,slider, reset

How dark a stroke canbe (maximumalpha).

Range: 0.01 to1.00. Reset: 1.00

Properties > Paint | Flow entry box,slider, reset

Mimics how quicklypaint is applied, bysetting themaximumopacity in a splat.

Range: 0.01 to1.00. Reset: 1.00

Properties > Position |JitterPositionMax

entry box,slider, reset

Howmany pixels atmost to randomly varydisplacement from theline of the brush stroke(if Jitter Position isenabled).

Range: 0 to 1000.Reset: 1000

Properties > Position |JitterPosition

checkbox Whether to randomlyvary displacement fromthe line of the brushstroke (to the degreespecified inJitter Position Max).

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Control Type What it does Opens thisdialog box

Notes

Properties > Pressure | Colors checkbox Whethermorepressure causes thecolor to vary (fromslightly darker to thetarget color).

Properties > Pressure | Radius checkbox Whethermorepressure increases theradius.

Properties > Pressure | Flow checkbox Whethermorepressure increases theflow.

Properties > Pressure |Alpha checkbox Whethermorepressure increases theopacity.

Properties > Radius | Squish entry box,slider, reset

Howmuch to flatten theradius. If the brush tip isa circle, 1.0 is a circle, .5is an oval half as tall as itis wide.

Range: 0.05 to1.00. Reset: 1.00

Properties > Radius |JitterRadius

entry box,slider, reset

Whether to randomlyvary the radius (to thedegree specified for theRadius andInnerRadius).

Properties > Radius |InnerRadius

entry box,slider, reset

How few pixels theradius of a splat can be(if JitterRadius and/orRadiusPressure areenabled).

Range: 1 to 1200.Reset: 1

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Control Type What it does Opens thisdialog box

Notes

Properties > Radius | Radius entry box,slider, reset

Howmany pixels atmost the radius of splatcan be (ifJitterRadius and/orRadiusPressure areenabled).

Range: 1 to 1200.Reset: 100

Properties > Rotation |AligntoStroke

checkbox Whether the brush tiprotates along with thedirection you'repainting. (Withcalligraphy, for example,the tip does not align.)

Properties > Rotation |JitterRotationMax

entry box,slider, reset

Howmany degrees atmost to randomly varythe rotation (ifJitterRotation isenabled).

Range: 1 to 360.Reset: 360

Properties > Rotation |JitterRotation

checkbox Whether to randomlyvary the rotation.

Properties > Rotation |Rotation

entry box,slider, reset

The degree to which thebrush rotates to matchthe direction you'repainting (ifAligntoStroke isenabled).

Range: 0.00 to360.00. Reset:0.00

Properties > General | Type dropdown Whether to use aBitmap image for thebrush tip, orRenderbased on the qualitiesspecified in theseproperties

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Control Type What it does Opens thisdialog box

Notes

Properties > General | Preview image An image of the brushtip, based on theselected properties.

Properties > Bitmap |UsePainting

button Click to use the paintingin the paint buffer as abrush tip. Mari promptsyou to save it either asan .exr or a .tif file(which file format isused depends on thesupport in your graphicscard). Note that .exrfiles are 16-bit - mostother bitmaps are 8-bit.

Properties > Bitmap | Path entry box,button

Type the path or click

to select anexisting bitmap to useas the brush tip.

To use an imageas the brush tip,you need to setType to Bitmap.

Properties > Geometry |VerticalShear

entry box,slider, reset

Howmuch to distort thebrush tip diagonally, topto bottom (as if pullingopposite corners up anddown).

Range: -1.00 to1.00. Reset: 0.00

Properties > Geometry |HorizontalShear

entry box,slider, reset

Howmuch to distort thebrush tip diagonally,right to left (as if pullingopposite corners rightand left).

Range: -1.00 to1.00. Reset: 0.00

Properties > Geometry |VerticalScale

entry box,slider, reset

Howmuch to distort thebrush tip vertically.

Range: 0.00 to2.00. Reset: 50

Properties > Geometry |HorizontalScale

entry box,slider, reset

Howmuch to distort thebrush tip horizontally.

Range: 0.00 to2.00. Reset: 50

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Control Type What it does Opens thisdialog box

Notes

Properties > Noise |Octaves entry box,slider, reset

Number of applicationsof noise.

Range: 1 to 8.Reset: 4

Properties > Noise |Frequency

entry box,slider, reset

Howmany spikes peroctave.

Range: 0.00 to100.00. Reset:1.00

Properties > Noise | Scale entry box,slider, reset

How big the spikes are,as a proportion of theradius (1.00 = twice asbig as the radius).

Range: 0.00 to1.00. Reset: 0.00

Properties > Noise | Segments entry box,slider, reset

Linesmaking up thebrush outline, to whichnoise is applied(4=square, 360=circle).

Range: 4 to 360.Reset: 360

Properties > Profile | Profile curve editor How opaque ortransparent the brush isat different points.

Properties > Profile |Bit Depth dropdown The color depth of thebrush tip.

Shelves tabs Select shelves, click todisplay more to the leftor right.

Presets tabs Select shelves, click todisplay more to the leftor right.

Scratch pad Provides a space to testthe brush.

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Play Controls PaletteThe Play Controls palette and the controls that can be found on it are described in the table below.When controls also bring up additional dialogs, these are referenced for more information.

What It DoesThe Play Controls palette allows you to play animations. You can set keyframes, which allows you to paint differenttextures in different parts of the animation sequence.

Play Controls Palette Fields

Control Type What it does Opens thisdialog box

Notes

Timeline timeline Showswhere in the animationsequence you are currentlyviewing.

Keyframes appear as solid boxesin the timeline.

button Adds a keyframe at the currentframe.

button Removes the selected keyframe.

Frame range entry box The start and end frames of theanimation.

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Control Type What it does Opens thisdialog box

Notes

entry box,dropdown

Sets the start and end frames ofthe animation to play. Use this ifyou want to play only a section ofthe animation.

Select the play mode from thedropdown. One of:

• Loop - play the selected framesthrough, repeating again fromthe start when it finishes.

• Bounce - play the selectedframes through from start tofinish, then backwards from thefinish to start, and thenrepeating.

• Stop - play the animation onceand then stop.

button Move back a single frame.

button Move back to the beginning ofthe animation.

button Play the animation.

button Stop playing.

button Move forward a single frame.

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Python Console PaletteThe Python Console palette and the controls that can be found on it are described in the table below.When controls also bring up additional dialogs, these are referenced for more information.

What It DoesThe Python Console palette is divided into three sections:

• a Script Path entry box that loads Python scripts from a defined location

• an input pane that is used to enter and execute Python statements in the lower half of the palette

• an output pane that displays statements and their outputs in the upper half of the palette.

Python Console Palette Fields

Control Type What it does Notes

Output Pane information Displays Python statements and theiroutputs.

Input Pane entry box Click inside to enter Python statements.

Script Path entry box Enter the file path where theconsole loads scripts from.

button Selects a Python file for evaluation in theconsole. Selecting a file fills in the ScriptPath but you need to click Evaluate tocontinue.

Opens thePython ScriptPath dialog.

Evaluate button Executes Python script or statement.

Clear button Clears the input and output panes.

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Control Type What it does Notes

Help button Opens theMari Python API Help in a newwindow. This window is visible until you clickHelp again or close thewindow.

If you have the help open while typing in theInput Panewith auto-complete on,commands that appear in auto-completeare automatically found in the help as well.

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Pixel Analyzer PaletteThe Pixel Analyzer palette and the controls that can be found on it are described in the table below.When controls also bring up additional dialogs, these are referenced for more information.

What It DoesThe Pixel Analyzer displays information about pixels selected with theColor Picker/Pixel Analyzer tool.

Pixel Analyzer Palette Fields

Control Type What it does Opens thisdialog box

Notes

Colors | Current swatch Displays the color of the pixel selectedwith theColor Picker/Pixel Analyzertool.

Colors |Minimum swatch Displays theminimum color of the pixelsthat have been selected with theColorPicker/Pixel Analyzer tool (whenAccumulate is enabled).

Colors |Average swatch Displays the average color of the pixelsthat have been selected with theColorPicker/Pixel Analyzer tool (whenAccumulate is enabled).

Colors |Maximum swatch Displays themaximum color of the pixelsthat have been selected with theColorPicker/Pixel Analyzer tool (whenAccumulate is enabled).

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Control Type What it does Opens thisdialog box

Notes

Accumulate | Enabled checkbox When selected, keeps data on all pixelsselected (until Reset), and calculatesMinimum,Average andMaximumcolors.

Accumulate | Reset button Clears all accumulated pixel selections, tojust the Current selection.

Values | Range dropdown Byte, Float, orHalf.

Values | R, G, B, A information Values for Red, Green, Blue, and Alpha.

Values |H, S, V, L information Values for Hue, Saturation, Value, andLuminosity.

Values | X, Y E, I information Values for position of pixel on x and yaxis, and the pixel Exposure andIntensity.

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Colors PaletteThe Colors palette and the controls that can be found on it are described in the table below. Whencontrols also bring up additional dialogs, these are referenced for more information.

What It DoesTheColors palette lets you view and change colors. The controls on this palette all work together - as you change thecolor through one control, the other controls update to show your change.

Colors Palette Fields

Control Type What it does Notes

Foreground swatch Shows the current foreground color. This is the color that Mariuses when you paintusing the Paint tool.Clicking on this swatchopens the Select Colordialog box.

Background swatch Shows the current background color. Clicking on this swatchopens the Select Colordialog box.

Foreground/Background |button Swap foreground and background.

Foreground/Background |button Set colors to black (background) and

white (foreground).

entry box,slider

Specify Red values. Range: 0.000 to 1.000

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Control Type What it does Notes

entry box,slider

Specify Green values. Range: 0.000 to 1.000

entry box,slider

Specify Blue values. Range: 0.000 to 1.000

entry box,slider

Specify Alpha values. Range: 0.000 to 1.000

entry box,slider

Specify Hue values. Range: 0.000 to 0.999

entry box,slider

Specify Saturation values. Range: 0.000 to 1.000

entry box,slider

Specify Value values. Range: 0.000 to 1.000

Colorspace dropdown The colorspace in which the colors areinterpreted. Automatic is determinedby theColor Picking control in theProject Settings, or the same controlset at project creation.

OCIO colorspace roles are alsodisplayed in this list.

This colorspace can bereset to the defaultoption by clicking .

HSV tab: field,sliders,optionbuttons

Use this to pick colors from aHue/Saturation/Value field.

To create custom colorspectrums. Adjust thefield values using thecontrols on the right,then click in the field toset the foreground color.

Values tab: field Use this to set Byte (8 Bit),Half (16Bit), or Float (32 Bit) color values.

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Control Type What it does Notes

Image tab: field Drag an image here from the ImageManager Palette to pick colors from animage.

Click the image to select aforeground color.

You can also load animage by right-clickingand selecting LoadImage, then selecting afile from the Load dialogbox.

To clear an image,right-click it and selectClear Image.

Gray tab: sliders,buttons

Use this to pick a gray value from thegradient, or one of the presets.

Swatches tab:swatches,buttons

Use this to pick from theBackgroundand Foreground swatches. Click thebuttons to swap foreground andbackground, and switch to black andwhite.

(same as swatches andbuttons next to tabs)

Sliders tab: entrybox, sliders

Use this to pick colors by specifyingRGB, alpha, and HSV values.

(same as sliders next totabs)

Colorspace tab:dropdown

The colorspace in which the colors areinterpreted. Automatic is determinedby theColor Picking control in theProject Settings, or the same controlset at project creation.

OCIO colorspace roles are alsodisplayed in this list.

This colorspace can bereset to the defaultoption by clicking .

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Control Type What it does Notes

Blend tab: swatch Use this to show a field with fourcolors blending into each other.

Click on the box at eachcorner of the field to setthe color for that corner.You can set each colorindividually, then click inthe field to pick from theblend.

Intensity entry box,slider

Adjusts the intensity of colors in theSelect Color dialog to select HDRcolors. HDR colors are considered tobe any color with an intensity that isgreater than 1.

From 0 to 4096; defaultsto 4096.

Themaximum range ofthe Intensity slider canbe adjusted in theMariPreferences Dialog underColor > ColorManagement Defaults| Color PickerMaximum.

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Tool Properties PaletteThe Tool Properties palette and the controls that can be found on it are described in the table below.When controls also bring up additional dialogs, these are referenced for more information.

What It DoesThe Tool Properties palette displays information about the selected tool.

Tool Properties Palette Fields

Tool Control Type What it does Opens thisdialog box

Notes

Select > MriSelect >General | Facing

dropdown Sets whether the selection onlyapplies to the Front of themodelas you can see it, or if the selectiongoes Through themodel andincludes the other side.

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Tool Control Type What it does Opens thisdialog box

Notes

Marquee Select Tool >MriMarqueeSelectTool >General | CrawlingAnts

checkbox Controls whether theselection edges areanimated. If on, the edges areanimated.

Marquee Select Tool >MriMarqueeSelectTool >General | Type

dropdown The shape of theselection drawn:

• Lasso - lets you draw a “free”selection of any shape.

• Rectangle - lets you draw arectangular selection.

• Polygonal - lets you draw apolygonal selection of any shapeby settingmultiple points beforeclosing the selection.

• Ellipse - lets you draw an ovalselection.

•MagicWand - lets you select bycolor. When you click, Maricreates a selection around thepoint you clicked. The selection isbased on color – areas with asimilar color to the original pointare selected. You can change thecolor threshold for the selection.

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Tool Control Type What it does Opens thisdialog box

Notes

Marquee Select Tool >MriMarqueeSelectTool >General |Mode

dropdown Howdrawing a new selectionaffects the current marqueeselection:

• Replace - the new selectionreplaces the existing selection.

• Transform - this lets youmoveyou selection area around (move,rotate, or scale the selection).

• Add - the new selection adds ontothe existing selection.

• Subtract - the new selectionremoves areas of the existingselection.

• Intersect - inverts the existingselection. That is, any areas thatwere selected becomeunselected, and any areas thatwereunselected become selected.

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Tool Control Type What it does Opens thisdialog box

Notes

Marquee Select Tool >MriMarqueeSelectTool >General | InvertMarquee Selection

button Inverts the current selection.Unselected areas become selected,and the other way around.

Marquee Select Tool >MriMarqueeSelectTool >General | ClearMarquee Selection

button Clears the current selection.

Marquee Select Tool >MriMarqueeSelectTool >General | Enabled

checkbox Turns themarquee selection onand off.

Marquee Select Tool >MriMarqueeSelectTool >General | ColorThreshold

entry box,slider

Sets the color threshold for themarquee selection. Setting a lowervalue here results in amoreaccurate color selection. Highervalues catchmore of thesurrounding color.

Marquee Select Tool >MriMarqueeSelectTool >General |Amount

entry box,slider, reset

Sets howmuch themarqueeselection prevents painting outsidethe selected area. This works as amultiplier to the alpha of paintapplied outside the selection:

• At 1, only the area inside theselection is paintable.

• At 0.5, paint outside the selectionapplies with an alpha of 0.5.

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Tool Control Type What it does Opens thisdialog box

Notes

Marquee Select Tool >MriMarqueeSelectTool >Selection Edge |Feathering

entry box,counter

Controls how sharp the edge of theselection area is. At 0, the selectionhas a completely sharp edge. Asthe value rises, the edges becomesofter.

Marquee Select Tool >MriMarqueeSelectTool >Transform | ResetMarquee Transform

button Resets any transformations(moves, rotations, scales) appliedto themarquee selection area.

Marquee Select Tool >MriMarqueeSelectTool >Transform | Center

entry box Sets the center of themarqueeselection.

Use thebreak linkbutton tobreak thelinkbetweenthe twofields.

Marquee Select Tool >MriMarqueeSelectTool >Transform | Rotation

entry box Sets the rotation, in degrees, of themarquee selection.

Marquee Select Tool >MriMarqueeSelectTool >Transform | Scale

entry box Sets the scale of themarqueeselection.

1 is theoriginalscale.

Marquee Select Tool >MriMarqueeSelectTool >Transform |Translation

entry box Sets the translated positiononscreen of themarquee selection.

No properties.

No properties.

No properties.

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Tool Control Type What it does Opens thisdialog box

Notes

Vector Inspector |MriVectorInspectorTool

addattribute

Click to add attributes. Add UserAttribute

Vector Inspector >MriVectorInspectorTool >General | Line Spacing

entry box,slider

Adjusts the spacing between thedirectionalmarkers.

Shift+drag themousewhen thevectorinspector isactive.

Vector Inspector >MriVectorInpsectorTool >General | Line Length

entry box,slider

Adjust the length of thedirectionalmarkers.

Vector Inspector >MriVectorInspectorTool >General | Start color

swatch Change the color at the base of thedirectionalmarkers.

Vector Inspector >MriVectorInspectorTool>General | End color

swatch Change the color at the tip of thedirectionalmarkers.

Vector Inspector >MriVectorInspectorTool >General | Vector Space

dropdown Set whether the vector inspectoroperates in ScreenSpace,TangentSpace, orWorldSpace.

Vector Inspector >MriVectorInspectorTool >General | Rotation

entry box,slider

Adjusts the rotation of thedirectionalmarkers. This can bechanged using the slider, or byentering a specific value.

Vector Inspector >MriVectorInspectorTool>General | Translation

entry boxes The exact location in XY space ofthe vector inspector. Enteringvalues adjusts the position of theinspector too.

Blur > (Same as Paint.) addattribute

Click to add attributes. Add UserAttribute

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Tool Control Type What it does Opens thisdialog box

Notes

No properties. addattribute

Click to add attributes Add UserAttribute

No properties. addattribute

Click to add attributes. Add UserAttribute

No properties. addattribute

Click to add attributes. Add UserAttribute

Paint | Paint addattribute

Click to add attributes Add UserAttribute

Paint > Paint > General|Description

information

Paint > Paint > General| Name

information

Paint > Paint | Tip addattribute

Brush tip details. This is a duplicateof the section from the BrushEditor Palette.

Add UserAttribute

Paint > Paint | Texture Brush texture details. This is aduplicate of the section from theBrush Editor Palette.

Paint > Paint |Geometry

Brush geometry details. This is aduplicate of the section from theBrush Editor Palette.

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Tool Control Type What it does Opens thisdialog box

Notes

Vector Paint | VectorPaint

addattribute

Click to add attributes. Add UserAttributes

Vector Paint > VectorPaint > General |Description

information

Vector Paint > VectorPaint > General |Name

information

Vector Paint > VectorPaint | Tip

addattribute

Brush tip details. This is a duplicateof the section from the BrushEditor Palette.

Add UserAttribute

Vector Paint > VectorPaint | Texture

addattribute

Brush texture details. This is aduplicate of the section from theBrush Editor Palette.

Add UserAttribute

Vector Paint > VectorPaint |Geometry

addattribute

Brush geometry details. This is aduplicate of the section from theBrush Editor Palette.

Add UserAttribute

Eraser > (Same asPaint)

addattribute

Click to add attributes. Add UserAttributes

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Tool Control Type What it does Opens thisdialog box

Notes

Paint Through > Sameas Paint except:

Texture does notincludeGeometry. And itincludes the following:

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Tool Control Type What it does Opens thisdialog box

Notes

Texture > Image |

Filename

entry box,button

Texture > Info |Description

information

Texture > Info |Height information

Texture > Info |Width information

Texture > Preview |PreviewAlpha

entry box,slider

Range:0.10 to1.00

Texture > Preview |Image

image

Texture > Transform |Image Scale

two entryboxes

Enter values to scale the image onthe x and y axes.

Texture > Transform |ImageScale

button Locks the current ImageScalevalues so that any changes to scaleare applied proportionately toboth axes.

Texture > Transform |Pan Lock

checkbox Locks the image position relative tothemodel. If you pan themodel,the image that you're paintingthrough pans too.

Texture > Transform |Scale Lock

checkbox Locks the image size relative to themodel. If you zoom themodel in orout, the image that you're paintingthrough zooms in or out too.

Texture > Transform |Reset Size

dropdown ToOriginalSize,RelativeToPaintBuffer.

Texture > Transform |Auto Reset

dropdown Reset, DoNotReset.

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Tool Control Type What it does Opens thisdialog box

Notes

Texture > Gradient >Info |Width

information

Texture > Gradient >Preview | PreviewAlpha

swatch The alpha value to use for thegradient “floating” over themaincanvas

Texture > Gradient >Preview | Image

image Preview version of the gradient

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Tool Control Type What it does Opens thisdialog box

Notes

Gradient > Same asPaint except:

Texture does notincludeGeometry. Andit includes:

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Tool Control Type What it does Opens thisdialog box

Notes

Texture > Gradient >Gradient |Description

information

Texture > Gradient >Gradient |Name

information

Texture > Gradient >Gradient |Name

dropdown Selects between Linear or Radialgradient.

Texture > Gradient >Gradient |Out Point

entry box,slider

How far through the gradient thefinal color reaches.

0.00 to1.00,highervaluesimply theend color isreachedlater.

Texture > Gradient >Gradient | In Point

entry box,slider

How far through the gradient thestart color lasts for (before it startsgraduating into the end color).

0.00 to1.00,highervaluesimply thestart colorfinisheslater.

Texture > Gradient >Gradient | End

swatch Final color for the gradient (colorthat the gradient ends up as).

Texture > Gradient >Gradient | Start

swatch First color for the gradient (colorthe gradient starts out as).

Texture > Gradient >Info |Height

information

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Tool Control Type What it does Opens thisdialog box

Notes

Clone Stamp > Same asPaint Through exceptit includes:

Texture > Debug |Relative

checkbox

Texture > Debug|DebugView

checkbox

Texture > Debug |Preview Alpha

entry box,slider

Range:0.10 to1.00

Texture > Image | CloneFrom

two entryboxes

Texture > Preview |Onscreen Preview

checkbox

Towbrush >MriTowbrush > General| Falloff

entry box,slider

Sets how sharply the textureblends in from the edges of theselected patch. Higher values havesharper transition to thesurrounding texture, lower valuesblendmore smoothly.

Towbrush >MriTowbrush > General| Value

entry box,slider

Controls howmuch of the color ofthe original patch to preserve.Higher values keepmore of theoriginal color, lower values blendthewhole patch in with thebackground as youmove it.

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Tool Control Type What it does Opens thisdialog box

Notes

Eye Dropper > General |Sample Size

entry box,slider

Radius in pixels that theeyedropper uses when samplingcolors off the surface of themodel.

Range: 1 to15

Eye Dropper > Graph |Grid Size

entry box,slider

The size of the grid overlay.

Eye Dropper > Graph |Grid

checkbox Enable the grid overlay.

To see the grid overlay youmustselect a Type other thanNone.

Eye Dropper > Graph |Color

swatch The color of the grid overlay.

Eye Dropper > Graph |Type

dropdown The orientation of the EyeDropper guide. When Both isselected, both axes of the guide aredisplayed.

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Painting PaletteThe Painting palette and the controls that can be found on it are described in the table below. Whencontrols also bring up additional dialogs, these are referenced for more information.

What It DoesThe Painting palette displays information and controls formanaging painting features.

Painting Palette Fields

Control Type What it does Opensthisdialogbox

Notes

Painter > Filtering | Image dropdown The image filtering to usewhencopying textures using the clonetools (CloneStamp andPaintThrough). One of:

•Nearest - preserves edge detail,but gives quite "blocky" textures.

• Bilinear - gives good results, butcan produce square artifacts atextreme zoom.

• Bicubic - providesmore roundedresults, slightly blurrier but withoutthe square artifacts.

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Control Type What it does Opensthisdialogbox

Notes

Painter > SourceGrade | Enabled checkbox Enables source image grading.

Used this to grade your sourceimagewhen cloning fromor paintingthrough an image.

Painter > SourceGrade | Rgb entry box,slider

Changes the overall color saturationfor all three color components ofthe source image. Moving this alsomoves the separateRed,Green,and Blue sliders.

Painter > SourceGrade | Red entry box,slider

Changes the color saturation in theRed component of the sourceimage.

Painter > SourceGrade |Green entry box,slider

Changes the color saturation in theGreen component of the sourceimage.

Painter > SourceGrade |Blue entry box,slider

Changes the color saturation in theBlue component of the sourceimage.

Painter > SourceGrade | Contrast entry box,slider

Changes the contrast of the sourceimage.

Painter > SourceGrade |Saturation

entry box,slider

Changes the color saturation of thesource image. Used in addition tothe RGB sliders.

Painter > SourceGrade | Value curveeditor

Allows you to edit the color valuecurve for the source image.

PaintBuffer > PaintBuffer |ColorDepth

dropdown Color depth of the paint buffer. 8,16, or 32-bit color.

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Control Type What it does Opensthisdialogbox

Notes

PaintBuffer > PaintBuffer |BufferSize

dropdown Onscreen resolution of the paintbuffer. This controls the amount ofdetail you can usewhen painting,not the resolution of the patches inyour project.

PaintBuffer > PaintBuffer | Clamp checkbox If this is checked, Mari restricts therange of the image to valuesbetween 0 and 1.

PaintBuffer > Transform |Translation

entryboxes

The amount that the buffer hasbeen translated (moved onscreen)from the default.

PaintBuffer > Transform | Scale entryboxes

The amount that the buffer hasbeen scaled (resized) from thedefault.

PaintBuffer > Transform |Rotation

entry box,slider

The amount that the buffer hasbeen rotated from the default.

PaintBuffer > Transform | Reset button Resets the paint buffer to thedefault values, removing anytranslations or distortions you haveapplied.

PaintBuffer > Transform |Resetonbake

dropdown Either:

• Enabled - the paint bufferautomatically resets to defaultsettings every time you bake thepaint.

• Disabled - any changes you havemade to the paint buffer stay untilyoumanually click theResetbutton.

PAINTING PALETTE |

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Projection PaletteThe Projection palette and the controls that can be found on it are described in the table below.When controls also bring up additional dialogs, these are referenced for more information.

What It DoesThe Projection palette holds controls for howMari projects the paint onto themodel. This includes details of thevariousmasks available (edgemask, channelmask, depthmask, ambient occlusionmask, backfacemask and fractalnoisemask).

Projection Palette Fields

Control Type What it does Opensthisdialogbox

Notes

Projection Settings > Masking |Masking Disabled

checkbox Disables all masking,regardless of channel, andoverrides theMaskingEnabled setting.

When enabled, a

icondisplays in thestatus bar.

Projection Settings > Masking |Mask Preview Color

swatch What color to display themasking on-screen.

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Control Type What it does Opensthisdialogbox

Notes

Projection Settings > Masking |MaskPreviewEnabled

checkbox Shows themasking. Areas thatare covered by the currentdefinedmask(s) are showncolored. This includes all themasking currently in use – forexample, if you have both theedgemask and depthmaskturned on, Mari shows theeffects of bothsimultaneously.

When enabled, a

icondisplays in thestatus bar.

Projection Settings > Painting |PaintingMode

dropdown The blendingmode used whenthe paint bakes down onto thechannel surface. The default isNormal (paint in the bufferoverwrites the surface), butMari supports a number ofother blendingmodes.

Projection Settings > Painting |PaintingOpacity

entry box,slider,reset

How opaque the paint is. Thisis amultiplier on the paintbuffer contents. At 1.0, thepaint bakes down to thesurfacewith the same opacityas it is in the buffer. At 0.5, thepaint applied to the surface ishalf as transparent as whenit's in the buffer.

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Control Type What it does Opensthisdialogbox

Notes

Projection Settings > Projection |ProjectionFilter

dropdown The image filtering to usewhen calculating how to applythe paint buffer onto thesurface. One of:

•Nearest - preserves edgedetail, but gives quite"blocky" textures.

• Bilinear - gives good results,but can produce squareartifacts at extreme zoom.

Projection Settings > Projection |BakeBehavior

dropdown One of:

•Manual - you have to bakemanually. After a bake, thepaint stays in the paintbuffer until youmanuallyclear it.

• ClearOnly - you have tobakemanually. After a bake,the paint buffer clearsautomatically.

• AutoBakeAndClear - Maribakes, and then clears thepaint buffer, whenever youmove themodel.

Projection Settings > Projection |Projection

dropdown One of:

• Front - paint only applies tothe front of themodel, as itis visible in the current view.

• Through - paint applies to allsurfaces on themodel underyour brush, whether or notthere is something in frontof them.

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Control Type What it does Opensthisdialogbox

Notes

Projection Settings > Projection |ProjectOn

dropdown Either:

• All - you can paint on allareas on yourmodel(s),selected or not.

• SelectedOnly - you can onlypaint on the currentlyselected areas.

Projection Settings > EdgeMask toggle Whether the edgemask isturned on or not. If this is on,butMaskPreviewEnabled isoff, themodel ismasked butyou won't see themasking.That is, you can see themask'seffects, but not themaskitself.

When enabled, a

icondisplays in thestatus bar.

Projection Settings > EdgeMask >General | FalloffEnd

entry box,slider,reset

Controls where the edgemaskends on themodel. The higherthe value, the closer, moreforward facing themaskfinishes.

Range: 0.00 to1.00 Reset: 0.00

Projection Settings > EdgeMask >General | FalloffStart

entry box,slider,reset

Controls where the edgemaskstarts on themodel. Thehigher the value, themoreforward facing themaskingstarts. If this is higher than theFalloffEnd, areas facing theview are paintable, and areasoblique to the view aremasked. If this is lower, facingareas aremasked and obliqueareas are paintable.

Range: 0.00 to1.00 Reset: 0.00

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Control Type What it does Opensthisdialogbox

Notes

Projection Settings > ChannelMask toggle Whether the channelmask isturned on or not. If this is on,butMaskPreviewEnabled isoff, themodel ismasked butyou won't see themasking.That is, you can see themask'seffects, but not themaskitself.

When enabled, a

icondisplays in thestatus bar.

Projection Settings > ChannelMask >General |MaskChannel

dropdown Sets the channel holding themask for the paint buffer. Thismask sets the paintable areawithin the buffer.

Projection Settings > ChannelMask >General |MaskAmount

entry box,slider,reset

The amount that themaskaffects the paint buffer. 1.0means that themaskabsolutely controls where youcan paint; the effects of themask decrease as the valuegets lower.

Projection Settings > ChannelMask >General |MaskContrast

entry box,slider,reset

The contrast applied to theoriginal channel to derive themask. At 1.0, themask comesdirectly from the originalchannel. Lower valuesmakethemask fuzzier than theinput channel, higher valuesmake it sharper than the inputchannel.

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Control Type What it does Opensthisdialogbox

Notes

Projection Settings > ChannelMask >General |Mask Curve

curveeditor,reset

Sets how the channelmaskingworks.

The x axis is the color of thesource pixel (black to the left,white to the right). The y axis ishow paintable the target pixelis. By default, the curve runsfrom the bottom at the left upto the top at the right - soblack pixels are totally masked,white pixels are totallypaintable, and there's aconstant curve between thetwo. Use this if you want tochangewhich pixel values aremasked.

Projection Settings > ChannelMask >General | Invert

check box Whether to invert the inputfrom themask. If this isselected, themask data isblack on white rather thanwhite on black.

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Control Type What it does Opensthisdialogbox

Notes

Projection Settings > AmbientOcclusion Mask

toggle Whether the ambientocclusionmask is turned on ornot. If this is on, butMaskPreviewEnabled is off,themodel ismasked but youwon't see themasking. That is,you can see themask's effects,but not themask itself.

Before using this, you shouldcalculate the ambientocclusion for each object inthe project (Objectsmenu,select AmbientOcclusion).

When ambientocclusionmasking is

enabled, aicon displays inthe status bar.

Projection Settings >AmbientOcclusionMask > General |Mask Amount

entry box,slider,reset

The amount of ambientocclusionmasking to apply.

Projection Settings >AmbientOcclusionMask > General |MaskContrast

entry box,slider,reset

The contrast applied to theambient occlusion to derivethemask. At 1.0, themaskcomes directly from thecalculated ambient occlusion.Lower valuesmake themaskfuzzier than the ambientocclusion, higher valuesmakeit sharper.

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Control Type What it does Opensthisdialogbox

Notes

Projection Settings >AmbientOcclusionMask > General |MaskCurve

curveeditor,reset

Controls how the ambientocclusion pixel values relate tothe degree of masking. Thehorizontal axis is the darknessof the occluded pixels (black tothe left, white to the right), thevertical axis is the degree ofvisibility. By default, this is adirect line, wherewhite pixelsare totally masked, black pixelsare totally unmasked, and50% gray is 50%masked.

Projection Settings >AmbientOcclusionMask > General |Invert

checkbox If this is selected, themaskdata is black on white ratherthan white on black.

Projection Settings > DepthMask toggle Whether the depthmask isturned on or not.

When enabled, a

icondisplays in thestatus bar.

Projection Settings > DepthMask >General | Start

entry box,slider,reset

The depth in the scene for thedepthmasking to start.

Projection Settings > DepthMask >General | End

entry box,slider,reset

The depth in the scene for thedepthmasking to finish.

Projection Settings > DepthMask >General | Falloff

entry box,slider,reset

How fast the depthmaskingapplies. Lower valuesmakethemask apply slowly, highervaluesmake it apply morequickly.

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Control Type What it does Opensthisdialogbox

Notes

Projection Settings > BackfaceMask toggle Whether the backfacemask isturned on or not.

When enabled, a

icondisplays in thestatus bar.

Projection Settings > Fractal NoiseMask

toggle Whether the fractal noisemask is turned on or not.

When enabled, a

icondisplays in thestatus bar.

Projection Settings > Fractal NoiseMask > General | Seed

entry box,slider,reset

Changes the pattern of thenoise by moving the patternthrough 3D space.

Projection Settings > Fractal NoiseMask > General | Contrast

entry box,slider,reset

Controls the level of contrastapplied to the fractal noisefeatures to derive themask.

Projection Settings > Fractal NoiseMask > General | Roughness

entry box,slider,reset

Determines the roughness ofthe fractal noise features.

Projection Settings > Fractal NoiseMask > General | Size

entry box,slider,reset

Determines the size of thefractal noise features.

Projection Settings > Fractal NoiseMask > General |Mask Amount

entry box,slider,reset

The amount that themaskaffects the paint buffer. 1.0means that themaskabsolutely controls where youcan paint; the effects of themask decrease as the valuegets lower.

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Control Type What it does Opensthisdialogbox

Notes

ProjectionSettings > Fractal NoiseMask > General |Mask Curve

curveeditor,reset

Controls how the fractal noiserelates to the degree ofmasking, based on the abovefields. This allows you to finetune the contrast and patternappearance of the fractalnoisemask.

Projection Settings > Fractal NoiseMask > General | Invert

checkbox If this is selected, themaskdata is black on white ratherthan white on black.

PROJECTION PALETTE |

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Shelf PaletteThe Shelf palette and the controls that can be found on it are described in the table below. Whencontrols also bring up additional dialogs, these are referenced for more information.

What It DoesThe Shelf stores sets of brushes and colors. These include:

•Menu shelf - the content of the F9menu.

• Personal shelf (with customized items) - selected items you use regularly.

• Basic Brushes shelf - a set of predefined basic brushes.

•Hard Surface Brushes shelf - a set of predefined hard surface brushes.

•Organic Brushes shelf - a set of predefined organic brushes.

• Project - shelf items for just the current project.

Shelf Palette Fields

Control What it does Notes

Types of Controls Select from shelves, click icons to addnew shelf, spawn floating shelves, deletecustom shelves.

Mari saves shelves as .msh files, and itemswithinshelves (which you can save through a right-clickoption) as .msi files.

Right-click to toggle icon size (for example, to usesmaller icons to create color swatches).

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Snapshots PaletteThe Snapshots palette and the controls that can be found on it are described in the table below.When controls also bring up additional dialogs, these are referenced for more information.

What It DoesThe Snapshots palette displays:

• a list of snapshots for the entire project or currently selected channel

• buttons to take, revert, or delete channel snapshots

• information about snapshots, such as name, when they were created and by what user.

Snapshots Palette Fields

Control Type What it does Opens thisdialog box

Notes

Channels > All button Displays a list of allsnapshots in theproject.

Channels > Current button Displays a list ofsnapshots for thecurrently selectedchannel.

Created info The date and timewhenthe snapshot was taken.

Preview thumbnail A thumbnail preview ofthe snapshot.

Name info The name of thesnapshot.

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Control Type What it does Opens thisdialog box

Notes

User info The name of the userthat created thesnapshot.

button Takes a new snapshot.Depending on whetherChannels > All, orChannels > Current isselected, this buttonbehaves differently. IfAll is selected, asnapshot is taken for allchannels in a project. IfCurrent is selected, asnapshot is only takenfor the current channel.

Snapshot AllChannels.

SnapshotChannel.

button Extracts the snapshotinto a new channel intheChannels paletteand populates theLayers palette with thelayers of the snapshot.

ExtractSnapshot

This option isonlyavailablewhen theChannels >Currentbutton isactive.

button Loads the selectedsnapshot.

button Deletes the selectedsnapshot.

DeleteSnapshot

SNAPSHOTS PALETTE |

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Modo Render PaletteTheModo Render palette and the controls that can be found on it are described in the table below.When controls also bring up additional dialogs, these are referenced for more information.

What It DoesTheModo Render palette allows you to render a final image of your scene in Modo with yourMari channelsmapped to aModo shader, bake into Mari channels, preview render and bake, and save out theMari scene as an .lxofile.

Modo Render Palette Fields

Control Type What it does Dialog Notes

Render Tab

Render Preset dropdown The render preset that specifies the rendersettings used. If you don't yet have anypresets, you can specify None, or chooseBasic forMari to adjust the render settings toa basic level.

ChannelAssignment | +

button Set the channel in Mari and the specific Modoeffect that you want to assign to it.

AssignChannelDialog

ChannelAssignment | -

button Remove the selected channel assignment.

Mari Channel information The assignedMari channel.

Modo Effect information The assignedModo effect.

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Control Type What it does Dialog Notes

Preview button Preview the final render in the Previewportion of theModo Render palette, ineither a Flattened orNot Flattened state.The preview is sent fromModo.

Flattened/NotFlattened

dropdown When Flattened, the assigned channels areflattened and sent to Modo. Modo sendsback the preview.

If Not Flattened, the assigned channels aresent to Modo as they are andModo thensends back the preview.

button PreventsMari from sending camera updatesto Modo and, thus, the preview fromupdating until it is toggled again.

RenderDimensions

entry box Thewidth and height of the exported imagein pixels.

Flattened/NotFlattened

dropdown When Flattened, the assigned channels areflattened and sent to Modo. Modo sendsback the render.

If Not Flattened, the assigned channels aresent to Modo as they are andModo thenrenders out the image.

Save Render to entry box,file browser

The location to which the rendered image issaved. Modo saves the rendered image in a.png or .exr file

Save LXO to entry box,file browser

The location to which theModo scenerepresenting yourMari scene is saved as an.lxo file.

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Control Type What it does Dialog Notes

Render button Render the scene, in either a Flattened orNot Flattened state, with Mari channelsassigned to Modo shader effects. Mari sendschannels and other data to Modo, thenModorenders the scene to an image file specified inthe Save Render to field.

TheModo scene representing theMari sceneis saved out to an .lxo specified in Save LXOto field. Also, the preview sent fromModo isshown in the Preview pane of theModoRender palette.

Bake Tab

Bake Preset dropdown Select the specific preset you want to bakeout. Choose from theMari defaults orcustompresets defined in .lxo files.

Name information The parameter name for the component.

Value information The value of the corresponding parameter.This is editable within the table, and updatesthe same parameters within Modo.

Preview | button PreventsMari from sending camera updatesto Modo and, thus, the preview fromupdating until it is toggled again.

This is the same as the preview in theRendertab, and the toggled state in one tabmatchesthat in the other.

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Control Type What it does Dialog Notes

BakeResolution

dropdown Specify the resolution of the baked texturefrom the following options:

• 256 x 256

• 512 x 512

• 1024 x 1024

• 2048 x 2048

• 4096 x 4096

• 8192 x 8192

• 1624 x 1634

• 32768 x 32768

Bake Depth dropdown Specify the channel depth from the followingoptions:

• Byte (8 bit)

• Half (16 bit)

• Float (32 bit)

Bake button Bakes the result (for example, ambientocclusion) out from an .lxo file to a channel inMari to use in your project.

Settings Tab

Use dropdown Specify whether to use theDefault Modo - abundled version of Modo (command line)that ships with Mari - or a copy of a LocallyInstalled Modo.

Modo Bin entry box If you chose to use a local copy of Modo,specify the location file path forMari to findthe application.

Command Port entry box Sets the port number through whichMarisends commands to Modo. The default portnumber is 12377.

Preview Port entry box Sets the port number through whichMarireceives previews fromModo. The defaultport number is 12377.

MODO RENDER PALETTE |

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New Project DialogThe New Project dialog is described below with functions for how to access it. A list of the controlson the dialog box can be found in the table below.

What It DoesTheNewProject dialog box lets you select geometries and various options for a newMari project. Use the Pathcontrol to select an .obj, .ptx, .abc, or .fbx file you want to use in the project.

Resize the dialog box to display long filenames or select multiple files to display more than one geometry, if they areof the same file type. Mari checks themodel for any errors that might prevent it fromprocessing, for examplewhether UVs overlap or touch border edges. AMesh Sanity Check dialog displays any warnings or errors. (Errorscancel opening themodel, but you can continuewith warnings.)

Depending on the size and complexity of textures, it can take several minutes the first time you load them into aMari project. Once saved, however, the project should open quickly in future.

How to Access It•Menubar | File > New

• Keyboard | Ctrl/Cmd+N

• Projects tab |New button

• Projects tab | Right-click > New

• Toolbar |

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New Project Dialog Box Fields

Control Type What it does Opens thisdialog box

Notes

Name entry box Lets you specify the name ofthe project.

This is for you to identifythe project only (this is nota filename).

Geometry

Path entry box,dropdown,button

Opens .obj, .ptx, .abc, or.fbx files. Dropdown lists thelast 10 opened.

Once you select a file, theMesh options appear undertheRoot Path.

Pick Meshdialog

Select by either typing thePath, selecting from thedropdown of the last 10files selected, or clickingthe icon to browse to afile.

Mesh options |Mapping Scheme

dropdown If there is a UV map available,and you would like to use it,select UV if available, Ptexotherwise. If you prefer touse Ptex, select Force Ptex.This option loads the selectedgeometry and replaces theexisting UVmap with a Ptexmap.

Only available whenchoosing .obj, .abc, or.fbx files in the Path.

Mesh options |Selection Sets

dropdown Selection sets have twooptions, to either:

• Create From Face Groups- this is the default behaviorand allows the use ofselection sets in Mari.

• Don’t Create - if youchoose not to create aselection set, Mari does notcreate any from the file.

Only available whenchoosing .obj files in thePath.

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Control Type What it does Opens thisdialog box

Notes

Mesh options |MultipleGeometries PerObject

dropdown If your .obj consists ofmultiple geometries, youhave the option toMergeGeometries Into One,which is the default behavior,or Create SeparateGeometries (Ptex Only). Ifyou selectMergeGeometries Into One, Maricombines the individualgeometries into a singlegeometry, while selectingCreate SeparateGeometries (Ptex Only)creates individualgeometries.

Only available whenchoosing .obj files in thePath.

Even if you select CreateSeparate Geometries(Ptex Only), Mari onlydisplays a single geometryon the canvas. However,when you export achannel you have theoption to export individual.ptx files for eachgeometry.

Mesh options | StartFrame and EndFrame

entry box Set the frame range from thesource file to import.

Only available whenchoosing .obj, .abc, or.fbx file sequences in thePath.

Mesh options | SingleFrame

button Sets the other fields to onlyimport the first frame fromthe animation in the objectfile.

Only available whenchoosing .obj, .abc, or.fbx file sequences in thePath.

Mesh options |AllFrames

button Sets the other fields toimport the entire animationfrom the object file.

Only available whenchoosing .obj, .abc, or.fbx file sequences in thePath.

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Control Type What it does Opens thisdialog box

Notes

Mesh options |Process eachgeometry file as a

dropdown For Ptex files, there are twochoices for the geometrymesh options:

• Separate Object - createsonly one object with onegeometry.

• Separate Geometry InOne Object - creates onlyone object, but hasmultiplegeometries within it.

Only available whenchoosing .ptx files in thePath.

The option to SeparateGeometry In OneObject is essentially theinverse of the Ptexchannel export process,and allows projectreconstruction.

Mesh options |Merge Type

dropdown Choosewhether to mergeselected items from theobject hierarchy tree as:

• Single Mesh - mergesselected geometry into onesinglemesh in a GeoEntity.Note that this implies thatthe information about theoriginal geometries cannotbe accessed once themergeis done.

• Just Merge Nodes -merges selected geometryinto oneGeoEntity whileretaining themetadata andmesh information aboutthe original individualgeometries. Note, thisinformation can only beaccessed by more technicalusers using the C API.

Only available whenchoosing .abc or .fbx filesin the Path.

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Control Type What it does Opens thisdialog box

Notes

Mesh options | Take dropdown,information

If an object has beenexported with animationtakes, the takes are shown inthe dropdownmenu.Otherwise, informationregarding the only takeavailable is shown.

Only available whenchoosing .fbx files in thefile browser. When addingan object with animationtakes, the take can only beselected on import andcannot be changed at alater point.

Mesh options | Scene information In the object hierarchy,shows all the geometries ormeshes, cameras, and groupsthat are part of the selectedAlembic file. Note, expandingthe parent row, reveals thechild geometries beneath it.

Only available whenchoosing .abc or .fbx filesin the Path.

Mesh options |Merge

checkbox Select the checkbox todetermine if a geometry is tobemerged with another onproject creation.

Only available whenchoosing .abc or .fbx filesin the Path.

Formore information onmerging Alembic or FBXgeometry, see Create aNew Project under theAlembic and FBX chapter intheMari User Guide.

Mesh options |Frame Offset

entry box Set by howmany frames tooffset the loading of ananimated object. You canspecify a frame range, orsimply a number of frames.

Only available whenchoosing .abc or .ptx filesin the Path.

Texture

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Control Type What it does Opens thisdialog box

Notes

Root Path dropdown,button

Displays the root path for theproject. This is whereMarilooks for any existingtextures to import as itcreates the channels.

Choose BasePath dialog

This is the value that Marisubstitutes for $PATH inthe import templates inthe bottom list.

Scan button Scans the Root Path for anyexisting texture files.

After scanning the RootPath, you should alwaysset the Size of the texturefilesmanually. The defaultvaluesMari setsmay notbe correct as channels cancontainmany differentpatch sizes.

Prefix entry box Filename prefix for existingtexture files, if applicable.

Create checkbox Select this to create the listedchannel.

Import checkbox Select this to import existingtextures into the channelafter creating it.

Name information Nameof the channel tocreate. Mari sets a defaultvalue, but you can changethis.

For example, color,specRough, dispFine,dispBroad, colorDetail,colorDetailMask.

Size dropdown Patch size for the newchannel. Mari sets a defaultvalue, but you can changethis.

256x256, 512x512,1024x1024, 2048x2048,4096x4096, 8192x8192,16384x16384,32768x32768

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Control Type What it does Opens thisdialog box

Notes

Colorspace dropdown The colorspace in which thecolors within your project areinterpreted. Either selectfrom the shipped config filesor allowMari to set anAutomatic colorspace.

You can change thesesettings within the projectafter project creation, ifnecessary.

File Space dropdown The file space used whengenerating vectors. Mari setsa default but you can changethis.

Normal or Vector.

Fill swatch Color to fill the new channel.Mari sets a default value, butyou can change this.

Click the swatch to changethe color.

Depth dropdown The color depth size. Marisets a default value, but youcan change this.

8bit (Byte), 16bit (Half),or 32bit (Float).

Files entry The filename template usedto pick existing textures toimport into the channel. Marisets a default value, but youcan change this, or you canuse the button to open adialog allowing you tomanually pick the files.

button Opens a dialog box allowingyou to pick the textures forMari to import into the newchannel.

Import Dialog

image Indicates that Mari has notfound any textures toimport.

If there are textures toimport, Mari displays thenumber of patchesavailable.

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Control Type What it does Opens thisdialog box

Notes

Colorspace

All of the following Colorspace options can also be changed after project creation, if you decide you no longerwant to use the colorspace setting that was chosen during project creation.

OCIO Config dropdown A list of either user-definedconfig files (Custom) orshipped OpenColorIO configfiles that handle colorspace.

Custom OCIOConfig

entry box,button

If you choseCustom for theOCIO Config file choice,specify the filepath to theconfig file.

Monitor dropdown The default colorspace, whichapplies to thumbnails and UIelements.

Typically, this should be thesame colorspace as youintend to use for the canvas.

Color Picking dropdown The colorspace for all colorpickers, swatches, and imageviewers.

8 bit Data dropdown The default colorspace for 8-bit channels, and reading andwriting image files with 8-bitdata.

16 bit Data dropdown The default colorspace for16-bit channels, and readingand writing image files with16-bit data.

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Control Type What it does Opens thisdialog box

Notes

8 bit Scalar dropdown The default colorspace formasks, heights, normals,depths and, generally, anynon-color imagewith 8-bitdata.

16/32 bit FloatData

dropdown The default colorspace for16- and 32-bit (float)channels, and reading andwriting image files with 16-and 32-bit, floating pointdata.

NEW PROJECT DIALOG | NEW PROJECT DIALOG BOX FIELDS

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Project Settings DialogThe Project Settings dialog is described below with functions for how to access it. A list of thecontrols on the dialog box can be found in the table below.

What It DoesThe Project Settings dialog box lets you change the colorspace options for yourMari project after project creation.These colorspace options are all presented in theNew Project dialog when first setting up a project, however, youmay wish to change it at a later stage. This dialog provides all the same options andmakes the changes on a project-wide basis.

How to Access It•Menubar | File > Settings

Project Settings Dialog Box Fields

Control Type What it does Opens thisdialog box

Notes

Colorspace

OCIO Config dropdown A list of either user-definedconfiguration files (Custom)or shipped OpenColorIOconfiguration files thathandle colorspace.

Custom OCIOConfig

entry box,button

If you choseCustom for theOCIO Config file choice,specify the filepath to theconfiguration file.

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Control Type What it does Opens thisdialog box

Notes

Monitor dropdown The default colorspace, whichapplies to thumbnails and UIelements.

Typically, this should be thesame colorspace as youintend to use for the canvas.

Color Picking dropdown The colorspace for all colorpickers, swatches, and imageviewers.

8 bit Data dropdown The default colorspace for 8-bit channels, and reading andwriting image files with 8-bitdata.

16 bit Data dropdown The default colorspace for16-bit channels, and readingand writing image files with16-bit data.

8 bit Scalar dropdown The default colorspace formasks, heights, normals,depths and, generally, anynon-color imagewith 8-bitdata.

16/32 bit Float Data dropdown The default colorspace forfloat channels, and readingand writing image files withfloating point data.

PROJECT SETTINGS DIALOG |

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Select Color DialogThe Select Color dialog is described below with functions for how to access it. A list of the controls onthe dialog box can be found in the table below.

What It DoesThe Select Color dialog box lets you view and change colors. The controls on this palette all work together - as youchange the color through one control, the other controls update to show your change.

How to Access It• Tools toolbar | Foreground color swatch

• Tools toolbar |Background color swatch

• Colors palette | Foreground color swatch

• Colors palette |Background color swatch

• Add Channel dialog | Color color swatch

Select Color Dialog Fields

Control Type What it does Notes

swatch Displays currently selected color.

entry box,slider

Specify Red values. Range: 0.000 to 1.000

entry box,slider

Specify Green values. Range: 0.000 to 1.000

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Control Type What it does Notes

entry box,slider

Specify Blue values. Range: 0.000 to 1.000

entry box,slider

Specify Alpha values. Range: 0.000 to 1.000

entry box,slider

Specify Hue values. Range: 0.000 to 0.999

entry box,slider

Specify Saturation values. Range: 0.000 to 1.000

entry box,slider

Specify Value values. Range: 0.000 to 1.000

Colorspace dropdown The colorspace in which the colors areinterpreted. Automatic is determinedby theColor Picking control in theProject Settings, or the same controlset at project creation.

OCIO colorspace roles are alsodisplayed in this list.

This colorspace can bereset to the defaultoption by clicking .

History Swatches swatch These swatches store the 5 mostrecently selected colors. When a newcolor is selected, it is added to the topof the list. Clicking on a swatch selectsit as the current color.

You can drag and dropfrom the current swatchto the history swatchesto manually arrange thecolors.

HSV tab: field,sliders,optionbuttons

Use this to pick colors from aHue/Saturation/Value field.

To create custom colorspectrums. Adjust thefield values using thecontrols on the right,then click in the field toset the foreground color.

SELECT COLORDIALOG |

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Control Type What it does Notes

Values tab: field Use the fields to manually enter RGBAand HSV values for eitherByte (8 Bit),Half (16 bit), or Float (32 Bit)categories.

This sets the defaultvalues for RGBA and HSVcolors when creatingeither 8 bit, 16 bit, or 32bit channels.

Gray tab:sliders,buttons

Use this to pick a gray value from thegradient, or one of the presets.

Intensity entry box,slider

Adjusts the intensity of colors in theSelect Color dialog to select HDRcolors. HDR colors are considered tobe any color with an intensity that isgreater than 1.

From 0 to 4096; defaultsto 0.

Themaximum range ofthe Intensity slider canbe adjusted in theMariPreferences Dialog underColor > ColorManagement Defaults |Color PickerMaximum.

button Pick a color fromwithin Mari, as well asfrom your desktop or other windows

Canvas dropdown The type of pixels you want the colorpicker to pick from. Either Pick screenPixels or Pick raw pixels.

SELECT COLORDIALOG |

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Advanced Blending ModeThe Advanced Blendingmode pop-up from within the Layers palette is described below withfunctions for how to access it. A list of the controls in the pop-up can be found in the table below.

What It DoesTheAdvanced Blending mode pop-up lets you adjust the blended colors before the blendingmode is applied tothe selected layers and layered shaders. Thesemodes can be applied to each layer independently, regardless ofwhether it already has other adjustments applied to it.

How to Access It• Button | Layers Palette >

• Button | Shaders Palette > Shader Layers tab>

• Button |Mask Stack >

• Button | Adjustment Stack >

Advanced Blending Mode Fields

Control Type What it does Notes

Mode dropdown Select the blendmode that you want to modifywith the advanced settings.

Amount entry box,slider

Adjusts the blendmode amount.

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Control Type What it does Notes

AmountEnabled

dropdown Enable orDisable the ability to change theblendmode amount.

If Amount has already beenmodified and AmountEnabled is set to Disable, thenthe amount is not reset to thedefault. It is locked to theamount entered whenDisablewas set.

Blending dropdown Choosewhether to modify the blendingmodewith Basic orAdvanced settings. If you selectBasic, theComponent field and the curveeditor fields cannot bemodified.

Component dropdown Select either theGrayscale, Red,Green, Blue,or Luminance components to adjust whenmodifying the curve editors and applying theblendmode.

This Layer curve editor Maps between input and output values for theselected layer.

Drag to move points on thegraph. Add points byclicking on the curve. Edit apoint by right-clicking it.

Below layer curve editor Maps between input and output values for thelayer stack below the selected layer.

Drag to move points on thegraph. Add points byclicking on the curve. Edit apoint by right-clicking it.

Swizzle Red dropdown Select the component - R,G, B,A,One, or Zero- that is output from the Red color component.This allows you to re-arrange the RGBA values.

By default, the Red componentis set to output red colorvalues.

SwizzleGreen

dropdown Select the component - R,G, B,A,One, or Zero- that is output from theGreen colorcomponent. This allows you to re-arrange theRGBA values.

By default, the Greencomponent is set to outputgreen color values.

Swizzle Blue dropdown Select the component - R,G, B,A,One, or Zero- that is output from the Blue colorcomponent. This allows you to re-arrange theRGBA values.

By default, the Bluecomponent is set to outputblue color values.

ADVANCED BLENDING MODE |

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Control Type What it does Notes

SwizzleAlpha

dropdown Select the component - R,G, B,A,One, or Zero- that is output from the Alpha component.This allows you to re-arrange the RGBA values.

By default, the Alphacomponent is set to outputalpha values.

ADVANCED BLENDING MODE |

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Add Channel DialogThe Add Channel dialog is described below with functions for how to access it. A list of the controlson the dialog box can be found in the table below.

What It DoesThis allows you to add a single channel to your project. The dropdown at the top of the dialog box lets you selectfrom recently created channels. If you select a channel from the dropdown, Mari updates the rest of the fields withthe details you used last time. You can change any of the values if required.

How to Access It•Menubar | Channel > Add Channel

• Right-click | in Channels Palette > Add Channel

• Button | Channels Palette >

• Button | Shaders Palette >

Add Channel Dialog Fields

Control Type What it does Opensthis dialogbox

Notes

<Previouschannelnames>

dropdown This holds the names of recently createdchannels. Select a channel from the list, and therest of the dialog box updates with the detailsfrom the last time the channel was created.

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Control Type What it does Opensthis dialogbox

Notes

Name information,dropdown

Nameof the channel to create.

Size dropdown Patch size for the new channel. Either 256x256,512x512, 1024x1024, 2048x2048,4096x4096, 8192x8192, 16384x16384, or32768x32768.

Depth dropdown Color depth for the new channel. Either 8bit(Byte), 16bit (Half), or 32-bit (Float).

File Space dropdown The type of file space used for vector painting:Normal, Vector, Vector (flipped Y), orNormal (flipped Y).

Colorspace

Color Data |Colorspace

dropdown The colorspace the channel data is convertedto. Automatic is determined by the file name,size, and type of data in the channel. OCIOcolorspace roles are also displayed in this list.

Mask Data |Colorspace

dropdown The colorspace the channelmask data isconverted to. Automatic is determined by thefile name, size, and type of data in the channel.

OCIO colorspace roles are also displayed in thislist.

Color swatch Color to fill the new channel. Click the swatch tochange the color.

Select ColorDialog

ADD CHANNELDIALOG |

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Channel Presets DialogThe Channel Presets dialog is described below with functions for how to access it. A list of thecontrols on the dialog can be found in the table below.

What It DoesAllows you to set up preferences for quickly creating channels through theChannels palette ormenu. These presetsinclude options such as the color depth size, patch size, file space, and colorspace. This gives you the opportunity toquickly set up a channel template for channel types you know are going to be created numerous times.

How to Access It•Menubar | Channels > Channel Presets

• Right-click | in Channels Palette > Channel Presets

Channel Presets Dialog Fields

Control Type What it does Opens thisdialog box

Notes

Root Path entry box,dropdown,button

Specify the file path for the creation of newchannel templates.

The browse andscanbuttons alsoallow you tosearch for thefile location.

Import dropdown Select which patches to import if a channel isbeing imported for the creation of the template.Options are: All Patches.

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Control Type What it does Opens thisdialog box

Notes

Resize dropdown Select which files should be resized when patchesare being imported for channel templatecreation. Options are: Patches to fit images orImages to fit patches.

Prefix entry box Specify a prefix for organizing created channels.

Create checkbox Select which channel templates you want tocreate from the list in the dialog.

Import checkbox Select which channel templates you want tocreate from imported channels. Import settingswere selected from the earlier option in thedialog.

Name information Nameof the channel type; for instance, color,displacement, or specular.

Size dropdown Select a patch size for the channels from theoptions: 256x256, 512x512, 1024x1024,2048x2048, 4096x4096, 8192x8192,16384x16384, 32768x32768.

Channels canbe resized laterfrom theChannelsmenu or paletteif necessary.

Colorspace dropdown The colorspace in which the colors within yourproject are interpreted. Either select from theshipped configuration files or allowMari to setan Automatic colorspace.

File Space dropdown Select a file space for the created channeltemplate. Options are: Normal and Vector.

Fill swatch Select a color to use for the background ofchannel template.

Select ColorDialog

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Control Type What it does Opens thisdialog box

Notes

Depth dropdown Select a color depth size for the created channeltemplate. Options are: 8bit (Byte), 16bit (Half),32bit (Float).

The color depthsize forchannels can beresized laterfrom theChannelsmenu or paletteif necessary.

Files entry box Specify a file location to be imported.

button Select a file to import for the channel template.This corresponds to the File entry box above.

icon Indicates that Mari has not found any texturesto import.

If there aretextures toimport, Maridisplays thenumber ofpatchesavailable.

CHANNEL PRESETS DIALOG |

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Masks Formats DialogTheMasks Formats dialog is described below with functions for how to access it. A list of thecontrols on the dialog box can be found in the table below.

What It DoesThis allows you to set up a designatedmaterial channel to usewhen you are creating a layered shader.

How to Access It•Menubar | Shading > Add New Shader > Layered

• Right-click | in Shaders Palette > Add New Shader > Layered

• Button | Shaders Palette > > Layered

Mask Formats Dialog fields

Control Type What it does Notes

Size dropdown Set the channel size when creating amask to be:

• 256x256

• 512x512

• 1024x1024

• 2048x2048

• 4096x4096

• 8192x8192

• 16384x16384

• 32768x32768

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Control Type What it does Notes

Depth dropdown Sets the channel depth when creating amask to be:

• 8bit (Byte)

• 32bit (Float)

• 16bit (Half)

MASKS FORMATS DIALOG |

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Convert Type DialogThe Convert Type dialog is described below with functions for how to access it. A list of the controlson the dialog can be found in the table below.

What It DoesConverts the color depth of the selected channel into a different bit depth. The color depth determines the numberof pixels per RGB channel. Existing channels set to another color depth can be converted by simply selecting themand opening theConvert Type dialog box.

How to Access It•Menubar | Channels > Convert Channel

• Right-click | in Channels Palette > Convert Channel

• Button | in Channels Palette >

Convert Type Dialog Fields

Control Type What it does Notes

Type dropdown The color depth options for converting theselected channel. Depth sizes are: 8bit(Byte), 16bit (Half), and 32bit (Float).

You should only see two options inthe dropdownmenu, as it does notshow the current depth size ofyour channel.

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Copy Multiple Textures DialogThe Copy Multiple Textures dialog is described below with functions for how to access it. A list of thecontrols on the dialog can be found in the table below.

What It DoesLets you copy the textures fromone layer to another. If you havemultiple objects in your project, you can copy thetextures between objects.

How to Access ItMenubar | Patches > Copy Textures

Copy Multiple Textures Dialog Fields

Control Type What it does Notes

SourceObject dropdown Select the object holding the source layer.

Source Layer dropdown The layer to copy the patches from.

Select By dropdown Select how to identify the patches on the source layer.

Source Range entry box The patch numbers of the patches to copy textures from.Enter the patch numbers. You can separate patch numberswith commas, or enter ranges.

For example: 1001,1003,1005-1008

Target Object dropdown The object to copy the patches onto.

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Control Type What it does Notes

Target Layer dropdown The layer to copy the patches onto. If required, this can bethe same as the source layer.

Offset entry box A numeric offset for the patch numbers.

For example, if this is set to 100, the source patch 1001 iscopied to 1101. Use this to copy textures between sides ofsymmetrical models.

The default for theOffset is zero.

COPYMULTIPLE TEXTURES DIALOG |

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Channel Transfer DialogThe Channel Transfer dialog is described below with functions for how to access it. A list of thecontrols on the dialog can be found in the table below.

What It DoesLets you transfer channels fromone object or version to another.

How to Access It•Menubar | Channels > Transfer

• Right-click | in Channels Palette > Transfer

Channel Transfer Dialog Fields

Control Type What it does Opens thisdialog box

Notes

Options >Source |Object

dropdown Select the object you want to transferchannels from.

Options >Source |Version

dropdown Select the version of the object you want totransfer channels from.

Options >Destination |Object

dropdown Select the object you want to transferchannels to.

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Control Type What it does Opens thisdialog box

Notes

Options >Destination |Version

dropdown Select the version of the object you want totransfer channels to.

button Moves all the channels that appear in thesource channel list to the destination channellist.

button Moves only the selected channel in the sourcechannel list to the destination channel list.

Multipleselections inthe source listcan bemovedto thedestinationlist.

button Moves only the selected channel in thedestination channel list back to the sourcechannel list.

Multipleselections inthe destinationlist can bemoved to thesource list.

button Moves all the channels that appear in thedestination channel list back to the sourcechannel list.

Ok button Accepts the channel transfer parameters andstarts the transfer.

Cancel button Cancels the channel transfer and closes theChannel Transfer dialog.

Advanced >Source |Frame

entry box,incrementer

For animated objects, select the framenumber you want to transfer channels from.

CHANNEL TRANSFER DIALOG |

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Control Type What it does Opens thisdialog box

Notes

Advanced >Source |Patches

dropdown,entry box,incrementer

Select All, Selected, orRange to specifywhich patches are transferred from.

You can only set Patches to Selected if youhave already selected patches on themodelprior to opening theChannel Transferdialog.

Advanced >Source |Visibility

dropdown If part of an object is hidden, specify whetherto Ignore the visibility settings during texturetransfer or to transfer from theVisible Onlyparts of the object.

Advanced >Source |Selection

dropdown If faces or patches are selected, specifywhether to Ignore the selection settingsduring texture transfer or to transfer from theSelected Only faces or patches.

Advanced >Destination |Frame

entry box,incrementer

For animated objects, select the framenumber you want to transfer channels to.

Advanced >Destination |Patches

dropdown,entry box,incrementer

Select All, Selected, orRange to specifywhich patches are transferred to.

You can only set Patches to Selected if youhave already selected patches on themodelprior to opening theChannel Transferdialog.

Advanced >Destination |Visibility

dropdown If part of an object is hidden, specify whetherto Ignore the visibility settings during texturetransfer or to transfer to theVisible Onlyparts of the object.

Advanced >Destination |Selection

dropdown If faces or patches are selected, specifywhether to Ignore the selection settingsduring texture transfer or to transfer to theSelected Only faces or patches.

CHANNEL TRANSFER DIALOG |

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Control Type What it does Opens thisdialog box

Notes

Advanced >Sampling |Search

dropdown Defines the direction of the search:

• Bidirectional - both forwards andbackwards ray casting.

• Forward - forward ray casting only.

• Backward - backward ray casting only.

• Radial - in a sphere outwards from eachpoint.

By default, thesearch type isset to Radial.

Advanced >Sampling |Interpolation

dropdown Interpolation is similar to Photoshop'ssampling functionality. You can select themethodMari uses to average out pixels fromeither:

• Nearest Neighbor - selects the nearestpixel for sampling.

• Inverse Distance Weighted - weights theaverage on the closest pixels.

• Inverse Distance Weighted (Smoother)- weights the average on the closest pixelswith a priority to providing smoothersampling.

• Inverse Distance Weighted (Sharper) -weights the average on the closest pixelswith a priority to providing sharpersampling.

Interpolationin Mari isdistance-based, notsize-based, assampling isdone in 3Dspace.

Advanced >Sampling |Samples

entry box,slider,incrementer

Set the number of points the search is to findand combinewhen sampling.

By default, thesample size isset to 16.

Advanced >Sampling|Object HasMoved

dropdown Select Yes orNo to specify whether the objecthasmoved. This is to stipulate where the newobject is in relation to the old object orversion.

If the topology of the object has changed, orthe object has beenmoved across the canvas,select Yes.

If the objecthas a differentorientation, forinstance, it hasbeen rotated,data won't betransferredcorrectly.

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Control Type What it does Opens thisdialog box

Notes

Advanced >Sampling|Flatten

dropdown Select whether or not to Flatten the layers inthe selected channels prior to transferring thechannels.

Advanced >Sampling |Bleed Edges

dropdown Choose Yes orNo to specify whether or notto bleed patch edges when applying thetransfer.

Advanced >Sampling |Range

dropdown,entry box,incrementer

Sets how the range for the search distance,when performing the transfer, is limited:

• Infinite - there is no limit; Mari attempts tofind a pixel in the source image data.

•Object Size Percentage - themaximumsearch distance is expressed as a percentageof the destination object's size. For example,if the destination object is 10 world-spaceunits and you set the range value to 10,then themaximumdistance becomes 1world-space unit.

•World Units - themaximum search distanceexpressed directly in world space. Forexample, if you set the range value to 2,then themaximumdistance becomes 2world space units.

Advanced >Sampling | FillColor

dropdown Sets the fill color for new patches to eitherTransparent, Black,White,Mid-gray,Magenta, Foreground, orBackground.

button Resets the dropdown fields in theAdvanced> Sampling tab to the default options.

Ok button Accepts the channel transfer parameters andstarts the transfer.

Cancel button Cancels the channel transfer and closes theChannel Transfer dialog.

CHANNEL TRANSFER DIALOG |

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Layer Transfer DialogThe Layer Transfer dialog is described below with functions for how to access it. A list of the controlson the dialog can be found in the table below.

What It DoesLets you transfer layers fromone object or version to another.

How to Access It• Menubar | Layers > Transfer

• Right-click | layer in Layers Palette > Transfer

Layer Transfer Dialog Fields

Control Type What it does Notes

Options > Source|Object

dropdown Select the object you want to transfer layers from.

Options > Source|Version

dropdown Select the version of the object you want to transferlayers from.

Options > Source| Channel

dropdown Select the channel you want to transfer layers from.

Options >Destination |Object

dropdown Select the object you want to transfer layers to.

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Control Type What it does Notes

Options >Destination |Version

dropdown Select the version of the object you want to transferlayers to.

Options >Destination |Channel

dropdown Select the channel you want to transfer layers to.

button Moves all the layers that appear in the source layer listto the destination layer list.

button Moves only the selected layer in the source layer list tothe destination layer list.

Multipleselections in thesource list can bemoved to thedestination list.

button Moves only the selected layer in the destination layerlist back to the source layer list.

Multipleselections in thedestination listcan bemoved tothe source list.

button Moves all the layers that appear in the destination layerlist back to the source layer list.

Ok button Accepts the layer transfer parameters and starts thetransfer.

Cancel button Cancels the layer transfer and closes the LayerTransfer dialog.

Advanced >Source | Frame

entry box,incrementer

For animated objects, select the frame number youwant to transfer layers from.

Advanced >Source |Patches

dropdown,entry boxincrementer

Select All, Selected, orRange to specify which patchesare transferred from.

You can only set Patches to Selected if you havealready selected patches on themodel prior to openingthe Layer Transfer dialog.

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Control Type What it does Notes

Advanced >Source |Visibility

dropdown If part of an object is hidden, specify whether to Ignorethe visibility settings during texture transfer or totransfer from theVisible Only parts of the object.

Advanced >Source |Selection

dropdown If faces or patches are selected, specify whether toIgnore the selection settings during texture transfer orto transfer from the Selected Only faces or patches.

Advanced >Destination |Frame

entry box,incrementer

For animated objects, select the frame number youwant to transfer layers to.

Advanced >Destination |Patches

dropdown,entry boxincrementer

Select All, Selected, orRange to specify which patchesare transferred to.

You can only set Patches to Selected if you havealready selected patches on themodel prior to openingthe Layer Transfer dialog.

Advanced >Destination |Visibility

dropdown If part of an object is hidden, specify whether to Ignorethe visibility settings during texture transfer or totransfer theVisible Only parts of the object.

Advanced >Destination |Selection

dropdown If faces or patches are selected, specify whether toIgnore the selection settings during texture transfer orto transfer to the Selected Only faces or patches.

Advanced >Sampling |Search

dropdown Defines the direction of the search:

• Bidirectional - both forwards and backwards raycasting.

• Forward - forward ray casting only.

• Backward - backward ray casting only.

• Radial - in a sphere outwards from each point.

By default, thesearch type is setto Radial.

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Control Type What it does Notes

Advanced >Sampling |Interpolation

dropdown Interpolation is similar to Photoshop's samplingfunctionality. You can select themethodMari uses toaverage out pixels from either:

• Nearest Neighbor - selects the nearest pixel forsampling.

• Inverse Distance Weighted - weights the averageon the closest pixels.

• Inverse Distance Weighted (Smoother) - weightsthe average on the closest pixels with a priority toproviding smoother sampling.

• Inverse Distance Weighted (Sharper) - weightsthe average on the closest pixels with a priority toproviding sharper sampling.

Interpolation inMari is distance-based, not size-based, assampling is donein 3D space.

Advanced >Sampling |Samples

entry box,slider,incrementer

Set the number of points the search is to find andcombinewhen sampling.

By default, thesample size is setto 16.

Advanced >Sampling |Object HasMoved

dropdown Select Yes orNo to specify whether the object hasmoved. This is to stipulate where the new object is inrelation to the old object or version.

If the topology of the object has changed, or the objecthas beenmoved across the canvas, select Yes.

If the object has adifferentorientation, forinstance, it hasbeen rotated,data won't betransferredcorrectly.

Advanced >Sampling |Flatten

dropdown Select whether or not to Flatten the selected layersprior to transferring them.

Advanced >Sampling |Bleed Edges

dropdown Choose Yes orNo to specify whether or not to bleedpatch edges when applying the texture transfer.

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Control Type What it does Notes

Advanced >Sampling |Range

dropdown,entry box,incrementer

Sets how the range for the search distance, whenperforming the transfer, is limited:

• Infinite - there is no limit; Mari attempts to find apixel in the source image data.

•Object Size Percentage - themaximum searchdistance is expressed as a percentage of thedestination object's size. For example, if thedestination object is 10 world-space units and you setthe range value to 10, then themaximumdistancebecomes 1 world-space unit.

•World Units - themaximum search distanceexpressed directly in world space. For example, if youset the range value to 2, then themaximumdistancebecomes 2 world space units.

Advanced >Sampling | FillColor

dropdown Sets the fill color for new patches to eitherTransparent, Black,White,Mid-gray,Magenta,Foreground, orBackground.

button Resets the dropdown fields in theAdvanced >Sampling tab to the default options.

Ok button Accepts the layer transfer parameters and starts thetransfer.

Cancel button Cancels the layer transfer and closes the LayerTransfer dialog.

LAYER TRANSFER DIALOG |

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Group Node Knobs DialogThe Group Node Knobs dialog is described below with functions for how to access it. A list of thecontrols on the dialog can be found in the table below.

What It DoesLets you expose controls from aGroup node in theNode Properties palette.

How to Access ItGroup node | Node Properties palette | Left-click thep button.

Group Node Knobs Dialog Fields

Control Type What it does Opens thisdialog box

Notes

Pick button Click to expose knobs, fromnodes within theGroup node, in theNode Properties palette.

GroupProperties

Edit button Click to edit knob names exposed using thePick button.

Knob linked to

Delete button Click to hide knobs exposed using the Pickbutton.

Up button Click to move the selected knob up the list ofexposed knobs.

Down button Click to move the selected knob down the listof exposed knobs.

OK button Click to expose the listed knobs for this Groupnode in theNode Properties palette.

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Export DialogThe Export dialog is described below with functions for how to access it. A list of the controls on thedialog can be found in the table below.

What It DoesInvoked by the export channel functions, export flattened channel functions, export layer functions, or exportflattened layers functions, the Export dialog box lets you specify options for exporting channels or layers from thecurrent Mari project, in either flattened or non-flattened states.

If you export with Small Textures set to Enabled then any patches that are entirely filled with one color (such asgray, before anything else has been painted on the patch,) are exported as small 8x8 images to save space. Marisupports loading these 8x8 images when importing. These images are scaled up to fill the entire patch.

How to Access It•Menubar | Channels > Export > any of the dropdown options

•Menubar | Channels > Export Flattened > any of the dropdown options

•Menubar | Layers > Export > any of the dropdown options

•Menubar | Layers > Export Flattened > any of the dropdown options

• Right-click | in Channels Palette > Export > any of the dropdown options

• Right-click | in Channels Palette > Export Flattened > any of the dropdown options

• Right-click | in Layers Palette > Export > any of the dropdown options

• Right-click | in Layers Palette > Export Flattened > any of the dropdown options

Export Dialog Fields

Control Type What it does Notes

Named Files

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Control Type What it does Notes

U information Lists the U texture coordinate for the left edgeof the patch.

V information Lists the V texture coordinate for thebottom edge of the patch.

UDIM information Lists the UDIM number for the patch.

File entry box Specify the file location to export to.

button Browse to the file location you want to exportthe texture to.

Sequence

Layer information The name of the object, channel, and layerbeing exported.

Path entry box,dropdown

The directory to export the files to. Type thedirectory, select a recent directory from thedropdown, or use the navigation controlsbelow.

Reset ToDefaults

button Resets the path to the default location.

button Goes back to the previous directory.

button Goes forward to the next directory that youhave browsed.

Only available if you havealready browsed back via theback button.

button Goes up one level in the directory hierarchy.

button Creates a new folder in the currentdirectory.

button Displays the contents of the directory as iconsand names only.

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Control Type What it does Notes

button Displays the contents of the directory as adetails view, with a sort option at the top ofthe listing.

Filter entry box,dropdown

Lets you filter the image sequencesdisplayed in the dialog box. As you enter thefilter text, Mari updates the display to onlyshow the image sequences that match yourtext.

Full Image Indicates whether the selected imagesequence has a full set of images for thecurrent model. That is, for each patch on themodel, there is a corresponding image in theimage sequence. Green if a full set of images ispresent, otherwise the number found vsnumber required (for example, 4/5) displays.

Images information Lists the image sequences found in theselected Path.

Start information First UDIM number in the selected imagesequence.

End information Last UDIM number in the selected imagesequence.

Patch Count information Number of image patches in the imagesequence.

Frames Information Howmany frames in the image sequence.

Modified information Last modified date for the images in thesequence.

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Control Type What it does Notes

Template entry box,dropdown

Sets the Template forMari to usewhengathering the names of images in theselected sequence. Variables available are:

• $ENTITY - the name of the object

• $CHANNEL - the name of the channel

• $LAYER - the name of the layer

• $UDIM - the UDIM patch value

• $FRAME - the animation frame number

• $NUMBER - number of the file within thebatch (for example, “$NUMBER of $COUNT”gives strings like “22 of 28”)

• $COUNT - total number of files in thechannel

• $COLORSPACE - the chosen colorspace forthe selected images.

• $[METADATA VALUE] - any user-definedvariables (for example, if a patch has a userattribute called “PROJECT”, with a value of“Project1”, Mari replaces thevariable “$PROJECT” with “Project1”).

Don't use numbers in yourtexture name - if you do, theImport and Export dialog boxeswon't recognize the sequence.

File Example information Displays an example of the selected templatepath and filename.

Formats Information Displays a list of supported export fileformats.

Use TemplateFor

dropdown Specifies whether the template should beused forOnly this layer or Everything thatis being exported.

Export Dialog: General Controls

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Control Type What it does Notes

Colorspace dropdown The colorspace to which the output values areconverted. Automatic is determined by thefile name, size, and type of data in file.

In addition to theOCIO roles and colorspaceoptions, there are also Same as Native andSame as Working options available in thedropdownmenu.

These allow you to maintain the samecolorspace as the one that was native to thedata, or as the one you used within Mari whenyou wereworking with the data.

Small Textures dropdown With this option enabled, Mari exports anypatches filled with a constant color as 8x8pixel textures, nomatter what resolution thepatches are in Mari.

Enabling Small Textures saves disk space ifyou're exporting a channel that hasn't beenfully painted.

Disabling Small Textures letsMari alwaysexport patches at their full size (even if theyhaven't been painted).

Enabling Small Textures savesdisk space if you're exporting achannel that hasn't been fullypainted.

Disable Small Textures if youwant Mari to always exportpatches at their full size (even ifthey haven't been painted).

AlphaChannels

dropdown Select Keep orRemove alpha channels whenexporting textures. This can help decrease theresulting file size when exporting images thatdon’t need alpha channels.

Export AllPatches

button Exports images from all patches in theproject.

Cancel button Cancels the export and closes the dialog box.

EXPORT DIALOG |

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Import DialogThe Import dialog is described below with functions for how to access it. A list of the controls on thedialog can be found in the table below.

What It DoesInvoked by the import channel functions and import layer functions, the Import dialog box lets you specify optionsfor importing channels or layers. This can be done by importing textures into existing layer stacks, layers, or as newchannels, however, importing textures as a new channel only opens the Import dialog box after first selectingoptions for the new channel from the Add Channel Dialog.

How to Access It•Menubar | Channels > Import > any of the dropdown options

•Menubar | Layers > Import > any of the dropdown options

• Right-click | Channels Palette > Import > any of the dropdown options

• Right-click | Layers Palette > Import > any of the dropdown options

Import Channel Dialog Fields

Control Type What it does Notes

Named Files

U information Lists the U texture coordinate for the left edge ofthe patch.

V information Lists the V texture coordinate for thebottom edge of the patch.

UDIM information Lists the UDIM number for the patch.

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Control Type What it does Notes

File entry box Specify the file location to import from.

button Browse to the file location you want to export thetexture to.

Sequence

Channel/Layer

information The name of the channel or layer that is beingimported.

This name is only displayed ifa name has been assigned tothe selected layer.

Path entry box,dropdown

The directory containing the files to import. Typethe directory, select a recent directory from thedropdown, or use the navigation controls below.

Make sure you check the pathand name carefully, especiallyif you have been swappingbetween assets - Mari defaultsto the last place you importedfrom.

Don't risk overwriting yourtextures!

Reset ToDefaults

button Resets the path to the default location.

button Goes back to the previous directory.

button Goes forward to the next directory that you havebrowsed.

Only available if you havealready browsed back usingthe back button.

button Goes up one level in the directory hierarchy.

button Creates a new folder in the current directory.

button Displays the contents of the directory as iconsand names only.

button Displays the contents of the directory as a detailsview, with a sort option at the top of the listing.

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Control Type What it does Notes

Filter entry box,dropdown

Lets you filter the image sequences displayed inthe dialog box. As you enter the filter text, Mariupdates the display to only show the imagesequences that match your text.

Full Image Indicates whether the selected image sequencehas a full set of images for the current model.That is, for each patch on themodel, there is acorresponding image in the image sequence.Green if the selected image sequence has a fullset of images for the current model, yellow if theselected image sequence has a partial set ofimages for the current model, or red if theselected image sequence has no images for thecurrent model.

Images information Lists the image sequences found in the selectedPath.

Start information First UDIM number in the selected imagesequence.

End information Last UDIM number in the selected imagesequence.

Patch Count information Number of image patches in the image sequence.

Frames information Howmany frames in the image sequence.

Modified information Last modified date for the images in thesequence.

IMPORT DIALOG |

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Control Type What it does Notes

Template entry box,dropdown

Specify or select a preset format forautomatically naming and numbering files onimport. Variables available are:

• $ENTITY - the name of the object

• $LAYER - the name of the layer

• $CHANNEL - the name of the channel

• $UDIM - the UDIM patch value

• $FRAME - the animation frame number

• $NUMBER - number of the file within the batch(for example, “$NUMBER of $COUNT” givesstrings like “22 of 28”)

• $COUNT - total number of files in the channel

• $[METADATA VALUE] - any user-definedvariables (for example, if a patch has a userattribute called “PROJECT”, with a value of“Project1”, Mari replaces the variable“$PROJECT” with “Project1”).

Don't use numbers in yourtexture name - if you do, theImport and Export dialogboxes won't recognize thesequence.

File Example information Displays an example of the selected templatepath and filename.

Formats Information Displays a list of supported import file formats.

Import Dialog: General Controls

Colorspace dropdown The colorspace to which the input values areconverted. Automatic is determined by the filename, size, and type of data in file.

Resize dropdown HowMari handles patch/image sizemismatches(for example, attempting to import a 1024x1024image to a 2048x2048 patch). You can selecteither to resize the Images to match the patches,or to resize the Patches to match the images.

AlphaChannels

dropdown Choose to eitherKeep orRemove alphachannels when importing textures. This can helpdecrease the resulting file size when importingimages that don’t need alpha channels.

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Control Type What it does Notes

Import AllPatches

button Imports textures onto all patches in the project.

ImportSelectedPatches

button Appears instead of Import All Patches when atleast one patch is selected.

Cancel button Closes the dialog box without importing.

IMPORT DIALOG |

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Open an Image DialogThe Open Image dialog is described below with functions for how to access it. A list of the controlson the dialog can be found in the table below.

What It DoesAllows you to choose an image from somewhere on yourmachine or network for use in environment lighting andthe Image Manager. Image files can be opened inMari using this dialog, so long as they are of a valid file format,shown in the File of type field in the table below.

How to Access It• Right-click | ImageManager Palette > Open

• ImageManager Palette >

• Right-click | Lights Palette > Environment > Image >

Open Image Dialog Fields

Control Type What it does Notes

Look in dropdown The directory containing the files to import.Select a recent directory from the dropdown,or use the navigation controls describedbelow.

Make sure you check the pathand name carefully. Mari defaultsto the last place you importedfrom. Don't risk overwriting yourtextures!

button Goes back to the previous directory.

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Control Type What it does Notes

button Goes forward to the next directory that youhave browsed.

Only available if you have alreadybrowsed back using the backbutton.

button Goes up one level in the directory hierarchy.

button Creates a new folder in the current directory.

button Displays the contents of the directory asicons and names only.

button Displays the contents of the directory as adetails view, with a sort option at the top ofthe listing.

Name information Lists the name of the files or folder in theselected directory.

The files that are shown are onlythose that are of a valid fileformat.

Size information Lists the file or folder size.

Type information Displays what kind of file the item is, forexample, a folder or a .jpg file.

Date Modified information Lists the date that the file was last opened ormodified.

File name entry box Type a file name into the field to open theimagewith a specific name in the ImageManager.

File of type dropdown Lists the file formats that are able to beopened inMari or brought into the ImageManager.

Advanced Options

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Control Type What it does Notes

Colorspace dropdown The colorspace the image data is convertedto. Automatic is determined by the filename, size, and type of data in the channel.OCIO colorspace roles are also displayed inthis list.

Alpha dropdown Control whether the image file's alpha ispremultiplied or not. By default, the imagesare opened inMari with PreMultiply for thealpha, however, you can change this, bysetting the option to Leave, before opening.

OPEN AN IMAGEDIALOG |

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Save As DialogThe Save As dialog is described below with functions for how to access it. A list of the controls on thedialog can be found in the table below.

What It DoesAllows you to save images in the Image Manager palette in yourMari project to somewhere on yourmachine ornetwork.

How to Access It• Right-click | image in the ImageManager Palette > Open

• ImageManager Palette >

Save As Dialog Fields

Control Type What it does Notes

Look in dropdown The directory where the imagewas importedfrom. Select a recent directory from thedropdown, or use the navigation controlsdescribed below.

button Goes back to the previous directory.

button Goes forward to the next directory that youhave browsed.

Only available if you have alreadybrowsed back using the backbutton.

button Goes up one level in the directory hierarchy.

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Control Type What it does Notes

button Creates a new folder in the current directory.

button Displays the contents of the directory asicons and names only.

button Displays the contents of the directory as adetails view, with a sort option at the top ofthe listing.

Name information Lists the name of the files or folder in theselected directory.

The files that are shown are onlythose that are of a valid fileformat.

Size information Lists the file or folder size.

Type information Displays what kind of file the item is, forexample, a folder or a .jpg file.

Date Modified information Lists the date that the file was last opened ormodified.

File name entry box Type a file name into the field to save theimagewith a specific file name outside ofMari.

File of type dropdown Lists the file formats that are able to besaved out of Mari.

Advanced options

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Control Type What it does Notes

Colorspace dropdown The colorspace the image data is convertedto. Automatic is determined by the filename, size, and type of data in the channel.OCIO colorspace roles are also displayed inthis list.

In addition to theOCIO roles and colorspaceoptions, there are also Same as Native andSame as Working options available in thedropdownmenu.

These allow you to maintain the samecolorspace as the one that was native to theimage, or as the one you used within Mariwhen you wereworking with the image.

SAVE AS DIALOG |

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Mari to Maya Export DialogTheMari to Maya Export dialog is described below with functions for how to access it. A list of thecontrols on the dialog can be found in the table below.

What It DoesTheMari To Maya Export dialog box lets you specify the file type and destination for exporting a channel from thecurrent Mari project to aMaya .ma file. Exported textures are saved to a user-selected directory and the created .mafile is set up to reference those texture files. The .ma file is created with the correct UDIM offsets for the textures sothat Maya can import and apply them to themodel correctly.

How to Access It•Menubar | Python > Examples > Export for Maya.

Mari to Maya Export Dialog Fields

Control Type What it does Opens thisdialog box

Notes

OutputFolder

entry box Displays the selected filepath for theexported files. You can also manually typein the file location.

Browse button Allows you to select the file location for theexported files from the Select Directoryfor Export dialog.

SelectDirectoryfor Exportdialog box.

Channels list Displays the channel(s) for the currentlyselected object.

Multiple channels canbe selected at once.

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Control Type What it does Opens thisdialog box

Notes

+ button Adds the selected channel(s) anddestination directory to the For Exportpane.

- button Removes the selected channel(s) anddestination directory from the For Exportpane.

For Export information Displays the channel(s) to be exported.

8-bit Files dropdown Selects the bit depth of the exportedimages.

Available formats: bmp,jpg, jpeg, png, ppm,psd, tga, tif, tiff, xbm,and xpm.

16/32-bitFiles

dropdown Selects the bit depth of the exportedimages.

Available formats: exr,psd, tif, and tiff.

ForceOverwrite

checkbox ForcesMari to overwrite previouslyexported files to the same location,effectively replacing them.

OK button Accepts the current channel exportselections and exports them to thedesignated file location.

Mari >MayaProgressdialog box.

Cancel button Cancels the current channel exportselections and closes theMari To MayaExport dialog box.

MARI TO MAYA EXPORT DIALOG |

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New Shader DialogThe New Shader dialog is described below with functions for how to access it. A list of the controlson the dialog can be found in the table below.

What It DoesSpecify what lighting shader you want to set up for your project. This does not affect your Flat, Basic, or Full lightingoptions, but instead impacts how the texture on yourmodel looks under the lighting and shader components you’veselected.

How to Access It• Menubar | Shading > Add SurfaceShader

• Button | in Shaders Palette > > Choose Diffuse/Specular

New Shader Dialog Fields

Control Type What it does Notes

Diffuse

Diffuse | Lighting/Diffuse/Lambertian

dropdown Sets theDiffuse component of theshader to Lambertian.

Diffuse | Lighting/Diffuse/Minnaert

dropdown Sets theDiffuse component of theshader to Minnaert.

Specular

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Control Type What it does Notes

Specular | Lighting/Specular/Phong

dropdown Sets the Specular component of theshader to Phong.

By default, the Phongshader in theAdd NewShader dropdownmenu isLambertian/Phong.

Specular | Lighting/Specular/CookTorrance

dropdown Sets the Specular component of theshader to Cook Torrance.

By default, theCookTorrance shader in theAddNew Shader dropdownmenu is Lambertian/Cook Torrance.

Specular | Lighting/Specular/Beckman

dropdown Sets the Specular component of theshader to Beckman.

By default, theBeckmanshader in theAdd NewShader dropdownmenu isLambertian/Beckman.

Specular | Lighting/Specular/Blinn

dropdown Sets the Specular component of theshader to Blinn.

By default, theBlinn shaderin theAdd New Shaderdropdownmenu isLambertian/Blinn.

NEW SHADERDIALOG |

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Create Shader DialogThe Create Shader dialog is described below with functions for how to access it. A list of the controlson the dialog can be found in the table below.

What It DoesTheCreate Shader dialog box allows you to create shaders that are not listed in the Shadingmenu or Shaderspalette. These shaders are primarily those that do not use Lambertian diffuse shading. However, options forLambertian diffuse shading are still included in theCreate Shader dialog, so you can customize your shadershowever you want.

How to Access It•Menubar | Shading > Add New Shader > Choose Diffuse and Specular

• Right-click | Shaders Palette > Choose Diffuse and Specular

• Shaders Palette | > Choose Diffuse and Specular

Create Shader Dialog Fields

Control Type What it does Notes

Diffuse dropdown Select either Lambertian orMinnaert forLighting/Diffuse options. Selecting eitheroption does not limit the options you canselect from the Specular dropdownmenu.

Selecting Lambertian and a Specularoptions gives you the same result asthe named options forAdd NewShader on themenubar.

Specular dropdown Select Phong, Cook-Torrance, Beckman, orBlinn for the Lighting/Specular options.

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Select Patches By Range DialogThe Select Patches By Range dialog is described below with functions for how to access it. A list ofthe controls on the dialog can be found in the table below.

What It DoesSelects a range of patches according to their index or UDIM value number. Objects or scenes withmany patchesmaybenefit frombeing able to quickly select patches by their range value as opposed to selecting themmanually fromthe Patches palette.

How to Access It•Menubar | Patches > Select Range

Select Patches By Range Dialog Fields

Control Type What it does Notes

Select By dropdown Gives you the choice of selecting a range of patchesby either theUDIM value or the index value.

This is set to UDIM bydefault.

Value entry box Allows you to specify the UDIM or indexvalues that you wish to select. You can select arange of consecutive values by listing themwith ahyphen (for example, 1-5) and include non-consecutive values by separating themwith acomma (for example, 1-5, 8).

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Add Object Settings DialogThe Add Object Settings dialog is described below with functions for how to access it. A list of thecontrols on the dialog box can be found in the table below.

What It DoesSpecifies the settings of the imported object that is being added to theMari project. This relates primarily to whetherselected objects aremerged, and how, and how the object mapping is handled.

How to Access It•Menubar |Objects > Add Object > select object andOpen

• Right-click | in Objects Palette > Add Object > select object and Open

• Right-click | object in Objects Palette > Add Child Object > select object andOpen

• Button | Objects Palette > > select object andOpen

Add Object Settings Dialog Fields

Control Type What it does Notes

MappingScheme

dropdown If there is a UV map available, and youwould like to use it, select UV if available,Ptex otherwise. If you prefer to use Ptex,select Force Ptex. This option loads theselected geometry and replaces the existingUVmap with a Ptex map.

Only available when choosing.obj, .abc, or .fbx files in the filebrowser.

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Control Type What it does Notes

Selection Sets dropdown Selection sets have two options, to either:

• Create From Face Groups - this is thedefault behavior and allows the use ofselection sets in Mari.

• Don’t Create - if you choose not tocreate a selection set, Mari does notcreate any from the file.

Only available when choosing .objfiles in the file browser.

MultipleGeometriesPer Object

dropdown If your .obj consists of multiple geometries,you have the option toMergeGeometries Into One, which is thedefault behavior, or Create SeparateGeometries (Ptex Only). If you selectMerge Geometries Into One, Maricombines the individual geometries into asingle geometry, while selecting CreateSeparate Geometries (Ptex Only)creates individual geometries.

Only available when choosing .objfiles in the file browser.

Even if you select CreateSeparate Geometries (PtexOnly), Mari only displays a singlegeometry on the canvas.However, when you export achannel you have the option toexport individual .ptx files foreach geometry.

Process eachgeometry fileas a

dropdown For Ptex files, there are two choices for thegeometry mesh options:

• Separate Object - creates only oneobject with one geometry.

• Separate Geometry In One Object -creates only one object, but hasmultiplegeometries within it.

Only available when choosing.ptx files in the file browser.

The option to SeparateGeometry In One Object isessentially the inverse of the Ptexchannel export process, andallows project reconstruction.

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Control Type What it does Notes

Merge Type dropdown Choosewhether to merge selected itemsfrom the object hierarchy tree as:

• Single Mesh - merges selected geometryinto one singlemesh in a GeoEntity. Notethat this implies that the informationabout the original geometries cannot beaccessed once themerge is done.

• Just Merge Nodes - merges selectedgeometry into oneGeoEntity whileretaining themetadata andmeshinformation about the original individualgeometries. Note, this information canonly be accessed by more technical usersusing the C API.

Only available when choosing.abc or .fbx files in the filebrowser.

Take dropdown,information

If an object has been exported withanimation takes, the takes are shown in thedropdownmenu. Otherwise, informationregarding the only take available is shown.

Only available when choosing .fbxfiles in the file browser. Whenadding an object with animationtakes, the take can only beselected on import and cannot bechanged at a later point.

Scene information In the object hierarchy, shows all theobjects, cameras, and lights that are part ofthe Alembic file.

Only available when choosing.abc or .fbx files in the filebrowser.

Merge checkbox Select the checkbox to determine if ageometry is to bemerged with another onproject creation.

Only available when choosing.abc or .fbx files in the filebrowser.

Formore information onmergingAlembic or FBX geometry, seeCreate a New Project under theAlembic and FBX chapter in theMari User Guide.

Start Frameand End Frame

entry box Set the frame range from the source file toimport.

Only available when choosing.obj, .abc, and .fbx filesequences in the file browser.

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Control Type What it does Notes

Single Frame button Sets the start and end frame fields to onlyimport the first frame from the animationin the object file.

Only available when choosing.obj, .abc, and .fbx filesequences in the file browser.

All Frames button Sets the start and end frame fields toimport the entire animation from theobject file.

Only available when choosing.obj, .abc, and .fbx filesequences in the file browser.

Frame Offset entry box Set by howmany frames to offset theloading of an animated object. You canspecify a frame range, or simply a numberof frames.

Only available when choosing.abc files in the file browser.

Ok button Accepts the object settings and imports theselected objects.

Cancel button Cancels the object import and closes theAdd Object Settings dialog.

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Add Version Settings DialogThe Add Version Settings dialog is described below with functions for how to access it. A list of thecontrols on the dialog box can be found in the table below.

What It DoesSpecifies the settings of the imported object version that is being added to theMari project.

How to Access It• Right-click | on object in Objects Palette > Add Version > select object andOpen

Add Version Settings Dialog Fields

Control Type What it does Notes

MappingScheme

dropdown If there is a UV map available, and you would liketo use it, select UV if available, Ptexotherwise. If you prefer to use Ptex, select ForcePtex. This option loads the selected geometryand replaces the existing UVmap with a Ptexmap.

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Control Type What it does Notes

MergeType

dropdown Choosewhether to merge selected items from theobject hierarchy tree as:

• Single Mesh - merges selected geometry intoone singlemesh in a GeoEntity. Note that thisimplies that the information about the originalgeometries cannot be accessed once themergeis done.

• Just Merge Nodes - merges selected geometryinto oneGeoEntity while retaining themetadataandmesh information about the originalindividual geometries. Note, this informationcan only be accessed by more technical usersusing the C API.

Take dropdown,information

If an object has been exported with animationtakes, the takes are shown in the dropdownmenu. Otherwise, information regarding the onlytake available is shown.

Only available when choosing.fbx files in the file browser.When adding an object withanimation takes, the take canonly be selected on importand cannot be changed at alater point.

Scene information In the object hierarchy, shows all the objects,cameras, and lights that are part of the Alembicfile.

Merge checkbox Select the checkbox to determine if a geometry isto bemerged with another on project creation.

Formore information onmerging Alembic or FBXgeometry, see Create a NewProject under the Alembic andFBX chapter in theMari UserGuide.

StartFrame andEnd Frame

entry box Set the frame range from the source file toimport.

SingleFrame

button Sets the start and end frame fields to only importthe first frame from the animation in the objectfile.

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Control Type What it does Notes

All Frames button Sets the start and end frame fields to import theentire animation from the object file.

FrameOffset

entry box Set by howmany frames to offset the loading ofan animated object. You can specify a framerange, or simply a number of frames.

Ok button Accepts the object settings and imports theselected object versions.

Cancel button Cancels the object import and closes theAddVersion Settings dialog.

ADD VERSION SETTINGS DIALOG |

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Subdivide DialogThe Subdivide dialog is described below with functions for how to access it. A list of the controls onthe dialog can be found in the table below.

What It DoesInvoked by the object subdivision commands, the Subdivide dialog box lets you specify options for how an object'smesh is further divided.

How to Access It•Menubar |Objects > Subdivide

• Right-click | Objects Palette > Subdivide

Subdivide Dialog Fields

Control Type What it does Opens thisdialog box

Notes

Level dropdown Indicates how dense themesh is, oncedivided, with 3 being the highest level ofsubdivision. The number of subdividedquads or triangles for each level dependson the Subdivision Scheme used.

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Control Type What it does Opens thisdialog box

Notes

SubdivisionScheme

dropdown The subdivisionmodel that you want tousewhen subdividing the object:

• Catmull Clark - Mari uses the Catmull-Clark subdivisionmodel whensubdividing amesh.

• Loop - Mari uses the Loop subdivisionmodel when subdividing amesh. Loopsubdivision supportsmeshes consistingof only triangles.

• Bilinear - Mari uses the Bilinearsubdivisionmodel when subdividing amesh.

InterpolateBoundary

dropdown How the boundary edges and vertices areinterpolated.

• Bilinear (no smoothing) - nosmoothing on interior or boundaries.

• Sharp Edges & Smooth Corners -smooth interior, corners, and cornerswithmore than two edges, but sharpedges.

• Sharp Edges & Sharp Corners - smoothinterior and corners withmore than twoedges, but sharp edges and corners.

• Sharp Boundaries & Smooth Interiors- smooth interior, but sharp edges,corners, and corners withmore than twoedges.

OK button Click to subdivide the object and display asubdivision progress bar.

The subdivision Level chosen is applied inthe Viewer when the progress bar isfinished.

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Control Type What it does Opens thisdialog box

Notes

InBackground

button Click to subdivide the object using abackground process, no progress bar isdisplayed.

The subdivision Levelmust be appliedmanually in theObjects palette when the

runningman icon disappears.

Cancel button Click to close the Subdivide dialog.

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Gaussian Blur DialogThe Gaussian Blur dialog is described below with functions for how to access it. A list of the controlson the dialog can be found in the table below.

What It DoesAllows you to apply an object-based blur effect across thewhole object, not just on specific patches. This eliminatesseaming because it can apply the effect across 3D boundaries.

How to Access It•Menubar |Objects > Generate > Gaussian Blur

• Right-click | Objects Palette > Generate > Gaussian Blur

Gaussian Blur Dialog Fields

Control Type What it does Notes

General

GeometryVersion

dropdown Select the object version to which you want toapply the blur.

Frame entry box,slider

Set the frame to which you want to apply theblur.

Samples entry box,slider

Set the sample size for the blur effect.

Sampling

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Control Type What it does Notes

CenterPositions

checkbox Choosewhether or not to center the samplingposition for the blur effect. This is where theSamples size starts from.

Bleed Edges checkbox Choosewhether or not the blur effect bleedsover the edges of patches.

Range Amount entry box,slider

The range (distance) to which the blur effectextends. The units in which this ismeasured aredetermined in Range Units.

Range Units dropdown The unit of measurement for theRangeAmount field:

• Infinite - the range amount is set in the contextof infinite XYZ space.

•World Units - the range amount is set inworldspace.

•Object Size Percentage - the range amount isdetermined as a percentage of the total size ofthe object.

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Displacement DialogThe Displacement dialog is described below with functions for how to access it. A list of the controlson the dialog can be found in the table below.

What It DoesAllows you to generate a displacement map, using a high polygon sourcemodel and a low polygon destinationmodelto calculate the displacement.

How to Access It•Menubar |Objects > Generate > Displacement

• Right-click | Objects Palette > Generate > Displacement

Displacement Dialog Fields

Control Type What it does Notes

Source

Object dropdown Select the high polygon object fromwhich youwant to calculate the displacement map.

Version dropdown Select the high polygon object version fromwhich you want to calculate the displacementmap.

Size dropdown Set the size of the selected channel on the lowpolygon object for which you are creating thedisplacement map.

Frame entry box,slider

Set the frame fromwhich you want to calculatethe displacement map.

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Control Type What it does Notes

Destination

Version dropdown Select the low polygon object version to whichyou want to apply the displacement map.

Frame entry box,slider

Set the frame to which you want to apply thedisplacement map.

Sampling

Interpolation dropdown Interpolation is similar to Photoshop's samplingfunctionality. You can select themethodMariuses to average out pixels from either:

• Nearest Neighbor- selects the nearest pixelfor sampling.

• Inverse Distance Weighted - weights theaverage on the closest pixels.

• Inverse Distance Weighted (Smoother) -weights the average on the closest pixels with apriority to providing smoother sampling.

• Inverse Distance Weighted (Sharper) -weights the average on the closest pixels with apriority to providing sharper sampling.

Sample Count entry box,slider

Set the number of points the search finds andcombines when sampling.

CenterPositions

checkbox Choosewhether or not to center the samplingposition for the displacement map. This is wherethe Sample Count starts from.

Bleed Edges checkbox Choosewhether or not the displacement mapbleeds over the edge of patches.

Range Amount entry box,slider

Sets the range for the search distance. The unitsin which this ismeasured are determined inRange Units.

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Control Type What it does Notes

Range Units dropdown The unit of measurement for theRangeAmount field:

• Infinite - there is no limit; Mari attempts to finda pixel in the source image data.

•World Units - themaximum search distanceexpressed directly in world space.

•Object Size Percentage - themaximumsearch distance is expressed as a percentage ofthe destination object's size.

DISPLACEMENT DIALOG |

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Height DialogThe Height dialog is described below with functions for how to access it. A list of the controls on thedialog can be found in the table below.

What It DoesAllows you to generate a height map, using a high polygon sourcemodel and a low polygon destinationmodel tocalculate the height.

How to Access It•Menubar |Objects > Generate > Height

• Right-click | Objects Palette > Generate > Height

Displacement Dialog Fields

Control Type What it does Notes

Source

Object dropdown Select the high polygon object fromwhich youwant to calculate the height map.

Version dropdown Select the high polygon object version fromwhich you want to calculate the height map.

Size dropdown Set the size of the selected channel on the lowpolygon object for which you are creating thedisplacement map.

Frame entry box,slider

Set the frame fromwhich you want to calculatethe height map.

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Control Type What it does Notes

Destination

Version dropdown Select the low polygon object version to whichyou want to apply the height map.

Frame entry box,slider

Set the frame to which you want to apply theheight map.

Sampling

Interpolation dropdown Interpolation is similar to Photoshop's samplingfunctionality. You can select themethodMariuses to average out pixels from either:

• Nearest Neighbor- selects the nearest pixelfor sampling.

• Inverse Distance Weighted - weights theaverage on the closest pixels.

• Inverse Distance Weighted (Smoother) -weights the average on the closest pixels with apriority to providing smoother sampling.

• Inverse Distance Weighted (Sharper) -weights the average on the closest pixels with apriority to providing sharper sampling.

Sample Count entry box,slider

Set the number of points the search finds andcombines when sampling.

CenterPositions

checkbox Choosewhether or not to center the samplingposition for the height map. This is where theSamples size starts from.

Bleed Edges checkbox Choosewhether or not the height map bleedsover the edges of patches.

Range Amount entry box,slider

The range (distance) to which the height mapextends. The units in which this ismeasured aredetermined in Range Units.

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Control Type What it does Notes

Range Units dropdown The unit of measurement for theRangeAmount field:

• Infinite - the range amount is set in the contextof infinite XYZ space.

•World Units - the range amount is set inworldspace.

•Object Size Percentage - the range amount isdetermined as a percentage of the total size ofthe object.

HEIGHT DIALOG |

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Load Camera DialogThe Load Camera dialog is described below with functions for how to access it. A list of the controlson the dialog can be found in the table below.

What It DoesThe Load Camera dialog box comes up whenever you attempt to load or import a camera fromoutside the currentMari project. The camera file types are .abc and .fbx only.

How to Access It•Menubar | Camera > Load Camera

Load Camera Dialog Fields

Control Type What it does Notes

Look in entry box,dropdown

The directory of the camera file that is to beloaded into the current project.

button Goes back to the previous directory.

button Goes forward to the next directory that you havebrowsed.

Only available if you havealready browsed back via theback button.

button Goes up one level in the directory hierarchy.

button Creates a new folder in the current directory.

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Control Type What it does Notes

button Displays the contents of the directory as iconsand names only.

button Displays the contents of the directory as a detailsview, with a sort option at the top of the listing.

File Name entry box Displays the name of the selected file to beimported into the project.

This field is automaticallyfilled in when a file isselected from the abovedirectory location.

File Type entry box,dropdown

Displays the file formats available to import theselected file.

By default this shoulddisplay .abc, .fbx or .FBX.

LOAD CAMERA DIALOG |

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Manage Toolbar DialogTheManage Toolbar dialog is described below with functions for how to access it. A list of thecontrols on the dialog can be found in the table below.

What It DoesLets you add, edit and remove toolbars for quick access to Mari functions.

Click Add to add a new toolbar, Remove to remove the selected toolbar. Drag icons for actions listed to and fromexisting toolbars.

How to Access It•Menubar | Edit > Toolbars

Manage Toolbars Dialog Fields

Control Type What it does Opens thisdialog box

Notes

Search Actions entry box,dropdown

Search for actions in the listbelow to quickly find aparticular action shortcut orinformation.

button Clear the search bar for theSearch Actions field.

button Go back to the previous searchresult.

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Control Type What it does Opens thisdialog box

Notes

button If on a previous result, goforward to the next searchresult.

button Reset all shortcuts to theirdefault entries.

button Import custom shortcuts fromoutsideMari.

button Export custom shortcuts to anexternal source.

Lookup Shortcut entry box Enter the shortcut to look upwhat action the shortcut is setto.

(actions) |Name information The name of the action.

(actions) |Description

information A brief description of theaction.

(actions) | Shortcut information,entry

Displays assigned keyboardshortcuts.

(toolbars)| Visible checkbox Whether the action is currentlydisplayed.

Grouped by Default(the standard toolbarsthat comewithMari)and Custom (user-added toolbars).

(toolbars)|Add button Add a new toolbar. MakeNewToolbar Dialog

Opens a dialog box toname the new toolbar.

(toolbars)| Remove button Remove selected customtoolbar.

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Manage Keyboard ShortcutsDialog

TheManage Keyboard Shortcuts dialog is described belowwith functions for how to access it. A list of thecontrols on the dialog can be found in the table below.

What It DoesLets you add, edit and remove keyboard shortcuts for quick access to Mari functions.

Click in the Shortcut column and type the keyboard shortcut for a function. A 'collision' icon displays if thatshortcut has already been assigned to another function.

How to Access It•Menubar | Edit > Shortcuts

Edit Shortcuts Dialog Fields

Column Type What it does Notes

Search Actions entry box,dropdown

Search for actions in the list below to quickly find aparticular action shortcut or information.

button Clear the search bar for the Search Actions field.

button Go back to the previous search result.

button If on a previous result, go forward to the next searchresult.

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Column Type What it does Notes

button Reset all shortcuts to their default entries.

button Import custom shortcuts fromoutsideMari.

button Export custom shortcuts to an external source.

Lookup Shortcut entry box Enter the shortcut to look up what action theshortcut is set to.

(actions) |Name information The name of the action.

(actions) |Description

information A brief description of the action.

(actions) | Shortcut information Displays assigned keyboard shortcuts. Click and typeover new shortcuts.

MANAGE KEYBOARD SHORTCUTS DIALOG |

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HUDManager DialogThe HUD Manager dialog is described below with functions for how to access it. A list of the controlson the dialog can be found in the table below.

What It DoesLets you select what appears on the “Head Up Display” (HUD) that shows information about Mari and the currentproject in the top left-hand corner of the canvas. For each piece of information, theHUD Manager shows its:

•Name - displayed hierarchically.

• Type - QString, int, bool, qint64, float, PaintSelectedMarkFlag, MriColor, PaintOnFlag, DisplayQuality, MriGradient,LightingMode, Qdate, MriFileList, Background, MriPaintMode.

•HUD - a checkbox for whether to include in theHUD.

• Control - this is debug information, and can be ignored.

How to Access It•Menubar | Edit > HUD Manager

HUDManager Dialog Fields

Control Type What it does Notes

Shader Network Glsl CodeGeneratorManager

General |GLSL Generator QString Shows theGLSL for the shader network.

Project

Data | Texture Image Count int Shows the number of texture images (patches)present.

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Control Type What it does Notes

Data | Total Image Count int Shows the total number of images present.

Data | Image Tile Count int Shows the total number of image tiles present.

Data |DDI Hash Count int Debug info.

Project | Current ModularShader

QString Shows the name of the current shader network.

Project | Current Object QString Shows the name of the object currently selected.

Project | Current ImageSet QString Shows the name of the image set currentlyselected.

Canvas

Rendering |Deferred TextureArray

bool Debug info.

Rendering |Deferred Shading bool Debug info.

Rendering | Selected Patches int Shows the number of patches currently selected.

Rendering | Triangles int Shows the number of triangles on themodel.

Rendering | Current Uniforms int Shows the number of GLSL uniforms for thecurrently selected shader.

Rendering |Uniforms int Shows themaximumnumber of GLSL uniformsused to draw the canvas.

Rendering | FPS float Shows the current Frames Per Second of thedisplay. This shows how fast the display isrendering, and how smoothly movementdisplays.

Rendering | FPAnim int Shows the number of frames per animation.

Tool Manager

General | Tool Help QString Shows basic tool help for the current tool.

General | Current Tool QString Shows the name of the current tool.

Gpu 0

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Control Type What it does Notes

Capabilities |Global CubemapSeams Allowed

bool Debug info.

Capabilities | Threaded OpenGLOperations Allowed

bool Debug info.

Capabilities | Cubemap ArraysAllowed

bool Debug info.

Capabilities | TessellationAllowed

bool Debug info.

Capabilities |Geometry ShadersSupported

bool Debug info.

Capabilities |Offscreen AA bool Debug info.

Capabilities | Float Data bool Debug info.

Capabilities |Offscreen bool Debug info.

Capabilities | Shaders bool Debug info.

Capabilities |Max Texture Size int Debug info.

Capabilities | Texture Units int Debug info.

Driver | Renderer QString Debug info.

Driver |Glew QString Debug info.

Driver | Version QString Debug info.

Driver | Vendor QString Debug info.

Resources |Max Uniforms QString Debug info.

Resources |Memory Info QString Shows thememory usage and freememoryinformation for the project.

Resources|Used Texture Units int The number of texture units used in the project.

Resources | Free Offscreen int Debug info.

Resources |Offscreen Buffers int Debug info.

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Control Type What it does Notes

Resources |Gpu Ram qint64 Debug info.

Resources |Max Image Memory qint64 Debug info.

Resources |Buffer Memory qint64 Debug info.

Resources | Tile Memory qint64 Debug info.

Resources | Image Tiles int Debug info.

Channels

Current Channel Path QString Show the path of the currently selected channel.

Current Channel QString Shows the name of the current channel on thecurrent object.

Colorspace

Color Swatches and Pickers QString Displays what colorspace is used for the colorswatches and color pickers in the project, asdefined by theColor > Color Swatches andPickers field in the Preferences.

3D LUT Size QString Displays what size the 3D LUT is, as defined bytheColor > 3D LUT Size field in the Preferences.

Current OCIO Config QString Displays theOCIO config file name that is beingused for the project.

Current Colorspace QString Displays the current colorspace for the selectedimageset.

Current Working Colorspace QString Displays the current colorspace for 16- and 32-bit data.

Current Output Colorspace QString Displays the current colorspace for the output.

Layers

Current Layer Path QString Shows the path of the currently selected layer.

Current Layer QString Shows the name of the current layer in thecurrent channel and object.

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Control Type What it does Notes

Shaders

Current Shader QString Shows the name of the shader currently selected.

Clock

Animation Frame int The frame number currently displayed, ifapplicable.

Animation Loop int The number of frames currently being looped.

Animation FPS int Frames Per Second of the animation.

Animation Time QString Time length of the animation in the scene.

<Project>

General |Description QString Shows description of current project.

Creation | Created By QString Displays the login name of the user whooriginallycreated the project.

Creation | Creation Date QDate Displays the initial creation date of the project.

Debug |Unique ID QString Debug info.

Editing | Last Edited QDate Displays date that the project was last edited.

Editing | Last Editor QString Displays user who last edited the project.

Geometry |Mesh Creator QString Displays the user who created the geometry fileupon which the project is based.

Geometry |Mesh Created QString Displays the date and time that the geometry filewas created.

Geometry |Mesh Path QString Displays the path for themesh file.

Colorspace |OCIO Config QString Displays theOCIO config file name that is beingused for the project.

Colorspace | Custom OCIOConfig

MriFileList Displays the CustomOCIO config file name, ifone is used for the project. Otherwise, the entryis blank.

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Control Type What it does Notes

Colorspace |Monitor QString Displays theMonitor colorspace used for theproject.

Colorspace | Color Picking QString Displays theColor Picking colorspace used forthe project.

Colorspace | 8 bit Data QString Displays the 8 bit Data colorspace used for theproject.

Colorspace | 16 bit Data QString Displays the 16 bit Data colorspace used for theproject.

Colorspace | 8 bit Scalar QString Displays the 8 bit Scalar colorspace used for theproject.

Colorspace | 16/32 bit FloatData

QString Displays the 16/32 bit Float colorspace used forthe project.

HUD MANAGERDIALOG |

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Mari Preferences DialogTheMari Preferences dialog is described below with functions for how to access it. A list of thecontrols on the dialog can be found in the table below.

What It DoesLets you set preferences for howMari works.

How to Access It•Menubar | Edit > Preferences

Mari Preferences Dialog Fields

Setting Type What it does Notes

Color

Color Management Defaults |Color Picker Maximum

entry box,slider

Themaximum color intensity that canbe chosen in the color picker.

From 1 to 65,365;defaults to 4,096.

Color Management Defaults |Enabled

checkbox Sets whether colormanagement isenabled by default.

Color Management Defaults |Color Profile

dropdown Sets the default color profile fordisplaying colors on yourmonitor.

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Setting Type What it does Notes

Display General | ColorSwatches and Pickers

dropdown Specify whether the color swatches andcolor pickers within Mari are based ontheOCIO colorspace for the project(found within the File > Settings), thecolorspace listed within theColorManager palette, or theRaw data,which has no colorspacetransformation.

Display General | 3D LUT Size dropdown Sets the size of the display LUT loadedby the colorspace toolbar.

Youmay sometimesnotice artifacts on thecanvas when your LUTsize is too small.Increase the size of theLUT here.

Display General | CenterF-Stop

entry box,slider

Sets the center F-Stop value for whentheGain reset button is clicked.

Data

Autosave |AutosaveFrequency (Mins)

entry box,incrementers

Sets how frequently (in minutes) Mariautomatically saves your work.

Channel Cache | ResolutionMode

dropdown Determines if Mari caches at the givenchannel’s resolution or a lower proxylevel. Setting this to Fixed uses theDefault resolution and Typelisted below.

This can speed up thecaching process if youdon’t require the fullresolution of thechannel to be cached.

Channel Cache |DefaultResolution

dropdown If theResolution Mode is set toFixed, Mari caches at the selectedresolution.

This can save timewhen caching largepatches if you don’trequire the fullresolution whileworking.

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Setting Type What it does Notes

Channel Cache |DefaultType

dropdown If theResolution Mode is set toFixed, Mari caches at the selected bitdepth.

This can save timewhen caching largepatches if you don’trequire the fullresolution whileworking.

Channels | Importer dropdown Sets themode for the importfunction. One of:

• Fast Importer - takes over yourMarisession while it imports the textures,but works quicker.

• Background Importer - works in thebackground, letting you paint andwork on your project, but takeslonger.

Channels | Exporter dropdown Sets themode for the exportfunction. One of:

• Fast Exporter - takes over yourMarisession while it exports thetextures, but works quicker.

• Background Exporter - works in thebackground, letting you paint andwork on your project, but takeslonger.

Channels | Export MaskStacks

dropdown Determines howmask stacks areexported. Either:

• Export Baked Mask Stack and anInvisible Group - exports a groupalong with themask stack in order togroup the exportedmasks.

• Export Baked Mask Stack Only -exports on themask stack withnothing else as part of the export.

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Setting Type What it does Notes

Channels |Autosnapshot dropdown Sets whether automatic snapshots areenabled or disabled. The optionsavailable are:

• Disabled - Disables theAutosnapshot feature.

• Enabled with Limit - Enables theAutosnapshot feature but limits thenumber of autosnapshots that can bestored in the Snapshots palette.

• Enabled - Unlimited - Enables theAutosnapshot featurewithout alimit on the number ofautosnapshots that can be stored inthe Snapshots palette.

Channels |AutosnapshotLimit

entry box,slider

When Enabled with Limit isselected, Mari limits the number ofautomatic snapshots that are stored inthe Snapshots palette to thenumber specified by theAutosnapshot Limit. Themaximum value is 20.

General | Fix Edge UVs dropdown Sets whetherMari should “fix” any UVsthat sit on the edge of the patch. Withthis on, you can paint models that haveUVs at the edge of the patch.

General | Channel Input dropdown When creating a new project, setswhether theNew Channel dialog boxadds either:

• Single Channel - a single channel.

• Channel Presets - a set ofchannels that you select from a list ofpresets.

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Setting Type What it does Notes

Project | Thread Count entry box,slider

Sets the number of free threads thatare available for background tasks.

These are inaddition to thededicated datamanagement threads(of which there arethree per projectdirectory).

Project |Max Memory entry box,incrementers

Sets themaximumamount of memoryMari uses for theDDI cache blocks. Youcan't set this to a value higher than80% of thememory you have available(rounded to the nearest half-GB). Forexample, if you have 6GB of memoryavailable, you can't setMax Memoryto a value higher than 4.5GB. This is toavoid using all the physical memoryavailable.

DDI is the data cachingsystemused inMari.

TheReset (R) iconresets themaximummemory value to 2 GB.

Project | Check Drive Space entry box,slider

Sets the interval, in seconds, that thecache drives are checked forsufficient disk space.

Project | Project Location entry box,button

Specifies the location whereMari storesthe project data.

This can only bemodified if theMARI_CACHE environment variable has notbeen set, and no project is loaded.

Do not delete thisdirectory! If you do,you will lose all yourproject data andexisting work.

GPU

Baking and Projection |MaxTile Size for TiledRenders

dropdown Sets themaximum tile size for tiledrender operations (for example,unprojections). Setting this to a lowervalue improves accuracy but may resultin slower render operations.

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Setting Type What it does Notes

Baking and Projection |MaxRender Size for Baking

dropdown If baking calculation has to be dividedinto sections in order to continueefficiently, this specifies themaximum square size of thesesections.

Increasing the numberof squares per sectioncan increase bakingtime, but may impactstability.

Canvas |Deferred Shading checkbox Specifies whether to use deferredshading. This is on by default andshould increase painting andnavigation speed.

Canvas |Deferred TextureArray

checkbox TurnsDeferred Texture Arrayon/off. When this is active, Mari makesmore efficient use of OpenGL.

Depth Projection |AllowDepth Projections

checkbox Allows the use of shadow rendering inMari. If the box is ticked, shadow-related features are available in theLights andObjects palettes. Bydefault, this preference is disabled.

Depending on yourhardware and projectrequirements, shadowprocessingmay cause anoticeable drop in UIresponsiveness.Disabling this optiondisables shadowprocessing entirely andimproves renderingthroughput.

Depth Projection |UseVariance Maths

checkbox Sets whether variancemapmaths areused for shadows. If this box is ticked,the boundary of the shadows aresofter and less prone to aliasing. For asharper edge to shadows,unselect this box.

If Allow DepthProjections isunselected, shadowsdo not display. TheUse Variance Mathscheckbox should beunselected as itdepends on shadowsbeing used.

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Setting Type What it does Notes

Depth Projection | DepthProjection Resolution

dropdown Sets the texture resolution of each ofthe array of depth textures used forshadow rendering. TheDepthProjection Texture Array Size islinked to this resolution and impactsother resolution sizes set in Mari.

Depth Projection | DepthProjection Texture ArraySize

dropdown Sets the number of depth projectiontextures to use for shadow rendering.Increasing the array size increases thegraphics cardmemory made availablefor shadow rendering. The totalgraphicsmemory used for thesetextures is 8 multiplied by the depthprojection resolution, multiplied by thedepth projection texture array size. Thearray size controls howmany angleseach light of the 4 lights uses. Themaximumarray size is 24, which allowsfor 6 angles per light.

Options are availablefor 25-32, but at thistimeMari does not usethese additionalangles. Selectingoptions over 24 causeswasted cache space.

General |Use Shader Caches checkbox If this is enabled, the preference usesalready-compiled shaders a secondtime, otherwiseMari compiles everytime shaders, nodes, or layer stacks arechanged.

General |Max ImageMemory

entry box,incrementers

Sets themaximumamount ofadditional GPU memory Mari uses fortasks other than painting, for example,filter operations.

General |Deferred QuadSplit Count

entry box,slider

Sets the quad split count. Increasingthis value splits the canvas intosmaller parts.

Used in conjunctionwithDraw Batch Size,adjusting this value canimprove stability andprevent Windowsdriver resets.

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Setting Type What it does Notes

General | Threaded OpenGLOperations Allowed

checkbox If this is enabled then operationsrequiring threaded OpenGL can beexecuted.

General | TessellationAllowed

checkbox Enables the use of tessellation shadersfor hardware able to support them.

General | Cubemap ArraysAllowed

checkbox Enabling cubemap arrays allows the useof this OpenGL feature that theEnvironment Light requires.

General | VSync dropdown Sets the VSync option toOff,On, orSystem.

If the VSync option is On, then thisforces themain canvas to only updateat themonitor’s refresh rate. If it isOff,then themain canvas can update atany time. This could result in tearing, ifthe canvas is running faster than themonitor’s refresh rate.

If the option for System is set, Mariuses the system and driver settings forVSync. Mari needs to be restarted forthis to fully take effect.

This setting isdependent on driverand operating systemsettings. Hence, thisoption doesn't appearif you do not have thecorrect OS or drivers.

Virtual Texture | VirtualTexture Type

dropdown Sets the pixel type of the virtualtexture that Mari uses. Setting this toHalf or Float givesmore precisionwhen painting or previewingdisplacement but requiressignificantly moreGPU memory.

Virtual Texture | VirtualTexture Size

dropdown Sets the size of the virtual texturesMariuses. Larger sizesmay givebetter results but require significantlymoreGPU memory.

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Setting Type What it does Notes

Virtual Texture | VirtualTexture Size for Paint Bake

dropdown Controls the size of the virtualtexture being used for the display.Increasing this settingmay resolveissues, such as flickering, but takes upmorememory.

This is a graphics card-dependent setting.

Virtual Texture |Gather Scale entry box,slider

Sets the buffer sizeMari uses whengathering information on which imagetiles are required for rendering a scene.The default value of 1.000 halves thecanvas resolution and works well inmost situations, saving processingtime. However, if glitches are appearingin the canvas, youmay need to increasethis value to fix the problem (at thecost of reduced painting and navigationspeed).

Virtual Texture |GatherTexture Type

dropdown The pixel format the virtual texturesystemuses to complete a 'meta'render, in order to verify which texturesit needs during a full render. Theformats are:

• Short - a short/small integer value; 16bits.

• Float - a floating point value; 32 bits.

Note: With some Intelcards on Linux, theShort option does notalways behave as itshould, and it'srecommended thatyou use Float.

Virtual Texture | ThinTriangle Preview Quality

entry box,slider

Controls the texture preview quality ofthin triangles. The default value is 0. Incases where the geometry has long thintriangles, increasing this value results inthe use of higherresolution textures.

Misc

Appearance |Use CustomFont Size

checkbox Enabling this allows you to change thefont used in Mari from the defaultsetting.

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Setting Type What it does Notes

Appearance | Custom FontSize

entry box,slider

Adjusts point size of the custom font. Use Custom Fontmust be enabled inorder for this to havean affect.

Appearance | Tool Bar Size entry box,slider

Adjusts the tool bar sizes in Mari.

Appearance | Locator Size entry box,slider

Adjusts the locator size on the canvas inMari.

Image Import/Export | ShowSummary Dialog on Import

checkbox Sets whetherMari displays an importsummary dialog after importing animage.

The import summarydialog displaysinformation such ashowmany images wereimported, how long theoperation took, and ifpatches were resized -then howmany.

Import/Export Dialogs |Remember Import andExport Paths

checkbox If enabled, Mari automaticallyremembers paths previously set forimporting and exporting, and offersthem again next time you attempt toimport or export.

Input |Use HiRes Positions checkbox If this option is enabled, Mari uses highresolution position values from tabletsand other devices.

Most often this is only noticeable usingPaint and Vector Paint on large patchsizes.

In some cases, havingthis option enabled canhinder paintingentirely. Disabling itresolves the issue.

Input | Fix Wacom INTUOSPressure Issue

checkbox Enabling this fixes any pressure issuesyoumight experiencewith theWacomIntuos 3.

If you aren'texperiencing anyissues, don't enablethis option, as it canintroduce otherproblems underWindows 8.1.

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Setting Type What it does Notes

Input |Use Mouse-Mappingmode

checkbox When using a tablet, determinewhether or not to set your pen tobehave as amouse, so that positionsare relative and incremental.

If this is enabled, you can access screenareas outside of your tablet's reach.

Named Files | Patch Cutoff entry box,slider

Sets themaximumnumber of patchesobjects are allowed to have for theNamed Files tab to appear on theImport and Export Channel dialogs.You can override this setting using theMARI_NAMEDFILEIMPORT_SEQUENCELIMIT environmentvariable.

You can use theNamed Files tab toimport or export individual files ratherthan a sequence of patches with theUDIM number (1001, 1002, etc.) in thefile names.

Scene |Default Lights FixedTo

dropdown Sets whether the lights are fixed to acamera or scene by default.

Shelf | Show Overlay checkbox Specifies whether to show objectinformation over the itemswithinshelves (for example, color values forcolor swatches).

Shelf | Show Labels checkbox Specifies whether to show item labels inshelves (for example, names for colorswatches).

Shelf | Shelves IncludePresets

checkbox Specifies whether to showMari'spreset brushes in the Shelf tab. If off,only your personal and custom shelvesare displayed.

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Setting Type What it does Notes

Shelf |Update Icons Action button RegeneratesMari's icons for shelfitems. If these have become corrupt(for example, if your brush icons are allblank), clicking this forcesMari to re-create all the icons.

Slider Precision | SliderPrecision

slider Adjusts howmany decimal places arerepresented by Mari’s sliders.Increasing this gives you finer controlover slider values.

Toggle Tools | Tool on KeyHold

checkbox Sets how the shortcut keys for theZoom Paint Buffer (Z), Color Picker(C), and Select (S) tools work.

If On, these shortcut keys only applywhile you're holding themdown. Mariswitches back to your previous toolwhen you let go of the shortcut key.

If this isOff, tapping the shortcut keyquickly switches permanently to thetool, and holding it down formore thana second or two switches to the toolwhile you're holding the shortcut key(and switches back as soon as you let itgo).

Usage Statistics | SendStatistics

checkbox AllowsMari to send usage data to TheFoundry.

All information is sentanonymously.

Navigation

General |MomentumEnabled

checkbox If this is enabled, themodel hasmomentum, so when you let go of themouse button, it slowly coasts to astop. If this is disabled, themodel onlymoves when you are holding themouse button down.

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Setting Type What it does Notes

General |Minimum FlickSpeed

entry box,slider

Sets theminimum speed at which youcanmove yourmodel around. Thehigher this is set, themoresensitive themovement controls are.

General | Friction entry box,slider

Affects themomentumof yourmodelas youmove it around thecanvas.

Decreasing this valueallowsmovement toretain itsmomentumfor longer. Increasingthe value arrestsmomentum faster.

General | Control Type dropdown Sets up theMari controls on thecanvas to match the controls ofanother application, specified in thedropdown list. Applications include:Nuke, Maya, LightWave, andHoudini.

Orbit | Lock To World Up checkbox If this is on, it locks the y axis to worldup view.

Orbit | Center Mode dropdown Specify the center point to orbit aroundfrom the choice of:

• Look At - what is currently beingviewed in the display.

•Objects - the objects in a scene.

•Origin - the scene origin point.

• Selection - the current selection.

Roll | Circular MotionEnabled

checkbox If enabled, rolling is achieved bymaking a circularmotion in thecenter of the canvas. If this option isdisabled, rolling is only donewith ahorizontal motion across the canvas.

NodeGraph

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Setting Type What it does Notes

General |Advanced View dropdown Set whetherMari displays theAdvanced or Basic view of theNodeGraph. TheAdvanced View displays allthe internal nodes and connections intheNode graph, whereas the Basicdoes not.

If theAdvanced View is Enabled,refer to theNodeGraph section formore information; if Disabled, refer tothe Add Graph Layers section.

Nuke

General |Use flat lighting checkbox,reset

Modifies theNukeworkflow to use flatlighting.

The reset icon resetsthe flat lighting optionback to default.

Server |Nuke host entry box,reset

Allows you to specify the host name forthe location of Nuke.

Server | Port entry box,slider, reset

Allows you to specify the port number,ormodify it with the slider.

Server |Nuke launch path entry box Allows you to browse and load a launchpath for accessing Nuke files.

The path can bewrittenmanually orinserted using thebrowse and load icon.

Painting

Cursor | Shape dropdown Allows you to set whether the brushcursor in Mari is displayed as an outlineof the selected brush tip or as astandard round paint cursor.

Cursor |Opacity entry box,slider

Allows you to set the opacity of thebrush cursor. This only affects howopaque the cursor design is, not theopacity of the paint.

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Setting Type What it does Notes

Projection |Default ColorDepth

dropdown Sets the default color depthMari uses:8, 16, or 32-bit.

Paths

Channel Presets | SearchPaths

list, button Adds or removes directories that Marichecks for channel presetconfiguration files.

See theMari User Guidefor details on writingyour own channelpreset files.

Environments |HDR Paths list, button Adds or removes directories that Marichecks for environment light images.

For each directory provided, aThumbnails sub-directory within it islooked for that should contain smallerversions of the images, withmatchingfilenames, for use by theUI.

WhenMari scans thepath, it also searchesfor image thumbnailsto use from theThumbnails directory.

Shaders | Search Paths list, button Adds or removes directories that Marichecks for compositing shaders.

Ptex

Face Textures |MinimumSize

dropdown Sets theminimum face texture size.The options provide increments inpowers of two, and allow you to clampface texture sizes duringproject creation and face resizing.

The default state is 1forquadrangular textures,and 2 for triangulartextures.

Scripts

Console | Font Size entry box,slider

The point size of the default Mari fontin the Python console.

Mari Command Port | Port entry box,slider

Sets the port number that Mari receivescommands fromNuke through. Thedefault value is 6100.

Mari Command Port | Enabled checkbox If checked, Mari can receivecommands through the specified port.

The default state isdisabled.

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Setting Type What it does Notes

Mari Command Port | LocalHost Only

checkbox If unchecked, Mari can listen forconnections to its command port fromany machine.

If this is checked, thenMari only listensfor connections from the localmachine.

Only allowing connections from thelocal host ismore secure butprevents you fromusing features, suchas theNuke<>Mari Bridge.

The default state isenabled.

Session

Exporting Image Types | Float dropdown Sets the file format used to export 32-bit textures.

Exporting Image Types |Half dropdown Sets the file format used to export 16-bit textures.

Exporting Image Types |Byte dropdown Sets the file format used to export 8-bittextures.

Currently, the exroption can only beused forHalf andFloat types. If youattempt to export an8-bit (Byte) texture asan exr, Mari gives anerror.

Folder Names |ObjectsFolder

entry box Specify the folder name you want touse for theObjects folder on export.

Folder Names | ImagesFolder

entry box Specify the folder name you want touse for the Images folder on export.

Folder Names | TexturesFolder

entry box Specify the folder name you want touse for the Textures folder on export.

Folder Names | ProjectorsFolder

entry box Specify the folder name you want touse for the Projectors folder onexport.

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Display Properties DialogThe Display Properties dialog is described below with functions for how to access it. A list of thecontrols on the dialog can be found in the table below.

What It DoesAllows you to set howMari displays the project - the background behind themodel, the overlay used on lockedpatches, whether to showwireframes on themodel, and so on.

How to Access It• Right-click |main canvas > Display Properties

Display Properties Dialog Fields

Control Type What it does Notes

Canvas > HUD

HUD checkbox Shows theHeads Up Display informationin the background of the canvas (tool tips,etc).

Canvas > Background

Image entry box,button

Select the file to display as the projectbackground in the canvas. If not set, thecolors in theBottom and Top fields areused for the background.

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Control Type What it does Notes

Bottom swatch Sets the color to display at the bottomofthe screen. To use a single color in thebackground, set both theBottom andTop to the same value.

Top swatch Sets the color to display at the top of thescreen.

Canvas > Environment

Show Environment checkbox If an Environment light image is set todisplay as a background on the canvas,this control applies as a global setting forthe canvas so that it can be turned on oroff separately.

Canvas > Grid

Color swatch Sets the color for the onscreen referencegrid.

Size entry box How large (in squares) the onscreenreference grid is.

Visible checkbox Shows the reference grid in thebackground of the onscreen display.

This does notaffect the UV view.

Canvas > Wireframe

Color swatch The color of thewires displayed in thewireframe overlay.

Visible checkbox If this is selected, themodel in the 3Dviews are displayed with thewireframevisible on top of the paint.

Canvas > CameraMask

Opacity entry box,slider

The opacity of the black bars that indicatethe aspect ratio of the perspective camerain the Canvas.

By default, this isset to 0, whichmeans the barsare disabled.

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Control Type What it does Notes

Canvas > Linked Patches

Color swatch The color of the patches that are linkedtogether.

Canvas > Rendering

Checker Color A swatch Sets color A of the transparencycheckerboard. This can be selected usingthe color picker.

Checker Color B swatch Sets color B of the transparencycheckerboard. This can be selected usingthe color picker.

Checker Size entry box,slider

The size of the individual checkerboardsquares. This can be adjusted using eitherthe slider or the entry box.

By default this isset to 10.

Render Camera checkbox Show the cameras on the canvas.

Render Light checkbox Show the lights on the canvas.

Render UV Image checkbox Show the patches in theUV view as theyappear after export, including the overspillareas.

Canvas > UV Label

Text Color swatch The color for the onscreen text on theUVview, used to show theUV patchinformation.

Only visible if youhave opened thedialog box fromwithin theUVview.

Visible checkbox Whether to show the onscreen UV patchinformation text over each patch in theUVview.

Only visible if youhave opened thedialog box fromwithin theUVview.

Canvas > Selection

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Control Type What it does Notes

Fill Render dropdown When to show the selection fill color. Thisappears in themiddle of selected areas.Options are:

• Select - show the selection fill while thearea is being selected. Once you'vefinishedmaking the selection, the filldisappears.

• Always - show the selection fill thewholetime the area is selected.

•Never - do not show the selection fill.

Fill Color swatch The color to use to fill selected areas. Clickon the swatch to set the color.

Outline Render dropdown When to show the selection outline.This appears around the outside ofselected areas. The options are the sameas for Fill Render, above.

Outline Color swatch The color to use to outline the selectedareas. Click on the swatch to set the color.

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Screenshot Settings DialogThe Screenshot Settings dialog is described below with functions for how to access it. A list of thecontrols on the dialog can be found in the table below.

What It DoesAllows you to specify the settings for any screenshots that you take of theMari canvas. If these settings have neverbeen adjusted before, the dialog appears the first time you attempt to take a screenshot from theViewmenu.However, you can change these settings at any time.

How to Access It•Menubar | View > Screenshot Settings

Screenshot Settings Dialog Fields

Control Type What it does Notes

Output entry box,dropdown

The directory where the screenshots are to be saved. Typethe directory or click the file browser button to navigate to itdirectly.

button Browse to the directory where you want the screenshots tobe saved.

Incremental dropdown If Enabled, multiple screenshots are saved with incrementalnumbers appended to the filename. If Disabled, everyscreenshot overwrites the previous one.

Background dropdown Sets whether the background of the screenshot isGray orTransparent.

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Assign Channel DialogThe Assign Channel dialog is described below with functions for how to access it. A list of thecontrols on the dialog can be found in the table below.

What It DoesAllows you to specify whichMari channels and whichModo effects shouldmap to one another.

How to Access It• Button |Modo Render Palette > Add

Assign Channel Dialog Fields

Control Type What it does Notes

Mari Channel dropdown Specify the channel from your project that you wantto map to aModo effect.

Modo Effect dropdown Specify theModo effect that you want to map to achannel in Mari.

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Render Turntable DialogThe Render Turntable dialog is described below with functions for how to access it. A list of thecontrols on the dialog can be found in the table below.

What It DoesTakes the scene as you can see it through the selected shader, and creates a series of images showing themodelrotating through an axis. The axis of rotation is a vertical line through the current camera view, centered in themiddle of the visible portion of themodel. You can include custom text or thumbnails of reference images in theturntable.

How to Access It• Right-click | Projector in Projectors Palette > Render Turntable

Render Turntable Dialog Fields

Control Type What it does Notes

Settings

Size dropdown Selects the size of the generated images.

Antialias dropdown Howmuch anti-aliasing to use in thegenerated images.

Background dropdown Selects the background for the images(Gray, Transparent, or FromCanvas).

FromCanvas uses the currentbackground inMari.

Frames entry box,slider

Sets the number of frames to generate -howmany images should be in thesequence.

Range: 1 to 1000. Default: 360

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Control Type What it does Notes

PlayAnimation

checkbox If you are using animatedmodels ortextures, lets you render the turntablewith the animation.

When you check this, theFrames control abovebecomes disabled. This isbecause the frame range istaken from the Play ControlsPalette.

Offset entry box If you are combiningmultiple turntables,lets you chain together sequences byoffsetting the image numbers.

For example, with an offset of0, the first image isMariTurntable_1.jpg. With anoffset of 360, the first image isMariTurntable_361.jpg. You canuse this to generate onesequence of frames for the xaxis, then another for the yaxis.

Filters dropdown If this is checked, the turntable imagesare produced with the LUT and anyother applicable view filters applied. Ifthis is not checked, no filters are appliedto the images produced.

Lighting dropdown Specify whether you want to render aturntable with Flat, Basic, or Fulllighting.

Info

Comment entry box,dropdown

Sets a comment to include this at thebottomof the turntable.

Text Size entry box,slider

Sets the text size for the comment. Range: 0.10 to 10.00. Default:1.00

Reference entry box,dropdown,button

Selects a reference image to include atthe top right of yourmodel.

Second dropdown specifieswhether the colorspace is sRGBor Linear.

Output

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Control Type What it does Notes

Path entry box,dropdown,button

Specifies whereMari should create theimages.

Default: /local1

Template entry box,dropdown

Sets a template for the filenames. Thismust include the $FRAMEvariable, so Mari assigns theframe numbers correctly to thefiles. Mari can export turntablesas either .tif, .png, .jpg, or .tgafiles - change the file extensionin the template to set the filetype. Default: MariTurntable_$FRAME.jpg

Command entry box,dropdown

Specifies any commands to run on filesafter creating them.

Preview button Generates the first frame of theturntable, enabling you to check theplacement of reference images and text.

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Diagnostic Turntable DialogThe Diagnostic Turntable dialog is described below with functions for how to access it. A list of thecontrols on the dialog can be found in the table below.

What It DoesCreates a series of images showing the scene rotating through an axis. The axis of rotation is a vertical line throughthe current camera view, centered in themiddle of the visible portion of the scene. You can export multiple channelsat once. Mari creates all the images using the default shader and flat lighting.

How to Access It• Right-click | Projector in Projectors Palette > Diagnostic Turntable

•Menubar | Camera > Quick Turntable

Diagnostic Turntable Dialog Fields

Control Type What it does Notes

Channel list Selects which channels to exportturntables for.

Settings

Size dropdown Selects the size of the generatedimages.

Antialias dropdown Howmuch anti-aliasing to use in thegenerated images.

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Control Type What it does Notes

Background dropdown Selects the background for theimages (Gray, Transparent, or FromCanvas).

FromCanvas uses the currentbackground inMari.

Frames entry box,slider

Sets the number of frames togenerate - howmany images shouldbe in the sequence.

Range: 1 to 1000. Default: 360

Play Animation checkbox If you are using animatedmodels ortextures, lets you render theturntable with the animation.

When you check this, the Framescontrol above becomes disabled.This is because the frame range istaken from the Play ControlsPalette.

Filters dropdown If this is checked, the turntableimages are produced with the LUTand any other applicable view filtersapplied. If this is not checked, nofilters are applied to the imagesproduced.

Info

Comment entry box,dropdown

Sets a comment to include this at thebottomof the turntable.

Text Size entry box,slider

Sets the text size for the comment. Range: 0.10 to 10.00. Default:1.00

Reference entry box,dropdown,button

Selects a reference image to include atthe top left of yourmodel.

Second dropdown specifieswhether the colorspace is sRGB orLinear.

Output

Path entry box,dropdown,button

Specifies whereMari should createthe images.

Default: /local1

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Control Type What it does Notes

Template entry box,dropdown

Sets a template for the filenames. Thismust include the $FRAMEvariable, so Mari assigns theframe numbers correctly to thefiles.

If you're generating turntables formultiple channels, this shouldinclude the $CHANNEL variable,as otherwise the later channelsoverwrite the earlier ones.

Mari can export turntables aseither .tif, .png, .jpg, or .tga files- change the file extension in thetemplate to set the file type.

Command entry box,dropdown

Specifies any commands to run onfiles after creating them.

Preview button Generates the first frame of theturntable, enabling you to check theplacement of reference images andtext.

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Quick Projection DialogThe Quick Projection dialog is described below with functions for how to access it. A list of thecontrols on the dialog can be found in the table below.

What It DoesSets the details that the quick projection tools use - the filename, file size, and lightingmodel for the quick projectfiles.

How to Access It• Toolbars |Quick Projection

•Menubar | Camera >Quick Projection Settings

Quick Projection Dialog Fields

Control Type What it does Notes

Resolution dropdown Sets the resolution for the projected file.

ColorDepth

dropdown Sets the color depth for the projected file.

Clamp checkbox If enabled, Mari clamps the RGB values for the projectedfile.

Path entry box,button

Specifies the location and filename for the projected file.

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Control Type What it does Notes

Lighting dropdown Sets whether the projected file contains lightinginformation:

•None - no lighting information.

• Separate File - lighting information is stored in aseparate file. For example: diffuse.lighting.psd.

• Layer - lighting information is stored in a separate layer(.psd files only).

QUICK PROJECTION DIALOG |