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REFERENCE GUIDEVERSION 3.1v3
Mari™ Reference Guide. Copyright © 2016 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 © 2016 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: Thursday, August 25, 2016
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
View Functions
Tool Functions
Python Functions
Help Functions
ToolbarsProject Toolbar Controls 110Lighting Toolbar Controls 111Tools Toolbar Controls 112Selection Toolbar Controls 116Canvas Toolbar Controls 117Tool Properties Toolbar Control 119Ptex Toolbar Controls 138Colorspace Controls 139Navigation Toolbar Controls 140Paint Buffer Symmetry Toolbar Controls 142Vector Painting Toolbar Controls 143Default Shaders Toolbar Controls 144
Status BarStatus Bar Icons 145
Channels PaletteWhat It Does 148
Channels Palette Fields 148
Layers PaletteWhat It Does 152
Layers Palette Fields 153
Node Graph PaletteWhat It Does 184
Node Properties Palette
What It Does 185
Patches PaletteWhat It Does 186
Patches Palette Fields 186
Objects PaletteWhat It Does 188
Objects Palette Fields 188
Shaders PaletteWhat It Does 190
Shaders Palette Fields 190
Shader Parameters 192Lambertian: Phong 192Lambertian: Cook Torrance 196Lambertian: Beckman 200Lambertian: Blinn 203Flat 206Unreal 207BRDF 210Standard Lighting 213AiStandard 215RedshiftArchitectural 224VRayMtl 237Layered 246Choose Diffuse/Specular: Minnaert: Phong 250Choose Diffuse/Specular: Minnaert: Cook Torrance 253Choose Diffuse/Specular: Minnaert: Beckman 257Choose Diffuse/Specular: Minnaert: Blinn 261
Lights PaletteWhat It Does 265
Lights Palette Fields 265
Projectors PaletteWhat It Does 269
Projectors Palette Fields 269
Selection Groups PaletteWhat It Does 289
Selection Groups Palette Fields 289
Color Manager PaletteWhat It Does 290
Color Manager Palette Fields 290
Image Manager PaletteWhat It Does 306
ImageManager Palette Fields 306
History View PaletteWhat It Does 310
Brush Editor PaletteWhat It Does 311
Brush Editor Palette Fields 311
Play Controls PaletteWhat It Does 319
Play Controls Palette Fields 319
Python Console PaletteWhat It Does 321
Python Console Palette Fields 321
Pixel Analyzer PaletteWhat It Does 323
Pixel Analyzer Palette Fields 323
Colors Palette
What It Does 325
Colors Palette Fields 325
Tool Properties PaletteWhat It Does 329
Tool Properties Palette Fields 329
Painting PaletteWhat It Does 349
Painting Palette Fields 349
Projection PaletteWhat It Does 353
Projection Palette Fields 353
Shelf PaletteWhat It Does 364
Shelf Palette Fields 364
Snapshots PaletteWhat It Does 365
Snapshots Palette Fields 365
Modo Render PaletteWhat It Does 367
Modo Render Palette Fields 367
New Project DialogWhat It Does 371
How to Access It 371
New Project Dialog Box Fields 372
Project Settings DialogWhat It Does 381
How to Access It 381
Project Settings Dialog Box Fields 381
Select Color DialogWhat It Does 384
How to Access It 384
Select Color Dialog Fields 384
Advanced Blending ModeWhat It Does 388
How to Access It 388
Advanced Blending Mode Fields 388
Add Channel DialogWhat It Does 391
How to Access It 391
Add Channel Dialog Fields 392
Channel Presets DialogWhat It Does 394
How to Access It 394
Channel Presets Dialog Fields 394
Masks Formats DialogWhat It Does 397
How to Access It 397
Mask Formats Dialog fields 398
Convert Type Dialog
What It Does 399
How to Access It 399
Convert Type Dialog Fields 399
Copy Multiple Textures DialogWhat It Does 400
How to Access It 400
Copy Multiple Textures Dialog Fields 400
Channel Transfer DialogWhat It Does 402
How to Access It 402
Channel Transfer Dialog Fields 402
Layer Transfer DialogWhat It Does 409
How to Access It 409
Layer Transfer Dialog Fields 409
Group Node Knobs DialogWhat It Does 414
How to Access It 414
Group Node Knobs Dialog Fields 414
Export DialogWhat It Does 416
How to Access It 416
Export Dialog Fields 417
Import DialogWhat It Does 422
How to Access It 422
Import Channel Dialog Fields 422
Open an Image DialogWhat It Does 427
How to Access It 427
Open Image Dialog Fields 427
Save As DialogWhat It Does 430
How to Access It 430
Save As Dialog Fields 430
Mari to Maya Export DialogWhat It Does 433
How to Access It 433
Mari to Maya Export Dialog Fields 433
New Shader DialogWhat It Does 435
How to Access It 435
New Shader Dialog Fields 435
Create Shader DialogWhat It Does 437
How to Access It 437
Create Shader Dialog Fields 437
Select Patches By Range DialogWhat It Does 438
How to Access It 438
Select Patches By Range Dialog Fields 438
Add Object Settings DialogWhat It Does 439
How to Access It 439
Add Object Settings Dialog Fields 439
Add Version Settings DialogWhat It Does 443
How to Access It 443
Add Version Settings Dialog Fields 443
Subdivide DialogWhat It Does 446
How to Access It 446
Subdivide Dialog Fields 446
Gaussian Blur DialogWhat It Does 449
How to Access It 449
Gaussian Blur Dialog Fields 449
Displacement DialogWhat It Does 451
How to Access It 451
Displacement Dialog Fields 451
Height DialogWhat It Does 454
How to Access It 454
Displacement Dialog Fields 454
Load Camera DialogWhat It Does 457
How to Access It 457
Load Camera Dialog Fields 457
Manage Toolbar DialogWhat It Does 459
How to Access It 459
Manage Toolbars Dialog Fields 459
Manage Keyboard Shortcuts DialogWhat It Does 461
How to Access It 461
Edit Shortcuts Dialog Fields 461
HUDManager DialogWhat It Does 463
How to Access It 463
HUDManager Dialog Fields 463
Mari Preferences DialogWhat It Does 470
How to Access It 470
Mari Preferences Dialog Fields 470
Display Properties DialogWhat It Does 492
How to Access It 492
Display Properties Dialog Fields 492
Screenshot Settings Dialog
What It Does 497
How to Access It 497
Screenshot Settings Dialog Fields 497
Assign Channel DialogWhat It Does 498
How to Access It 498
Assign Channel Dialog Fields 498
Render Turntable DialogWhat It Does 499
How to Access It 499
Render Turntable Dialog Fields 499
Diagnostic Turntable DialogWhat It Does 502
How to Access It 502
Diagnostic Turntable Dialog Fields 502
Quick Projection DialogWhat It Does 505
How to Access It 505
Quick Projection Dialog Fields 505
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 giveyou any instructions on using Mari. For details on installing Mari, read the Mari Getting Started Guide.For full instructions on using Mari, read the Mari 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 the documentation fails to address, you can contact Customer Supportdirectly through the Support Portal at the following address: https://supportportal.thefoundry.co.uk.
14
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 anattribute to aproperty.
Click the iconand fill in theAdd UserAttributedialog box.
For moreinformation, seethe Extending Marichapter in the MariUser Guide.
Buttons Lets you select afunction.
Click it. May show an iconor a word.
Checkbox unselected,selected
Lets you select anoption.
Click to select. An x displays whenselected.
Controlsphere
Lets you move a lightaround the scene.
Click and dragto pull thelight around.
Curve editor Maps between inputand output values (45°= the same). Bar alongthe bottom displaysthe effect at eachpoint.
Drag to movepoints on thegraph. Addpoints byclicking onthe curve orbar. Edit apoint by right-clicking it.
You can alsoremove a point byclicking on it whileholding Ctrl/Cmd.
15
REFERENCE GUIDE 16
Controls What it looks like What it does How to use it Notes
Dropdownlist
Lets you select from alist of valid values.
Click thedown arrowon the right,then click toselect anoption.
Entry box Lets you type anentry.
Click insidethe box andtype a validentry.
Often combinedwith a slider andreset button.
When an entry boxhas beencombined with aslider to changevalues, click in theentry box andpress the middle-mousebutton+drag up ordown to increaseor decrease thevalue.
Horizontalslider
Slides along a rangeof valid values.
Click and dragleft (more) orright (less).
Often combinedwith an entry box(that shows thevalue) and resetbutton.
TYPES OF CONTROLS |
REFERENCE GUIDE 17
Controls What it looks like What it does How to use it Notes
Incrementers Lets you increase ordecrease a value.
Click the upor downarrows.
If you press Ctrl(on Windows andLinux) or fn (Mac)while pressing theup or downarrows, thenumber isincreased ordecreased bywhole numbersrather thanindividual decimalpoints.
List Lets you select from alist of valid values.
Click to selectan option.
On/OffIndicator
on, off Shows whether anoption is on or off
Look at it. Often combinedwith a switch.
Optionbuttons
Lets you selectmutually exclusiveoptions.
Click to selectwhich optionyou want.
Circle is filledwhenselected.Sometimes called“radio buttons”.
Removeattribute
Lets you remove anattribute from aproperty.
Click the icon,then clickRemove toconfirm.
Reset button Reset to the default. Click the icon. Often combinedwith an entry boxand slider
TYPES OF CONTROLS |
REFERENCE GUIDE 18
Controls What it looks like What it does How to use it Notes
Swatch Displays the currentlyselected color, andlets you select adifferent color.
Click to selecta color fromthe ColorsPalette
Switch Turns an option on oroff.
Click and dragright (on) orleft (off).
Often combinedwith an On/Offindicator.
Tabs Displays severalgroups of the samekind of information,such as differentcategories of brushtips in the BrushEditor Palette.
Click:
• a tab to viewit
• to viewthe previousor next tab
• to add atab
• to deletea tab
• to openthe currenttab in aseparatewindow
Thumbnail Displays a thumbnailpreview of a selectedfeature or function.
Look at it.
TYPES OF CONTROLS |
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
New project • Menubar | File > New
• Keyboard |Ctrl/Cmd+N
• Projects tab | Newbutton
• Projects tab | Right-click > New
• Toolbar |
Creates a new project. New ProjectDialog
Name theproject, selectoptions, 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 alist of the last 10projects opened.
19
REFERENCE GUIDE 20
Function How to access it What it does Opens thisdialog box
Notes
Export asession
• Menubar | File >Session > ExportSession
Exports your currentsession of Mari,including specificobjects, channels,patches, lights,projectors, and so on,within it to an .msf filethat others can importinto their Mari session.
Import asession
• Menubar | File>Session > ImportSession
Imports a session, eitheras a new project or intoan existing project, froman .msf file.
Importchannels
• Menubar | File >Session > ImportChannels
Imports specificchannels from an .msffile into your existingproject.
Importshaders
• Menubar | File >Session > ImportShaders
Imports specific shadersfrom an .msf file intoyour existing project.
Renameproject
• Menubar | File >Rename
Renames the currentproject.
This doesn't change thefile name, only the nameof the project in theProjects tab.
RenameCurrentProject
Adjustprojectcolorspacesettings
• Menubar | File >Settings
Set the colorspaceoptions for the project,changing it on a globallevel.
ProjectSettingsDialog
PROJECT FUNCTIONS |
REFERENCE GUIDE 21
Function How to access it What it does Opens thisdialog box
Notes
Save project • Menubar | File > Save
• Keyboard |Ctrl/Cmd+S
• Toolbar |
Saves the currentproject.
Closeproject
• Menubar | File >Close
• Keyboard |Ctrl/Cmd+W
• Toolbar |
Closes the currentproject.
SaveChangesBeforeClosing?(if unsavedchanges)
Quit Mari • Menubar | File > Quit
• Keyboard |Ctrl/Cmd+Q
Closes the currentproject and Mari.
SaveChangesBeforeClosing?(if unsavedchanges)
Deleteproject
• Projects tab | Deletebutton
• Projects tab | Right-click > Delete
Deletes the selectedproject from disk.
Openarchive
• Projects tab | OpenArchive button
• Projects tab | Right-click > Open Archive
Opens a project from anarchive file.
ImportArchive
Archiveproject
• Projects tab | Archivebutton
• Projects tab | Right-click > Archive
Saves the selectedproject to disk as a Mariarchive (.mra) file.
The archiveincludes all thesupporting filesrequired for theproject.
PROJECT FUNCTIONS |
REFERENCE GUIDE 22
Function How to access it What it does Opens thisdialog box
Notes
Copy(duplicate)project
• Projects tab | Copybutton
• Projects tab | Right-click > Copy
Creates a copy of theselected project.The new copy appears inthe Projects tab.
PROJECT FUNCTIONS |
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 for Mari -cache size, plug-ins,autosave frequency,and so on.
MariPreferencesDialog
Edittoolbars
• Menubar | Edit >Toolbars
Lets you create andedit custom toolbars.
ManageToolbarDialog
Editshortcuts
• Menubar | Edit >Shortcuts
Lets you add or editkeyboard shortcuts.
ManageKeyboardShortcutsDialog
ConfigureHeads-UpDisplay
• Menubar | Edit > HUDManager
Lets you set whatinformation Marishows in the Heads-Up Display (HUD)behind the model onthe canvas.
HUDManagerDialog
23
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
Sets Mari to selectwhole objects.
Patchselectionmode
• Selection toolbar |
• Menubar | Selection >Patch Mode
• Right-click | canvas >Patch Mode
Sets Mari to selectpatches on objects.
Facesselectionmode
• Selection toolbar |
• Menubar | Selection >Face Mode
• Right-click | canvas >Face Mode
Sets Mari to selectareas on theobjects.
Create a smartselection in Facemode by double-clicking on the faceof the model. Thiscreates a smartselection (to selectfacesconnected in UV)based on the settingsin the Smart Typedropdown menu.
24
REFERENCE GUIDE 25
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 theunselected areas onthe canvas.
For the mousegesture: press andhold \, click and dragin the directionindicated. (A thin redline traces gestureonscreen.)
Hideselectedareas
• Menubar | Selection >Hide Selected
• Right-click | canvas >Visibility > HideSelected
• Right-click | PatchesPalette > HideSelected Patches
• Keyboard | H
• Mouse |
Hides the selectedareas on the canvas.
For the mousegesture: press andhold \, click and dragin the directionindicated. (A thin redline traces gesturesonscreen.)
Showselectedareas
• Menubar | Selection >Show Selected
• Right-click | canvas >Visibility > ShowSelected
• Right-click | PatchesPalette > ShowSelected Patches
Shows the selectedareas on the canvas.
SELECTION FUNCTIONS |
REFERENCE GUIDE 26
Function How to access it What it does Opens thisdialog box
Notes
Show allareas
• Menubar | Selection >Show All
• Right-click | canvas >Visibility > Show All
• Right-click | PatchesPalette > Show AllPatches
• Keyboard | Ctrl/Cmd+Shift+H
• Mouse |
Displays all areas,selected or not, onthe canvas.
For the mousegesture: press andhold \, click and dragin the directionindicated. (A thin redline traces gesturesonscreen.)
Show wholeobject
• Menubar | Selection >Show Entire Object
• Right-click | canvas >Visibility > ShowEntire Object
Shows all area,selected or not, ononly the selectedobject.
Select allareas
• 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 inthe model,depending on yourcurrent selectionmode (objects,patches, or faces).
SELECTION FUNCTIONS |
REFERENCE GUIDE 27
Function How to access it What it does Opens thisdialog box
Notes
De-select allareas
• Menubar | Selection >Select None
• Right-click | canvas >Selection > SelectNone
• Right-click | PatchesPalette > Select None
• Keyboard | Ctrl/Cmd+E
De-selects all areason the model.
Invertselection ofareas
• Menubar | Selection >Select Invert
• Right-click | canvas >Selection > SelectInvert
• Right-click | PatchesPalette > Select InvertPatches
• Keyboard | Ctrl/Cmd+I
De-selects thecurrent selectionand selectseverything currentlyunselected.
Depends on yourcurrent selectionmode (either objects,patches, or faces) forthe scope ofinversion. Forexample, in facemode, the unselectedfaces becomeselected and theother way around.
Selectvisible areas
• Menubar | Selection >Select Visible
• Right-click | canvas >Selection > SelectVisible
• Right-click | PatchesPalette > SelectVisible Patches
Selects only areasthat aren't hidden.
SELECTION FUNCTIONS |
REFERENCE GUIDE 28
Function How to access it What it does Opens thisdialog box
Notes
Lockunselectedareas
• Menubar | Selection> Lock Unselected
• Right-click | canvas >Locking > LockUnselected
• Right-click | PatchesPalette > LockUnselected Patches
Locks unselectedpatches so theycannot be edited.
Lockselectedareas
• Menubar | Selection >Lock Selected
• Right-click | canvas >Locking > LockSelected
• Right-click | PatchesPalette > LockSelected Patches
• Button | Patches
Palette >
Locks selectedareas, so theycannot be painted.
Unlockselectedareas
• Menubar | Selection >Unlock Selected
• Right-click | canvas >Locking > UnlockSelected
• Right-click | PatchesPalette > UnlockSelected Patches
• Button | Patches
Palette >
Unlocks selectedlocked areas, sothey are againpaintable.
SELECTION FUNCTIONS |
REFERENCE GUIDE 29
Function How to access it What it does Opens thisdialog box
Notes
Lock allareas
• Menubar | Selection >Lock All
• Right-click | canvas >Locking > Lock All
• Right-click | PatchesPalette > Lock AllPatches
Locks all areas, sothey cannot bepainted.
Unlock allareas
• Menubar | Selection >Unlock All
• Right-click | canvas >Locking > Unlock All
• Right-click | PatchesPalette > Unlock AllPatches
Unlocks all lockedareas, so they areagainpaintable.
Unlockeverything
• Menubar | Selection >Unlock Entire Object
• Right-click | canvas >Locking > UnlockEntire Object
Unlocks everythingon the currentobject, regardless ofwhether it’s a face,patch, orchannel.
Createselectiongroup forpatches
• Right-click | canvas >Create PatchSelection Set
Creates a newselection setconsisting ofwhichever patchesyou currently haveselected.
Creates a newselection set in thePatches Palette
Createselectiongroup
• Right-click | canvas >Create SelectionGroup
• Button | Selection
Groups Palette >
Creates a newselection group tosave yourselection modes.
You can createselection groups inany selection mode(objects, patches, orfaces).
SELECTION FUNCTIONS |
REFERENCE GUIDE 30
Function How to access it What it does Opens thisdialog box
Notes
Selectselectiongroup
• Right-click | selectiongroup in SelectionGroups Palette >SelectSelection Group
• Button | Selection
Groups Palette >
Selects the wholeselection group inthe canvas andhighlights the groupin the palette.
Toggleselectedselectiongroups
• When the Select toolis set to SmartSelection mode, andthe Smart Type isSelection Group,repeatedly click on aface in the canvas.
If a face belongs tomore than oneselection group,clicking repeatedlycycles through theother selectiongroups to which itbelongs.
Lock theselectiongroup
• Right-click | selectiongroup in SelectionGroups Palette > LockSelection Group
• Button | Selection
Groups Palette >
Locks the selectiongroup.
Unlock theselectiongroup
• Right-click | selectiongroup in SelectionGroups Palette >UnlockSelection Group
• Button | Selection
Groups Palette >
Unlocks theselection group.
SELECTION FUNCTIONS |
REFERENCE GUIDE 31
Function How to access it What it does Opens thisdialog box
Notes
Hide theselectiongroup
• Right-click | selectiongroup in SelectionGroups Palette > HideSelection Group
• Button | Selection
Groups Palette >
Hides the contentsof the selectiongroup.
Assign ashortcut
Right-click | selectiongroup in SelectionGroups Palette > AssignShortcut
Opens the AssignKeyboard Shortcutdialog and allowsyou to set a shortcutfor the selectedobject.
Show theselectiongroup
• Right-click | selectiongroup in SelectionGroups Palette >Show SelectionGroup
• Button | Selection
Groups Palette >
Shows the contentsof the selectiongroup.
Remove theselectiongroup
• Right-click | selectiongroup in SelectionGroups Palette >RemoveSelection Group
• Button | Selection
Groups Palette >
Removes thecontents of theselection group.
SELECTION FUNCTIONS |
REFERENCE GUIDE 32
Function How to access it What it does Opens thisdialog box
Notes
Addselectiongroupstogether
• Shift+click a selectiongroup in SelectionGroups Palette whenanother selectiongroup is alreadyselected.
Adds the twoselection groupstogether on thecanvas to show thevisibility of bothselections at once.
This does not createa new selectiongroup automatically;it only adjusts thevisible selections onthe canvas.
Subtractselectiongroups fromone another
• Ctrl+click a selectiongroup in SelectionGroups Palette whenanother selectiongroup is alreadyselected.
Subtracts oneselection groupfrom another on thecanvas to show thevisibility of aselection withoutthe faces or patchesof the other.
This does not createa new selectiongroup automatically;it only adjusts thevisible selections onthe canvas.
SELECTION FUNCTIONS |
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 >Add Object
• Right-click | ObjectsPalette > Add Object
• Button | Objects
Palette >
Adds a new objectto the project.
Add ObjectSettingsDialog
Add childobject
• Right-click |an objectin the Objects Palette> Add Child Object
Adds a new objectas a child object tothe object hierarchy.
Add ObjectSettingsDialog
Add locator • Right-click | ObjectsPalette > Add Locator
• Button | Objects
Palette >
Adds a locator sothat you can rotate,scale, and moveobjects in 3Dworld/cameraspace.
Add childlocator
• Right-click |an objectin the Objects Palette> Add Child Locator
Adds a locator as achild object so thatyou can rotate,scale, and moveobjects in 3Dworld/cameraspace.
33
REFERENCE GUIDE 34
Function How to access it What it does Opens thisdialog box
Notes
Removeobject
• Menubar | Objects >Remove Object
• Right-click | an objectin the Objects Palette> Remove Object
• Button | Objects
Palette >
Removes theselected object fromtheproject.
Projects mustalways have at leastone object.
Duplicateobject
• Menubar | Objects >Duplicate > ObjectOnly or Object AndShader Network
• Right-click | an objectin the Objects Palette> Duplicate > ObjectOnly or Object AndShader Network
Duplicates eitherthe object on itsown or the objectand the associatedshader network thatbelongs to it.
Add objectversion
• Right-click | an objectin the Objects Palette> Add Version
Lets you select a filecontaining the newobject version data.
Add VersionSettingsDialog
Renameobjectversion
• Right-click | an objectin the Objects Palette> Rename Version
Renames thecurrent objectversion.
RenameVersionDialog
Removeobjectversion
• Right-click | an objectin the Objects Palette> Remove Version
Deletes the currentobject version.
Objects mustalways have at leastoneversion.
OBJECT FUNCTIONS |
REFERENCE GUIDE 35
Function How to access it What it does Opens thisdialog box
Notes
Calculateambientocclusion
• Menubar | Objects >Ambient Occlusion
• Right-click | an objectin the Objects Palette> Ambient Occlusion
Calculates theambient occlusionfor the object. Thisis required for anyoperations that usethe ambientocclusion data (suchas using ambientocclusion masking).
This can take a longtime, depending onthe complexity ofthe model.
Subdivide theobject
• Menubar | Objects >Subdivide
• Right-click | an objectin the Objects Palette> Subdivide
Specify how tosubdivide thegeometry and towhat degree so thatit appears as if itwere a higherpolygon model.
SubdivideDialog
Subdivision can runin the foregroundor background. SeeSubdividing Objectsin the Mari UserGuide for moreinformation.
GenerateGaussianBlur
• Menubar | Objects >Generate >Gaussian Blur
• Right-click | an objectin the Objects Palette> Generate >Gaussian Blur
Allows you to applyan object-based blureffect across thewhole object, notjust on specificpatches. Thiseliminates seamingbecause it can applythe effect across 3Dboundaries.
GaussianBlur Dialog
OBJECT FUNCTIONS |
REFERENCE GUIDE 36
Function How to access it What it does Opens thisdialog box
Notes
GenerateDisplacement
• Menubar | Objects >Generate >Displacement
• Right-click | an objectin the Objects Palette> Generate >Displacement
Allows you togenerate adisplacement map,using a highpolygon sourcemodel and a lowpolygon destinationmodel to calculatethe displacement.
DisplacementDialog
If you want togenerate adisplacement map,the channel youhave selected needsto be 16-bit (Half)or 32-bit (Float).
GenerateHeight
• Menubar | Objects >Generate > Height
• Right-click | an objectin the Objects Palette> Generate > Height
Allows you togenerate a heightmap, using a highpolygon sourcemodel and a lowpolygon destinationmodel to calculatethe height.
Height Dialog The values for theheight arenormalizedbetween 0 and 1.
Assign ashortcut
• Right-click | an objectin the Objects Palette> Assign Shortcut
Opens the AssignKeyboard Shortcutdialog and allowsyou to set a shortcutfor the selectedobject.
AssignKeyboardShortcut
Reset moveobject -single object
• Mouse | Shift-click onthe object
Shift+click on theobject resets thatobject to its originalposition.
Reset moveobject - allobjects
• Keyboard | ’ Pressing the '(apostrophe) keyresets all objectsback to theiroriginal positions.
OBJECT FUNCTIONS |
REFERENCE GUIDE 37
Function How to access it What it does Opens thisdialog box
Notes
Reset objecttransform
• Menubar | Objects >Reset ObjectTransform
Resets the objecttransform back toits originalcoordinates for theselected object orlocator in theObjects palette.
OBJECT FUNCTIONS |
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 | inChannels Palette >Add Channel
• Button | Channels
Palette >
Adds a new channel tothe current project.
AddChannelDialog
Createchannelpresets
• Menubar | Channels >Channel Presets
• Right-click | inChannels Palette >ChannelPresets
Allows you to create anew channel preset touse as a template fornew channels.
ChannelPresetsDialog
Click the checkboxfor channels youwant to add, andclick OK. You cancustomizeavailablecategories ofchannel presetsusing an XML file ina folder specifiedin yourpreferences.
38
REFERENCE GUIDE 39
Function How to access it What it does Opens thisdialog box
Notes
Removechannel
• Menubar | Channels >Remove Channel
• Right-click | inChannels Palette >RemoveChannel
• Button | Channels
Palette >
Removes the selectedchannel, and anylayers associated withit, from the channelslist.
Convertchannel
• Menubar | Channels >Convert Channel
• Right-click | inChannels Palette >ConvertChannel
• Button | Channels
Palette >
Changes the colordepth of the channelto either 8bit (Byte),16bit (Half), or 32bit(Float).
ConvertType Dialog
Determinesnumber of pixelsper RGB channel.
Duplicatechannel
• Keyboard | Alt+dragand drop channel
Duplicates the channeland all the layersbelonging to thatchannel.
Flattenchannel
• Menubar | Channels> Flatten
• Right-click | inChannels Palette >Flatten
Flattens the channeldata and bakes downthe texture.
Channeltransfer
• Menubar | Channels> Transfer
• Right-click | inChannels Palette >Transfer
Transfers channelsfrom one object orversion to another.
ChannelTransferDialog
CHANNEL FUNCTIONS |
REFERENCE GUIDE 40
Function How to access it What it does Opens thisdialog box
Notes
Cut channel • Menubar | Channels> Cut
• Right-click | inChannels Palette > Cut
• Keyboard |Ctrl/Cmd+X
Cuts the channel andall associated layersfrom the channels listand places it in theclipboard.
Copychannel
• Menubar | Channels> Copy
• Right-click | inChannels Palette >Copy
• Keyboard |Ctrl/Cmd+C
Copies the channel,and all associatedlayers from thechannels list andplaces it in theclipboard.
Pastechannel
• Menubar | Channels> Paste
• Right-click | inChannels Palette >Paste
• Keyboard |Ctrl/Cmd+V
Pastes any cut orcopied channel andassociated layers fromthe clipboard to thechannels list.
Exportcurrentchannel
• Menubar | Channels >Export CurrentChannel
• Right-click | canvas >Export > ExportCurrent Channel
• Right-click | inChannels Palette >Export CurrentChannel
Exports the currentchannel to a series offiles.
ExportDialog
CHANNEL FUNCTIONS |
REFERENCE GUIDE 41
Function How to access it What it does Opens thisdialog box
Notes
Export allchannels
• Menubar | Channels >Export > Export AllChannels
• Right-click | canvas >Export > Export AllChannels
• Right-click | inChannels Palette >Export > Export AllChannels
Exports all thechannels in thechannels palette to aseries of files.
ExportDialog
Exporteverything
• Menubar | Channels >Export > ExportEverything
• Right-click | canvas >Export > ExportEverything
• Right-click | inChannels Palette >Export > ExportEverything
Exports the channelsfor all the objects inyourproject to a series offiles.
ExportDialog
CHANNEL FUNCTIONS |
REFERENCE GUIDE 42
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 | inChannels Palette >Export Flattened >ExportCurrent ChannelFlattened
Flattens the currentchannel and exports itto a series of files.
ExportDialog
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 thechannels in thechannels palette andexports it to a seriesof files.
ExportDialog
CHANNEL FUNCTIONS |
REFERENCE GUIDE 43
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 channelsfor all objects in yourproject and exportsthem to a series offiles.
ExportDialog
Import intoa layer stack
• Menubar | Channels >Import > Import intoLayer Stack
• Right-click | canvas >Import > Import intoLayer Stack
• Right-click | inChannels Palette >Import > Import intoLayer Stack
Imports the file aslayers into the layerstack of your current,selected channel.
ImportDialog
Import intoa newchannel
• Menubar | Channels >Import > Import intoNew Channel
• Right-click | canvas >Import > Import intoNew Channel
• Right-click | inChannels Palette >Import > Import intoNewChannel
Import the file as anew channel in theChannels Palette.
ImportDialog
CHANNEL FUNCTIONS |
REFERENCE GUIDE 44
Function How to access it What it does Opens thisdialog box
Notes
Resizechannel
• Menubar | Channels>Resize
• Right-click | inChannels Palette >Resize
Resize options are:
• 256x256
• 512x512
• 1024x1024
• 2048x2048
• 4096x4096
• 8192x8192
• 16384x16384
• 32768x32768
Lockchannel
• Menubar | Channels> Lock Channel
• Right-click | channelinChannels Palette >Lock Channel
• Button | Channels
Palette >
Lock the selectedchannel so that thechannel nor any of thelayers in theassociated layer stackcan be edited ordeleted.
Lock icons in theChannels Paletteshow the currentstate of thechannel.
Unlockchannel
• Menubar | Channels> Unlock Channel
• Right-click | channelin Channels Palette >Unlock Channel
• Button | Channels
Palette >
Unlocks the selectedchannel so that thechannel or the layerswithin the layer stackcan be 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 channelsin the ChannelsPalette, regardless ofwhat isselected.
CHANNEL FUNCTIONS |
REFERENCE GUIDE 45
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 thechannels in theChannels Palette,regardless of what isselected.
In addition to theunlock optionslisted here, you canalso unlockchannels byselecting UnlockEntire Object.
View theNextChannel
• Menubar | Channels >Next Channel
• Right-click | inChannels Palette >Next Channel
• Mouse |
Selects the nextchannel in the list.
View thePreviousChannel
• Menubar | Channels>Previous Channel
• Right-click | inChannels Palette >PreviousChannel
• Mouse |
Selects the previouschannel in the list.
Snapshot allchannels
• Menubar | Channels >Snapshots >Snapshot AllChannels
• Right-click | inChannels Palette >Snapshots >Snapshot AllChannels
Takes snapshots of allthe channels in theChannels Palette.
CHANNEL FUNCTIONS |
REFERENCE GUIDE 46
Function How to access it What it does Opens thisdialog box
Notes
Snapshotthe currentchannel
• Menubar | Channels >Snapshots >Snapshot CurrentChannel
• Right-click | inChannels Palette >Snapshots >Snapshot CurrentChannel
Takes snapshots ofonly the currentselectedchannel.
Managesnapshots
• Menubar | Channels >Snapshots >ManageSnapshots
• Right-click | inChannels Palette >Snapshots >ManageSnapshots
Opens the Snapshotspalette.
Delete allsnapshots
• Menubar | Channels> Snapshots > DeleteAll Snapshots
• Right-click | inChannels Palette >Snapshots > DeleteAll Snapshots
Deletes all thesnapshots taken forthe current project.
CHANNEL FUNCTIONS |
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 newlayer
• Menubar | Layers >Add New Layer
• Right-click | in LayersPalette > Add NewLayer
• Button | Layers Palette
>
Adds a new layer tothe layer stack.
Addadjustmentlayer
• Menubar | Layers >Add AdjustmentLayer
• Right-click | layer inLayers Palette > AddLayer Adjustment
• Button | Layers Palette
>
• Keyboard | Tab
Adds the selectedfilter as anAdjustment layer tothe layer stack.
If addingadjustments bypressing Tab, typein the name of theadjustment youwant to add, forexample,Contrast.
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REFERENCE GUIDE 48
Function How to access it What it does Opens thisdialog box
Notes
Addprocedurallayer
• Menubar | Layers >Add Procedural Layer
• Right-click | in LayersPalette > AddProcedural Layer
• Button | Layers Palette
>
• Keyboard | Tab
Adds the selectedBasic, Environment,Geometry, orProcedural layer tothe layer stack.
If addingprocedurals bypressing Tab, typein the name of theprocedural youwant to add, forexample,Cloud.
Cut layer orlayer mask
• Menubar | Layers >Cut
• Right-click | layer inLayers Palette > Cut
• Menubar | Layers >Layer Mask > Cut
• Right-click | layermask in Layers Palette> Layer Mask > Cut
• Keyboard |Ctrl/Cmd+X
Cuts the layer fromthe layers list toallow you to paste itelsewhere in theproject ortemporarily removeit.
Using theCtrl/Cmd+Xshortcut cuts thewhole layer. Youcannot cut only thelayer mask.
Copy layeror layermask
• Menubar | Layers >Copy
• Right-click | layer inLayers Palette > Copy
• Menubar | Layers >Layer Mask > Copy
• Right-click | layermask in Layers Palette> Layer Mask > Copy
• Keyboard |Ctrl/Cmd+C orAlt+drag
Copies the layer fromthe layers list toallow you to paste itelsewhere in theproject.
Using theCtrl/Cmd+Cshortcut copies thewhole layer. Youcannot copy onlythe layer mask.
LAYER FUNCTIONS |
REFERENCE GUIDE 49
Function How to access it What it does Opens thisdialog box
Notes
Paste layeror layermask
• Menubar | Layers >Paste
• Right-click | layer inLayers Palette > Paste
• Menubar | Layers >Layer Mask > Paste
• Right-click | layermask in Layers Palette> Layer Mask > Paste
• Keyboard |Ctrl/Cmd+V
Pastes a cut orcopied layer into theselected location inthe project’s LayersPalette. Layers canbe paste as a copy inthe layer list, or as anew layer in a maskstack or adjustmentstack.
Duplicatelayer
• Button | Layers Palette
>
Creates an exactcopy of the selectedlayer.
’Copy’ is added tothe layer name todenote which layeris theduplicate.
Removelayers
• Right-click | layer inLayers Palette >RemoveLayers
• Button | Layers Palette
>
Removes theselected layer fromthe current project.
Merge layers • Right-click | layer inLayers Palette >MergeLayers
Merges two or morelayers together into asingle new layer.
Any masks or layergroups contained inthe selection willalso be merged intothe layer and are nolongerdisplayed as masksor groups.
LAYER FUNCTIONS |
REFERENCE GUIDE 50
Function How to access it What it does Opens thisdialog box
Notes
Layertransfer
• Menubar | Layers >Transfer
• Right-click | layer inLayers Palette >Transfer
Transfers layers fromone object or versionto another.
LayerTransferDialog
Add emptylayer group
• Right-click | in LayersPalette > Add LayerGroup
• Button | Layers Palette
>
Adds an empty layergroup, which allowsyou to add layers,masks, adjustmentsorprocedurals within asingle layer group.
These layer groupscan be flattened tocreate a single layer.
Grouplayers
• Right-click | layer inLayers Palette > GroupLayers
Gathers multipleselected layerstogether under asingle group.
Selected layers arelocated under aparent layer, whichis given a ‘group’name.
Flatten layergroup
• Right-click | layer inLayers Palette >Flatten Layer Group
Reduces multiplelayers into a singlelayer, where all thetextures are stillpresent.
Add mask • Menubar | Layers >Layer Mask > AddMask
• Right-click | layer inLayers Palette > LayerMask > Add LayerMask
• Button | Layers Palette
>
Adds a layer mask tothe selected layer.Select Reveal All,Hide All, or to createFrom Alpha.
LAYER FUNCTIONS |
REFERENCE GUIDE 51
Function How to access it What it does Opens thisdialog box
Notes
Bake mask • Menubar | Layers >Layer Mask > BakeMask
• Right-click | layer inLayers Palette > LayerMask > Bake Mask
Bakes the mask intothe layer, essentiallyflattening it.
Resize Mask • Menubar | Layers >Layer Mask > ResizeMask
• Right-click | layer inLayers Palette > LayerMask > Resize Mask
Resizes the mask to asize listed in theResize Maskdropdown menu.
Removemask
• Menubar | Layers >Layer Mask >Remove Mask
• Right-click | layer inLayers Palette > LayerMask > Bake Mask
Remove the maskfrom the layer.
Make maskstack
• Menubar | Layers >Layer Mask >MakeMask Stack
• Right-click | layer inLayers Palette > LayerMask >Make MaskStack
• Button | Layers Palette
>
Creates a mask layerstack from a singlemask on a layer.Requires the selectedlayer to have a mask,unless you areadding the maskstack using the AddMask Stack buttonin theLayers palette.
Clicking the mask
stack iconopens an undockedmask stack palette.
LAYER FUNCTIONS |
REFERENCE GUIDE 52
Function How to access it What it does Opens thisdialog box
Notes
Flattenmask stack
• Menubar | Layers >Layer Mask >MakeMask Stack
• Right-click | layer inLayers Palette >Flatten Mask Stack
Reduces the masksin a mask stack backinto a single mask onthe layer.
Enable mask • Menubar | Layers >Layer Mask > EnableMask
• Right-click | in LayersPalette > Layer Mask> Enable Mask
Enables the mask tobe viewed on themodel.
Disablemask
• Menubar | Layers >Layer Mask > DisableMask
• Right-click | in LayersPalette > Layers Mask> Disable Mask
Disables the maskfrom being viewedon the model.Disabling the maskonly temporarilyremoves it fromview.
To remove themask entirely,simply RemoveMask in the samemenu.
ConvertMask
• Menubar | Layers >Layer Mask > ConvertMask
• Right-click | in LayersPalette > Layers Mask> Convert Mask
Converts the mask'stexel format to either8bit (Byte), 16bit(Half), or 32bit(Float). This worksmuch the same wayas converting achannel's texelformat.
LAYER FUNCTIONS |
REFERENCE GUIDE 53
Function How to access it What it does Opens thisdialog box
Notes
Addsecondaryadjustment
• Menubar | Layers >SecondaryAdjustment > AddSecondaryAdjustment
• Right-click |adjustment layer inLayers Palette >SecondaryAdjustment
Allows you to addanother type ofadjustment to theselected adjustmentlayer.
This only applies toadjustment layers.The option appearsgrayed out if theselected layer isn’tan adjustment.
Removesecondaryadjustment
• Menubar | Layers >SecondaryAdjustment >Remove SecondaryAdjustment
• Right-click |adjustment layer inLayers Palette >Remove SecondaryAdjustment
Removes anysecondaryadjustment that hasbeen applied to theselected adjustmentlayer.
This only applies toadjustment layers.The option appearsgrayed out if theselected layer isn’tan adjustment.
Addadjustmentstack
• Menubar | Layers >Adjustment Stack >Add AdjustmentStack
• Right-click | layer inLayers Palette >Adjustment Stack >AddAdjustment Stack
• Button | Layers Palette
>
Adds an adjustmentstack to the selectedlayer. Add anadjustment layerfrom the menu of 21Filter adjustmentlayers.
This only applies tolayers other thanadjustment layers.
LAYER FUNCTIONS |
REFERENCE GUIDE 54
Function How to access it What it does Opens thisdialog box
Notes
Bakeadjustmentstack
• Menubar | Layers >Adjustment Stack >Bake AdjustmentStack
• Right-click | layer inLayers Palette >Adjustment Stack >BakeAdjustment Stack
Bakes an adjustmentstack down,essentially flatteningthe stack into asingle adjustmentlayer.
Removeadjustmentstack
• Menubar | Layers >Adjustment Stack >Remove AdjustmentStack
• Right-click | layer inLayers Palette >Adjustment Stack >RemoveAdjustment Stack
Removes anyadjustment stackthat has beenapplied to theselected layer.
This only applies tolayers other thanadjustment layers.
Enableadjustmentstack
• Menubar | Layers >Adjustment Stack >Enable AdjustmentStack
• Right-click | layer inLayers Palette >Adjustment Stack >EnableAdjustment Stack
If an adjustmentstack has beendisabled, this optionre-enables theadjustment stack.
This only applies toadjustment stacksthat have beendisabled. If a layerdoes not have anadjustment stack,or if the stack isalready enabled, theoption appearsgrayed out.
LAYER FUNCTIONS |
REFERENCE GUIDE 55
Function How to access it What it does Opens thisdialog box
Notes
Disableadjustmentstack
• Menubar | Layers >Adjustment Stack >Disable AdjustmentStack
• Right-click | layer inLayers Palette >Adjustment Stack >DisableAdjustment Stack
Disables anadjustment stack toshow the paint layerresult as it is withoutthe stack.Useful for comparingthe model with andwithout theadjustment stack.
This only applies toadjustment stacksthat have beenadded to a layer. If alayer does not havean adjustmentstack, the optionappears grayed out.
Convert topaintable
• Menubar | Layers >Convert to Paintable
• Right-click | layer inLayers Palette >Convert to Paintable
Share Layer • Menubar | Layers >Sharing > ShareLayer
• Right-click | layers inLayers Palette >Sharing > ShareLayer
• Shift+drag layer
Creates a sharedlayer in the layerstack.
Unsharelayer
• Menubar | Layers >Sharing > UnshareLayer
• Right-click | layer inLayers Palette >Sharing > UnshareLayer
Undoes the sharedstate of the shared(created) layer andthe original layer.
If sharing a layer asa channel,unsharing the layerto remove theshared state doesn’tremove the channelfrom the ChannelsPalette. This needsto be donemanually.
LAYER FUNCTIONS |
REFERENCE GUIDE 56
Function How to access it What it does Opens thisdialog box
Notes
Share LayersAs Channel
• Menubar | Layers >Sharing > ShareLayers As Channel
• Right-click | layers inLayers Palette >Sharing > ShareLayers As Channel
Copies the selectedlayers into theChannels Palette as anewChannel. Clicking onthe channel iconopens a new palettewith the shared layeralreadylisted.
Makesharedchannelcurrent
• Menubar | Layers >Sharing >MakeShared ChannelCurrent
• Right-click | layer inLayers Palette >Sharing >MakeShared ChannelCurrent
Makes the sharedchannel the currentchannel in the ViewCurrent Channeloption of theDefault Shaderstoolbar.
Cache layer(s)
• Menubar | Layers >Cache Layers
• Right-click | layer inLayers Palette > CacheLayers
Bakes the layer tospeed up layerperformance.Caching a layercaches it to the hard-disk.
Cache up tohere
• Menubar | Layers >Cache Up To Here
• Right-click | layer inLayers Palette > CacheUp To Here
Caches up to thecurrent selected layerin the layer stack.
LAYER FUNCTIONS |
REFERENCE GUIDE 57
Function How to access it What it does Opens thisdialog box
Notes
Uncachelayer(s)
• Menubar | Layers >Uncache Layers
• Right-click | layer inLayers Palette >Uncache Layers
Release the cachedfiles and unlocks thelayer stack, allowingit to be edited again.
Uncachelayer up tohere
• Menubar | Layers >Uncache Up To Here
• Right-click | layer inLayers Palette >Uncache Up To Here
Releases the cachedfiles and unlocks thelayer stack up to theselected layer,allowing thoselayers to be editedagain.
Exportselectedlayers
• Menubar | Layers >Export > ExportSelected Layers
• Right-click | layer inLayers Palette > Export> Export SelectedLayers
Exports the selectedlayer to an externalsource.
ExportDialog
Export alllayers
• Menubar | Layers >Export > Export AllLayers
• Right-click | layer inLayers Palette > Export> Export All Layers
Exports all the layersin the layer stack toan external source.
ExportDialog
LAYER FUNCTIONS |
REFERENCE GUIDE 58
Function How to access it What it does Opens thisdialog box
Notes
Exportselectedmasks
• Menubar | Layers >Export > ExportSelected Masks
• Right-click | layer inLayers Palette orshader in ShaderLayers tab > Export >Export SelectedMasks
Exports the mask ofthe selected layer(s)or layered shader(s).
ExportDialog
The masks forlayers and layeredshaders behave inthe same way asthey are in effectthe same entity.
Export allmasks
• Menubar | Layers >Export > Export AllMasks
• Right-click | layer inLayers Palette orshader in ShaderLayers tab > Export >Export All Masks
Exports all the masksin a layer stack, ineither the LayersPalette or theShader Layers tabof the ShadersPalette.
ExportDialog
Exportselectedlayersflattened
• Menubar | Layers >Export Flattened >Export SelectedLayers Flattened
• Right-click | layer inLayers Palette > Export> Export SelectedLayers Flattened
Exports the selectedlayer or layersflattened into asingle file to anexternal source.
ExportDialog
Export alllayersflattened
• Menubar | Layers >Export Flattened >Export All LayersFlattened
• Right-click | layer inLayers Palette > Export> Export All LayersFlattened
Exports all the layersin the layer stackflattened into asingle file to anexternal source.
ExportDialog
LAYER FUNCTIONS |
REFERENCE GUIDE 59
Function How to access it What it does Opens thisdialog box
Notes
Exportselectedmasksflattened
• Menubar | Layers >Export Flattened >Export SelectedMasks Flattened
• Right-click | layer inLayers Palette orshader in ShaderLayers tab > Export >Export SelectedMasks Flattened
Exports the mask ofthe selected layer(s)or layered shader(s)flattened into asingle file to anexternal source.
ExportDialog
The masks forlayers and layeredshaders behave inthe same way asthey are in effectthe same entity.
Export allmasksflattened
• Menubar | Layers >Export Flattened >Export All MasksFlattened
• Right-click | layer inLayers Palette orshader in ShaderLayers tab > Export >Export All MasksFlattened
Exports all the masksin a layer stack, ineither the LayersPalette or theShader Layers tabof the ShadersPalette, flattened intoa single file to anexternal source.
ExportDialog
Import intolayer
• Menubar | Layers >Import > Import intoLayer
• Right-click | layer inLayers Palette >Import > Import intoLayer
Selects a file withpaint or mask data tobe imported into theselected layer.
ImportDialog
LAYER FUNCTIONS |
REFERENCE GUIDE 60
Function How to access it What it does Opens thisdialog box
Notes
Import intolayer stack
• Menubar | Layers >Import into LayerStack
• Right-click | layer inLayers Palette >Import > Import intoLayer Stack
Selects a file withpaint or mask data tobe imported into thecurrent layer stack.
ImportDialog
Inspect layerproperties
• Right-click | layer inLayers Palette > LayerProperties
Opens a separatewindow to displaythe properties of theselected layer.
Refreshlayer view
• Right-click | in LayersPalette > RefreshLayer View
Refreshes the entirelayer stack.
LAYER FUNCTIONS |
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 Paintnode
• Right-click | NodeGraph > Paint
• keyboard | P
Opens a dialog boxallowing you to add animage set, similar tothe Add Channeldialog.
Add ChannelDialog
Add Groupnode
• Right-click | NodeGraph > Group
• keyboard |Cmd/Ctrl+G
Creates a Group nodecontaining selectednodes or an emptyGroup if no nodes areselected.
Import imageinto Paintnode
• Right-click | NodeGraph > File >Import
Imports an image ondisk into a selectedPaint node in thecurrent Node Graph.
Export imagefrom Paintnode
• Right-click | NodeGraph > File > Export
Exports a selectedPaint node from thecurrent Node Graph toa file on disk.
Import nodesinto NodeGraph
• Right-click | NodeGraph > File >Import Nodes
Imports a selection ofnodes into the currentNode Graph from.mng files.
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REFERENCE GUIDE 62
Function How to access it What it does Opens thisdialog box
Notes
Export nodesfrom NodeGraph
• Right-click | NodeGraph > File > ExportNodes
Exports a selection ofnodes from the currentNode Graph to an.mng file.
Copy selectednodes toclipboard
• Right-click | NodeGraph > Edit > Copy
• keyboard |Cmd/Ctrl+C
Copies the selectednodes from the currentNode Graph to the OSclipboard.
Paste nodesfromclipboard
• Right-click | NodeGraph > Edit > Paste
• keyboard |Cmd/Ctrl+V
Pastes the nodes fromthe OS clipboard to thecurrent Node Graph.
Duplicateselected node(s)
• Right-click | NodeGraph > Edit >Duplicate
Creates a duplicate ofthe selected node(s) inthe current NodeGraph.
Bake paint toPaint node
• Right-click | NodeGraph > Edit > Baketo Paint node
Converts a selectednode to a Paint node,allowing you to exportits output.
Disableselected node(s)
• Right-click | NodeGraph > Edit >Disable
• keyboard | D
Disables the selectednode or nodes, onlypassing their preferredinput down the nodetree.
Bypassselected nodeinputs
• Right-click | NodeGraph > Edit >Bypass
• keyboard |Ctrl/Cmd+D
Cycles through thenode's inputs to bypassall but one.
NODE GRAPH FUNCTIONS |
REFERENCE GUIDE 63
Function How to access it What it does Opens thisdialog box
Notes
Deleteselected node(s)
• Right-click | NodeGraph > Edit >Delete
• keyboard | Del
Deletes the selectednodes from the currentNode Graph.
Add node • Right-click | NodeGraph > Nodes >Category > Node
• keyboard | Tab
Adds the node to thecurrent Node Graph atthe cursor position orafter a selected node.
Jump to Node • Right-click | NodeGraph > File >Search Node
• keyboard | J
Jumps to the targetnode's location in thenode tree.
Autoplaceselectednodes
• Right-click | NodeGraph > Autoplace
Rearranges all (orselected) nodes in thecurrent Node Graphfor clarity.
NODE GRAPH FUNCTIONS |
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 Opensthisdialog box
Notes
Double faceresolution
• Menubar | Ptex >Double FaceResolution
• Button | Ptex Toolbar >
Double the selectedface resolution.
Halve faceresolution
• Menubar | Ptex > HalveFace Resolution
• Button | Ptex Toolbar >
Halve the selected faceresolution.
Set the worldspace faceresolution forthe selectedface
• Menubar | Ptex >WorldSpace Face Resolution
• Button | Ptex Toolbar >
Set the world spaceface resolution for theselected face.
Set the faceresolution forthe selectedface
• Menubar | Ptex > SetFace Resolution
• Button | Ptex Toolbar >
Set the face resolutionfor the selected face.
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REFERENCE GUIDE 65
Function How to access it What it does Opensthisdialog box
Notes
Fill selectedfaces withforegroundcolor
• Menubar | Ptex > FillFaces Foreground
• Button | Ptex Toolbar >
Fill the selected faceswith the foregroundcolor.
Fill selectedfaces withbackgroundcolor
• Menubar | Ptex > FillFaces Background
• Button | Ptex Toolbar >
Fill the selected faceswith the backgroundcolor.
PTEX FUNCTIONS |
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,and displays them inthe Image ManagerPalette.
You can onlyextract images upto 8K inresolution.
Select patches bynumber
• Menubar | Patches >Select Range
• Right-click | canvas >Patches > SelectRange
Lets you enter aseries of patchnumbers in order toselect those patches.
SelectPatches
Copy selectedpatches tosystemclipboard
• Menubar | Patches >Copy Indexes toClipboard
• Right-click | canvas >Patches > CopyIndexes to Clipboard
• Right-click | PatchesPalette > CopyIndexes to Clipboard
Copies selectedpatch IDs to thesystemclipboard.
Copies the UDIMof the selectedpatch(es) to thesystem clipboard,for use in otherapplications.
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REFERENCE GUIDE 67
Function How to access it What it does Opens thisdialog box
Notes
Paste selectedpatch
• Menubar | Patches >Quick Paste
• Right-click | canvas >Patches > QuickPaste
• Keyboard |Ctrl/Cmd+V
Pastes a copiedpatch (from theclipboard).
Copy selectedpatch
Menubar | Patches >Quick Copy
Right-click | canvas >Patches > Quick Copy
Keyboard | Ctrl/Cmd+C
Copies the selectedpatch.
Only copies thepaint baked ontothe patch (doesnot copy unbakedpaint).
Copy textures • Menubar | Patches >Copy Textures
• Right-click | canvas >Patches > CopyTextures
Copies multipletextures fromselected patches.
CopyMultipleTexturesDialog
Fill patches withblack
• Menubar | Patches >Fill > Black
• Right-click | canvas >Patches > Fill >Black
Fills the patch withblack paint.
Fill patches withgray
• Menubar | Patches >Fill > Gray
• Right-click | canvas >Patches > Fill > Gray
Fills the patch withgray paint.
PATCH FUNCTIONS |
REFERENCE GUIDE 68
Function How to access it What it does Opens thisdialog box
Notes
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.
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 UV mask
• Menubar | Patches >Fill > UV Mask
• Right-click | canvas >Patches > Fill > UVMask
Fills the selectedpatches with a blackand white UV maskfor the currentlayer’scurrent paintcomponent, ifpaintable.
PATCH FUNCTIONS |
REFERENCE GUIDE 69
Function How to access it What it does Opens thisdialog box
Notes
Fill patches withwireframe
• Menubar | Patches >Fill >Wireframe
• Right-click | canvas >Patches > Fill >Wireframe
Fills the selectedpatches with awireframe for thecurrent layer’scurrent component,ifpaintable.
Copy the patchmask
• Menubar | Patches >UV Mask to ImageManager
• Right-click | canvas >Patches > UV Maskto Image Manager
• Right-click | patch inPatches Palette > UVMask to ImageManager
Copies the outline(mask) of the UVs onthe patch to theImage Manager.
Copy the patcheswireframe
• Menubar | Patches >UV Wireframe toImage Manager
• Right-click | canvas >Patches > UVWireframe to ImageManager
Copies thewireframe of theUVs on the patch tothe Image Manager.
Extend the patchbleed area
• Menubar | Patches >Bleed Patch Edges
• Right-click | canvas >Patches > BleedPatch Edges
• Right-click | inPatches Palette >Bleed Patch Edges
Extends the bleedarea at the edges ofthe UV patches outto the edge of theentire patch.
PATCH FUNCTIONS |
REFERENCE GUIDE 70
Function How to access it What it does Opens thisdialog box
Notes
Flip patchvertically
• Menubar | Patches >Transform > FlipVertical
• Right-click | canvas >Patches >Transform > FlipVertical
Flips the paint onthe selected patch(es)vertically.
Flip patchhorizontally
• Menubar | Patches >Transform > FlipHorizontal
• Right-click | canvas >Patches >Transform > FlipHorizontal
Flips the paint onthe selected patch(es)horizontally.
Rotate patch 90degreescounterclockwise
• Menubar | Patches >Transform > Rotate90 CCW
• Right-click | canvas >Patches >Transform > Rotate90 CCW
Rotates the paint onthe selected patch(es) 90 degreescounterclockwise.
Rotate patch 90degreesclockwise
• Menubar | Patches >Transform > Rotate90 CW
• Right-click | canvas >Patches >Transform > Rotate90 CW
Rotates the paint onthe selected patch(es) 90 degreesclockwise.
PATCH FUNCTIONS |
REFERENCE GUIDE 71
Function How to access it What it does Opens thisdialog box
Notes
Rotate patch 180degrees
• Menubar | Patches >Transform > Rotate180
• Right-click | canvas >Patches >Transform > Rotate180
Rotates the paint onthe selected patch(es) 180 degrees.
Mirror patchfrom left to right
• Menubar | Patches >Mirror >Mirror Leftto Right
• Right-click | canvas >Patches >Mirror >Mirror Left to Right
Mirrors the paint onthe selected patch(es) from left toright.
Mirror patchfrom right to left
• Menubar | Patches >Mirror >MirrorRight to Left
• Right-click | canvas >Patches >Mirror >Mirror Right to Left
Mirrors the paint onthe selected patch(es) from right toleft.
Mirror patchfrom top tobottom
• Menubar | Patches >Mirror >Mirror Topto Bottom
• Right-click | canvas >Patches >Mirror >Mirror Top toBottom
Mirrors the paint onthe selected patch(es) from top tobottom.
PATCH FUNCTIONS |
REFERENCE GUIDE 72
Function How to access it What it does Opens thisdialog box
Notes
Mirror patchfrom bottom totop
• Menubar | Patches >Mirror >MirrorBottom to Top
• Right-click | canvas >Patches >Mirror >Mirror Bottom toTop
Mirrors the paint onthe selected patch(es) from bottom totop.
Link selectedpatches
• Menubar | Patches >Link > Link SelectedPatch Images
• Right-click | canvas >Link > Link SelectedPatch Images
• Right-click | PatchesPalette > LinkSelected PatchImages
Links patches thathave been selectedin the Patchespalette. This allowsyou to quicklyreplicate changesfrom one patchacrossmultiple patches.
A colored boxhighlights linkedpatches in the UVview.
Unlinkselected patches
• Menubar | Patches >Link > UnlinkSelected PatchImages
• Right-click | canvas >Link > UnlinkSelected PatchImages
• Right-click | PatchesPalette > UnlinkSelected PatchImages
Unlinks any linkedpatches that havebeen selected in thePatches palette.
Removes thecolored box fromthe unlinkedpatches in the UVview.
PATCH FUNCTIONS |
REFERENCE GUIDE 73
Function How to access it What it does Opens thisdialog box
Notes
Selects allpatches linked toa specific patch
• Menubar | Patches >Link > Select LinkedPatch Images
• Right-click | canvas >Link > Select LinkedPatch Images
• Right-click | PatchesPalette > SelectLinked PatchImages
Selects all of thepatches that havebeen linked to thespecified patchselection, andhighlights them inthe Patches palette.
Unlinks all linkedpatches
• Menubar | Patches >Link > Unlink AllLinked PatchImages
• Right-click | canvas >Link > Unlink AllLinked PatchImages
• Right-click | PatchesPalette > Unlink AllLinked PatchImages
Unlinks all linkedpatches for theentire project.
Resize patches • Menubar | Patches >Resize Selected >Size
• Right-click | canvas >Resize Selected >Size
• Right-click | PatchesPalette > ResizeSelected > Size
Resizes the selectedpatches to theselected size,including options todouble or halve thesize.
PATCH FUNCTIONS |
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 >Add New Shader
• Right-click | in ShadersPalette > Add NewShader
• Button | Shaders
Palette >
Adds a new shaderfrom the choices:• Phong,
• Cook Torrance,
• Beckman,
• Blinn,
• Flat,
• Unreal,
• BRDF,
• Standard Lighting,
• AiStandard,
• RedshiftArchitectural,
• VRayMtl,
• Layered, and
• Choose Diffuse andSpecular.
Create ShaderDialog whenselectingChooseDiffuse andSpecular.
Masks FormatsDialog whenselectingLayered.
The ChooseDiffuse andSpecular optionallows you tocreate a customshader.
Refer to theCreate ShaderDialog for moreinformation.
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REFERENCE GUIDE 75
Function How to access it What it does Opens thisdialog box
Notes
Add newshader layer
• Button | ShadersPalette > Shader
Layers tab >
Adds a new shader tothe layer stack for theselected layeredshader:
• Phong,
• Cook Torrance,
• Beckman,
• Blinn,
• Flat,
• Unreal,
• BRDF,
• Standard Lighting,• AiStandard,
• RedshiftArchitectural,
• VRayMtl, and
• Choose Diffuse andSpecular.
Create ShaderDialog whenselectingChooseDiffuse andSpecular.
The ChooseDiffuse andSpecular optionallows you tocreate a customshader.
Refer to theCreate ShaderDialog for moreinformation.
Duplicateshader
• Menubar | Shading >Duplicate Shader
• Right-click | in ShadersPalette > DuplicateShader
• Button | Shaders
Palette >
Makes a copy of theselected shader.
SHADING FUNCTIONS |
REFERENCE GUIDE 76
Function How to access it What it does Opens thisdialog box
Notes
Deleteshader
• Menubar | Shading >Remove Shader
• Right-click | in ShadersPalette> RemoveShader
• Button | Shaders
Palette >
Deletes the selectedshader from theproject.
Cut shader • Right-click | on shaderin Shaders Palette >Cut
• Ctrl/Cmd+X
Cuts the shader fromthe Shaders palettelist and places it in theclipboard.
Default shaderscannot be cut orpasted.
Copy shader • Right-click | on shaderin Shaders Palette >Copy
• Ctrl/Cmd+C
Copies the shaderfrom the Shaderspalette list and placesit in theclipboard.
Default shaderscannot becopied orpasted.
Pasteshader
• Right-click | on shaderin Shaders Palette >Paste
• Ctrl/Cmd+V
Pastes the cut orcopied shader fromthe clipboard into theShaders palette list.
Add shadermask
• Button | ShadersPalette > Shader
Layers tab >
Adds a mask to theselected shader layerin the Shader Layerstab.
Add shadermask stack
• Button | ShadersPalette > Shader
Layers tab >
Adds a mask stack tothe selected shaderlayer in the ShaderLayers tab.
SHADING FUNCTIONS |
REFERENCE GUIDE 77
Function How to access it What it does Opens thisdialog box
Notes
Removeshader layer
• Button | ShadersPalette > Shader
Layers tab >
Removes the shaderlayer from the layerstack in the ShaderLayers tab.
Assign acolor tag
• Button | ShadersPalette > Shader
Layers tab >
Assigns the selectedshader a color tag thatcan be searched forwith the color tagfilter.
Set lightingon mainmesh to flat
• Menubar | Shading >Flat
• Toolbar |
Shades all pixels withthe same value.
Set lightingon mainmesh tobasic
• Menubar | Shading >Basic
• Toolbar |
Applies a basic lightingmodel.
Set lightingon mainmesh to full
• Menubar | Shading >Full
• Toolbar |
Applies a full,configurable lightingmodel.
From within theLighting palette,you can alsoadjust the fourbasic lights ortheenvironmentlight.
Mari saves theselighting valueswith the project.
SHADING FUNCTIONS |
REFERENCE GUIDE 78
Function How to access it What it does Opens thisdialog box
Notes
Toggleshadows inthe display
• Menubar | Shading >Shadows
• Toolbar |
Toggles whether toshow the shadows inthedisplay.
This does notenable ordisable shadowprocessing. Toenable shadowprocessing,enable DepthProjections inthePreferences.By default thispreference isdisabled.
Togglewireframeview
• Menubar | Shading >Toggle Wireframe
• Keyboard | Shift+W
• Toolbar |
Toggles whether toshow the wireframeson the model.
Toggle UVimagerendering
• Menubar | Shading >Toggle UvImage
• Toolbar |
Shows the patches inthe UV view as theyappear after export,including the overspillareas.
Togglewhole patchproject
• Menubar | Shading >Toggle Whole PatchProject
• Toolbar |
Enables paintingoutside geometry shellboundaries in UVpatches.
This is onlyavailable in UVviews.
SHADING FUNCTIONS |
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 thepaint buffer).
For the mousegesture: press andhold \, click and dragin the directionindicated. (A thin redline traces gesturesonscreen.)
Undo • Menubar | Edit > Undo
• Keyboard | Ctrl/Cmd+Z
• Toolbar |
• Mouse |
Undo the last action. For the mousegesture: press andhold \, click and dragin the directionindicated. (A thin redline traces gesturesonscreen.)
See also the HistoryView Palette.
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REFERENCE GUIDE 80
Function How to access it What it does Opens thisdialog box
Notes
Redo • Menubar | Edit > Redo
• Keyboard | Ctrl/Cmd+Y
• Toolbar |
• Mouse |
Redo the last(undone) action.
For the mousegesture: press andhold \, click and dragin the directionindicated. (A thin redline traces gesturesonscreen.)
See also the HistoryView Palette.
Bakepainting intothe model
• Keyboard | B
• Menubar | Painting >Bake
• Mouse |
• Status bar |
Saves the painting aspart of the project.
For the mousegesture: press andhold \, click and dragin the directionindicated. (A thin redline traces gesturesonscreen.)
Show orhidepainting
• Keyboard | . Shows or hides thecontents of the paintbuffer (that is, theunbaked paint).
Show orhidepaintableareas(notcurrentlymasked out)
• Menubar | Painting >Toggle Mask Preview
• Keyboard | ,
• Projection Palette |Mask Preview |MaskPreview Enabled
Shows or hides thecurrent masking(including allmasking currentlyturned on - the edgemask, channel mask,ambientocclusion mask,depth mask, andbackface mask).
When this is on, thisshows paintableareas normally, andunpaintable areasare colored.
PAINTING FUNCTIONS |
REFERENCE GUIDE 81
Function How to access it What it does Opens thisdialog box
Notes
Save currentpainting as afile
• Menubar | Painting >Save Painting
Saves the currentunbaked paint (thecontents of the paintbuffer) as an .exr file.
SaveWindowPainting
Saves the paintbuffer as an .exr file,and puts it in theImage ManagerPalette.
Loadpreviouslysavedpaintingfiles
• Menubar | Painting >Load Painting
Loads an .exr fileand projects it ontothe model as thecurrent painting.
LoadWindowPainting
Drawstraight linebetween twopoints
• Mouse | Click, thenShift+click
Draws a line with thecurrent brushbetween the twoselected points.
Drawstraight linehorizontallyor vertically
• Mouse | Shift+clickand drag
Constrains paintingto straight horizontalor vertical lines.
Toggle LastBrush Tip • Mouse |
• Keyboard | N
Switches to the lastbrush tip used.
PAINTING FUNCTIONS |
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 inthe selection’s alphachannel. Replacescolors with their“opposite” in the colorchart. For example,replaces a color with afloat value of 0.3 witha color with float value0.7.
Apply Invert
ApplyLuminosityfilter
• Menubar | Filters >Luminosity
Outputs just theluminosity value ofeach pixel in theselection. That is, itoutputs a grayscaleimage based on thebrightness of everypixel in the originalimage.
ApplyLuminosity
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REFERENCE GUIDE 83
Function How to access it What it does Opens thisdialog box
Notes
Apply InBlurfilter
• Menubar | Filters >Blur > Blur
Applies a standardblur to the selection.
Apply Blur You can select theblur radius - thenumber of pixels Mariuses whencalculating the blurvalue for each pixel.The higher the radius,the more blurred theresults. If you use alarger blur radius, youmay get slight lines onthe boundariesbetween patches. Thisis an artifact of theway that Mari handlespatch edges.
This filter is notsupported with Ptexchannels.
Apply SoftenBlur filter
• Menubar | Filters >Blur > Soften
Applies a subtlesoftening blur. This isa quick,predefined blur filter.If you need morecontrol over thedegree or type ofblurring, use either thestandard Blur orGaussian Blur filters.
ApplySoften
This filter is notsupported with Ptexchannels.
FILTER FUNCTIONS |
REFERENCE GUIDE 84
Function How to access it What it does Opens thisdialog box
Notes
ApplyGaussianBlur filter
• Menubar | Filters >Blur > Gaussian
Applies a Gaussianblur. Compared to thestandard Blur filter,this gives you muchfinercontrol over thedegree of blurring,and the option ofusing much higherblur values.
ApplyGaussian
You can select theblur radius. Thehigher the radius, themore blurred theresults. If you use ahigher blur radius,you may see artifactsalong the boundariesofgeometry shells andUV patches.
This filter is notsupported with Ptexchannels.
ApplyGammafilter
• Menubar | Filters >Gamma
Changes the gammalevels in the selection.
ApplyGamma
Do Inverse reversesthe gammaconversion. That is, ahigher setting forGamma results in amore washed-outlooking image.
Apply sRGBTo LinearFilter
• Menubar | Filters >sRGB To Linear
Applies an sRGB tolinear colorspaceconversion.
Apply sRGBTo Linear
Checking Invertapplies a linear tosRGB colorspaceconversion.
FILTER FUNCTIONS |
REFERENCE GUIDE 85
Function How to access it What it does Opens thisdialog box
Notes
Apply Huefilter
Menubar | Filters >Hue
Changes the hue,saturation, and valueof the colors on themodel.
Apply Hue To change the hue ofthe colors, set thevalue for Hue. Thismoves thecolors around thecolor wheel. Therotation value is thedegree around thecolor wheel that eachcolor shifts, between 0and 360 (which bothcorrespond to theoriginal colors). Theoptions to change theSaturation are:
• Saturation - howmuch saturation isapplied. Select amultiplier from 0 to2, where 1.00 is theoriginal saturationvalue.
• Offset - an offsetvalue to add to theinitialsaturation value,before applying thescale.
You can also edit theSaturation curve.This controls how thefilter translatescurrentsaturation values tonew values. For eachinput value along thebottom of the graph,the output value is setfrom theposition of the lineabove that point. Editthe curve by:
FILTER FUNCTIONS |
REFERENCE GUIDE 86
Function How to access it What it does Opens thisdialog box
Notes
• pulling the anchorpoints,
• clicking betweenanchor points to adda new point, and
• right-clicking toselect from a set ofpresetvalues.
You can edit theScale, Offset andValue curve for thevalue of the colors inthe same way.
ApplyBrightnessfilter
• Menubar | Filters >Brightness
Changes thebrightness of thepaint, either overall orfor specific colorchannels. You can alsochange the contrast.
ApplyBrightness
You can either changethe brightness of allcolor channels atonce, or one- by-one.Changing the mainBrightness controlchanges (overwrites)any changes youmake to brightnessvalues forindividual colorchannels.
ApplyContrastfilter
• Menubar | Filters >Contrast
Changes the contrastof the paint.
ApplyContrast
You can select theamount of contrastusing the slider.
FILTER FUNCTIONS |
REFERENCE GUIDE 87
Function How to access it What it does Opens thisdialog box
Notes
Apply Clampfilter
• Menubar | Filters >Clamp
Clamps color values tolie within the specifiedupper and lowervalues.
ApplyClamp
Set the Upper Valueand Lower Value byadjusting the slidersor entering values inthe entry boxes.
Select the individualColor Component toclamp in thedropdown menu.
FILTER FUNCTIONS |
REFERENCE GUIDE 88
Function How to access it What it does Opens thisdialog box
Notes
Apply Levelsfilter
Menubar | Filters >Levels
Changes the colorlevels in the paint, bysetting the white point,midtone, and blackpoint.
ApplyLevels
You can change thelevels of all colorcomponents or eachcolor componentseparately. You canset the:
• Color Component -whether this affectsall colorcomponents, or aspecific one (Red,Green, or Blue).
• White Point - theupper limit ofdisplayed colorintensity. Areas witha value higher thanthis are mapped to 1(white).
• Midtone - themiddle pointbetween white andblack. Mari remapsthe values so thatthis is the middle ofthe range betweenthe white point andblack point. Movingthis pushes thevalues towards thatend of the spectrum.
• Black Point - thelower limit ofdisplayed colorintensity. Areas witha value lower thanthis are mapped to 0(black).
FILTER FUNCTIONS |
REFERENCE GUIDE 89
Function How to access it What it does Opens thisdialog box
Notes
• White Output Level- how strongly tooutput the white inthe filtered image.Higher values showthe entire whiteoutput, lower valuesshow decreasingamounts.
• Black Output Level- how strongly tooutput the black inthe filtered image.Higher values showthe entire blackoutput, lower valuesshow decreasingamounts.
FILTER FUNCTIONS |
REFERENCE GUIDE 90
Function How to access it What it does Opens thisdialog box
Notes
Apply ColorCurves filter
• Menubar | Filters >Color Curves
Changes the colorcurve for each colorcomponent (RGB) inthe painting.
Apply ColorCurves
You can also edit eachcolor curve,controlling how eachcolorcomponent appearson-screen. Thiscontrols how the filtertranslates currentcolor values to newvalues. For each inputvalue along thebottom of the graph,the output value is setfrom the position ofthe line above thatpoint. Edit the curveby:
• pulling the anchorpoints,
• clicking betweenanchor points to adda new anchor point,
• right-clicking toselect from a set ofpresetvalues.
FILTER FUNCTIONS |
REFERENCE GUIDE 91
Function How to access it What it does Opens thisdialog box
Notes
Apply ColorSwitchesfilter
• Menubar | Filters >Color Switches
Turns individual colorcomponents on or off.
Apply ColorSwitches
Use the checkboxes toselect which colorcomponents aredisplayed. When Mariapplies the filter, itremoves anyunchecked colorcomponents from thepainting.
Apply ToneMappingfilter
• Menubar | Filters >Tone Mapping
Varies the “exposure”of the painting.
Apply ToneMapping
You can set the:
• White Point - theupper limit of colorintensity displayed;any colors of greaterintensity map towhite.
• Exposure - lowerexposures givedarker images;higherexposures givelighter ones.
Apply CopyChannelfilter
• Menubar | Filters >Copy Channel
Copies the value fromone RGB colorcomponent to theother two. The result isagrayscale image withthe intensity valuesfrom the selectedcomponent.
Apply CopyChannel
Select the sourcecomponent from thelist. When you applythe filter, Mari copiesthe selectedcomponent over theother twocomponents.
FILTER FUNCTIONS |
REFERENCE GUIDE 92
Function How to access it What it does Opens thisdialog box
Notes
ApplyPremultiplyAlpha filter
• Menubar | Filters >Premultiply Alpha
Either pre- or post-multiplies the alpha inthe selected image. Ifyou are painting usingan image withoutpremultiplied alphaonto one with it, usethis filter to performthe premultiplication,so the images matchand you avoid linesaround the outside ofthe patch. Post-multiply works thesame, but in reverse(removespremultiplication tomatch images that donot have premultipliedalphas).
ApplyPremultiplyAlpha
If the Postmultiplybox is checked, thepremultiplied alpha isremoved.
Apply EdgeDetect filter
• Menubar | Filters >Edge Detect
Finds “edges”(transitions betweencolors) in the imageand heightens them.
Apply EdgeDetect
This filter is notsupported with Ptexchannels.
ApplyEmbossfilter
• Menubar | Filters >Emboss
Applies an “emboss”effect, so that textureslook “raised” on thesurface.
ApplyEmboss
This filter is notsupported with Ptexchannels.
FILTER FUNCTIONS |
REFERENCE GUIDE 93
Function How to access it What it does Opens thisdialog box
Notes
ApplySharpenfilter
• Menubar | Filters >Sharpen
Removes 'fuzziness'and clarifies detail inthe image.
ApplySharpen
You can set theamount ofsharpening. Highervalues mean moresharpening, while avalue of 0.00 is thepicture without thefilter applied.
This filter is notsupported with Ptexchannels.
Apply HighPass Filter
• Menubar | Filters >High Pass
Removes lowfrequency informationfrom the image whilemaintaining higherfrequency detail.
This can be useful forquickly creatingspecular maps whereonly the higherfrequency imagehighlights aremaintained.
Apply HighPass
You can set the kernelsize (the amount offiltering) by adjustingthe Radius.
If you use a largeradius, you may getslight lines on theboundaries betweenpatches. This is anartifact of the way thatMari handles patchedges.
This filter is notsupported with Ptexchannels.
FILTER FUNCTIONS |
REFERENCE GUIDE 94
Function How to access it What it does Opens thisdialog box
Notes
Apply ColorCorrectionfilter
• Menubar | Filters >Color Correction
Applies a colorspacecorrection to thecurrent channel orpainting.
Apply ColorCorrection
You have the optionto use Mari’s defaultConfiguration File ora custom one.
Set the colorspace ofthe current channel orpainting in the InputColorspacedropdown.
Set the colorspacecorrection to apply tothe current channel orpainting in theOutputColorspacedropdown.
FILTER FUNCTIONS |
REFERENCE GUIDE 95
Function How to access it What it does Opens thisdialog box
Notes
Apply AddNoise filter
• Menubar | Filters >Add Noise
Applies noise to thecurrent channel orpainting.
Apply AddNoise
Use the Amountslider to adjust howmuch noise is appliedand select thecomponent you wantto affect from theColor Componentdropdown.
For additive grayscalenoise that modifiesthe intensity whileretaining the originalcolor, check theGrayscalecheckbox.
You can regeneratethe noise usingdifferentrandom samples bydragging on the Seedslider.
Adjust the size of thenoise applied bydragging on the Sizeslider.
FILTER FUNCTIONS |
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 allselectedareas
• Menubar | Camera >View All
• Keyboard | A
• Mouse |
Fills the canvas withall selected areas (orall objects in theproject if nothing isselected).
For the mousegesture: press andhold \, click and dragin the directionindicated. (A thin redline traces gesturesonscreen.)
LoadAlembic orFBX Camera
• Menubar | Camera >Load Camera
Loads a 3rd party.abc or .fbx cameraview point of thecurrent model.
(The view point mayseem arbitrary,depending on themodel)
LoadCamera
File format is .abc or.fbx
Project ontothe frontpatchesfrom thecurrent view
• Menubar | Camera >Quick Project Front
Loads the data fromthe file set in theQuickProjection dialog.The result isprojected onto thepatches of the modelvisible from thecurrent view, andbaked on.
QuickProjection(if detailshave notalready beenset)
96
REFERENCE GUIDE 97
Function How to access it What it does Opens thisdialog box
Notes
Project ontoall imagesfrom thecurrent view
• Menubar | Camera >Quick ProjectThrough
Loads the data fromthe file set in theQuickProjection dialog.The result isprojected onto allpatches of the model(whether visible inthe current view ornot) and baked on.
QuickProjection(if detailshave notalready beenset)
Unprojectfrom thecurrent view
• Menubar | Camera >Quick Unproject
Saves the currentbaked painting, asvisible in the currentview, to an image file(as set in the QuickProjectionproperties dialogbox).
QuickProjection(if detailshave notalready beenset)
Set up quickprojection
• Menubar | Camera >Quick ProjectionSettings
Lets you set theimage Resolution,Path and Lightingsetup for theprojected file.
QuickProjection
View leftside ofmodel
• Menubar | Camera >Camera Left
• Keyboard | 1
Changes the view toshow the “left” sideof the model.
Model's “left” (mayseem arbitrary,depending on themodel).
View rightside ofmodel
• Menubar | Camera >Camera Right
• Keyboard | 2
Changes the view toshow the “right” sideof the model.
Model's “right” (mayseem arbitrary,depending on themodel).
CAMERA FUNCTIONS |
REFERENCE GUIDE 98
Function How to access it What it does Opens thisdialog box
Notes
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).
Viewbottom ofmodel
• Menubar | Camera >Camera Bottom
• Keyboard | 4
Changes the view toshow the “bottom” ofthe model.
Model's “bottom”(may seem arbitrary,depending on themodel).
View frontof model
• 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 | inProjectors Palette >CreateProjector
• Button | Projectors
Palette >
Sets the currentcamera andpaintable region, toframe a particularview on the model.
Use the viewsaved in aparticularprojector
• Right-click |Projector inProjectors Palette >Make ProjectorCurrent
Changes the currentview to the view setin the selectedprojector.
CAMERA FUNCTIONS |
REFERENCE GUIDE 99
Function How to access it What it does Opens thisdialog box
Notes
Save thecurrentcamera view
• Right-click |Projector inProjectors Palette >Save Projector
• Button | Projectors
Palette >
Saves the currentprojector (includingall details of theview) to disk.
Save
Save allprojectorsdefined intheproject
• Right-click | inProjectors Palette >Save AllProjectors
Saves all theprojectors currentlydefined in theproject. Mari savesall the projectors asa single file.
File format is .mpc(Mari ProjectorCollection).
Loadprojectorsfrom disk
• Right-click | inProjectors Palette >LoadProjector
• Button | Projectors
Palette >
Loads one or moreprojectors from afile, and changes thecurrent view to thefirstprojector in the file.
Load
Save asnapshotfrom aprojector toa file
• Right-click |Projector inProjectors Palette >Unproject
Saves the currentbaked painting fromtheselected projector toan image file.
SaveUnprojectedImage (ifOutput Pathhas not beenset yet)
Load imagedata fromthe currentprojector
Right-click | ProjectorinProjectors Palette >Project
Loads the data fromthe file specified forthat projector,projects it onto themodel, and bakes iton.
Pick Path (ifInput Pathhas not beenset yet)
CAMERA FUNCTIONS |
REFERENCE GUIDE 100
Function How to access it What it does Opens thisdialog box
Notes
Load imagedata intothe paintbuffer fromthecurrentprojector
• Right-click |Projector inProjectors Palette >Import Image
Loads the data fromthe file specified forthat projector, andputs it into the paintbuffer.
Pick Path (ifInput Pathhas not beenset yet)
Load aprojector
• Right-click |Projector inProjectors Palette >Make ProjectorCurrent
Displays the currentproject with thatprojector (cameraand paintableregion).
Remove aprojector
• Right-click |Projector inProjectors Palette >Remove Projector
• Button | Projectors
Palette >
Deletes thatprojector.
Generate arenderturntablefrom aprojector
• Right-click |Projector inProjectors Palette >Render Turntable
Takes the scene asviewed through theselected projector,and creates a seriesof images showingthe scene rotatingthrough an axis. Youcan include customtext orthumbnails ofreference images inthe turntable.
RenderTurntableDialog
CAMERA FUNCTIONS |
REFERENCE GUIDE 101
Function How to access it What it does Opens thisdialog box
Notes
Generate adiagnosticturntablefrom aprojector
• Right-click |Projector inProjectors Palette >DiagnosticTurntable
Takes the scene asviewed through theselected projector,and creates aturntable for a set ofchannels. Theturntable has flatlighting and uses thedefault shader.
DiagnosticTurntableDialog
Rotate • Mouse | Alt and drag Drag to rotate themodel in differentdirections.
Keys plus mousemovement; uses lastmouse click as pivotpoint.
Zoom • Mouse | Alt+Ctrl/Cmdand drag left or right
Drag left to zoomout, right to zoom in.
Keys plus mousemovement.
Pan • Mouse | Alt+Shift anddrag
Drag the model to adifferent place onthe canvas.
Keys plus mousemovement
Spin • Mouse | Ctrl/Cmd+Rand drag
Drag up to spin themodel clockwise, leftto spincounterclockwise
Keys plus mousemovement.
Focus • Keyboard | F Re-centers view onselected patch(es).
If no patches areselected, focuses onthe center of themodel.
Switch toOrthoCamera
• Keyboard | F10 Switches the canvasview toOrthographicmode.
CAMERA FUNCTIONS |
REFERENCE GUIDE 102
Function How to access it What it does Opens thisdialog box
Notes
Switch toPerspectiveCamera
• Keyboard | F11 Switches the canvasview to Perspectivemode.
Enables the Near,Far, and FoV fields.See ProjectorsPalette Fields formore information.
Switch to UVCamera
• Keyboard | F12 Switches the canvasview to UV mode.
Reset themodelposition
• Keyboard | 1 In the UV view,resets the model toits default position.
Rotate themodel 90degreescounter-clockwise
• Keyboard | 2 In the UV view,rotates the model 90degrees counter-clockwise from thedefault position.
Rotate themodel 180degreescounter-clockwise
• Keyboard | 3 In the UV view,rotates the model180 degrees counter-clockwise.
Rotate themodel 270degreescounter-clockwise
• Keyboard | 4 In the UV view,rotates the model270 degrees counter-clockwise.
CAMERA FUNCTIONS |
REFERENCE GUIDE
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 | maincanvas > DisplayProperties
• Menubar | View >Display Properties
Opens a dialog boxallowing you tocontrol how themain canvasdisplays.
DisplayPropertiesDialog
Save thecurrentlayout
• Menubar | View >Save Layout
Saves the currentlayout of your Mariworkspace as a*.mws file.
SaveWindowLayout
Saves the position ofpalettes and otherelements of the GUI.
Open asaved layout
• Menubar | View >Load Layout
Opens a saved layout(*.mws file).
LoadWindowLayout
By default, Maristarts with the last-usedlayout.
Revert tothe defaultlayout
• Menubar | View >Default Layout
Resets the layoutback to the Maridefault.
Save imageof currentcanvas
• Menubar | View >Take Screenshot
Saves the currentview of the canvas asan image file.
Various imageformats available.
Adjust thescreenshotsettings
• Menubar | View >Screenshot Settings
Opens a dialog boxthat allows you to sethow screenshots aresaved.
ScreenshotSettings
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REFERENCE GUIDE 104
Function How to access it What it does Opens thisdialog box
Notes
Hide dockedpalettes
• Menubar | View >Hide Palettes
• Keyboard | Home
Hides all dockedpalettes, so thecanvas takes up theentireworkspace.
The Home key cyclesbetween showing allpalettes, hidingundocked palettes,and hiding allpalettes.
Hide GUIcomponentson canvas
• Keyboard | / Hides displayedinformation (such asthe histogram,heads-updisplay, etc) from thecanvas.
View aparticularpalette
• Menubar | View >Palettes ><palettename>
• Right-click |Menubaror Toolbar > <palettename>
Displays the selectedpalette.
The palette re-displays in its lastposition.
Enter fullscreenmode
• Menubar | View > FullScreen
Enters full screenmode
Click View > FullScreen to exit fullscreen mode.
VIEW FUNCTIONS |
REFERENCE GUIDE
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
Viewinstalledplug-ins
• Menubar | Tools >Plug-ins
Displays a list ofinstalled plug-ins.
Plug-ins Drag the edge of thedialog box, andcolumn headingswithin, todisplay full content.
Open theShaderConsole
• Menubar | Tools >Shader Console
Opens the ShaderConsole to allow youto see GLSL errorsand source codeinformation, as wellas to reload XMLfiled and shaders.
ShaderConsole
ImportsCustomBrushes
• Menubar | Tools >Import Brushes
Allows you to selectthe customPhotoshop brush filethat you want toimport into Mari
ImportBrushes
Photoshop custombrush files must bein the .abr fileformat.
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REFERENCE GUIDE 106
Function How to access it What it does Opens thisdialog box
Notes
Makechanges toyour license
Menubar | Tools >License
Lets you:
• purchase, activate,and install licenses,
• tell Mari where tofind a licenseserver,
• obtain 15-day triallicenses,
• see how many daysremain before yourlicense expires (ifyou are using atemporary license),
• see your System ID(if you are using anode lockedlicense), and
• see your servername (if you areusing a floatinglicense).
MariLicensing
You can only obtain atrial license for amajor Mari releaseonce on eachmachine. Forexample, if you had atrial license for Mari1.1v1, you can’t getanother one for Mari1.1v2 on the samemachine.
TOOL FUNCTIONS |
REFERENCE GUIDE
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 examplescripts and displaysresults in the outputpane of the PythonConsole.
View Python APIdocumentation
• Menubar | Python >Documentation
Displays the Python APIdocumentation in a webbrowser.
View SoftwareAPI Overviewdocumentation
• Menubar | Python >Readme
Displays the SoftwareAPI Overviewdocumentation.
An introduction toPython in Mari and GLSLshaders
Display PythonConsole
• Menubar | Python >Show Console
Displays the PythonConsole
Zoom in onPython Console
• Ctrl/Cmd+ + on the textin the Python Console
Zooms in on the text inthe Python Consoleoutput pane.
Zoom out fromPython Console
• Ctrl/Cmd+ - on the text inthe Python Console
Zooms out from the textin the Python Consoleoutput pane.
Evaluate a scriptin the PythonConsole
• Ctrl/Cmd+Return Evaluates a script that iswritten in the PythonConsole input pane orthat is input in theScript Path field.
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REFERENCE GUIDE
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 projectusing the Blacksmith Headmodel.
View informationabout Mari
• Menubar | Help > About Displays the Mari info screen. About thisrelease,credits, and soon.
View the MariGetting StartedGuide
• Menubar | Help > GettingStarted
Displays the basic guide toworking with Mari.
View the Mari UserGuide
• Menubar | Help > UserGuide
Displays the comprehensive,step-by-step guide to all Mari'sfunctions.
View the MariReference Guide
• Menubar | Help >Reference Guide
Displays the overall MariReference Guide.
View the MariRelease Notes
• Menubar | Help >Release Notes
Displays a web page that linksto the release notes.
View the MariTraining Resourcesweb page.
• Menubar | Help >Training and Tutorials
Displays a web page with linksto user guide assets and videotutorials.
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REFERENCE GUIDE 109
Function How to access it What it does Notes
View Software APIOverviewdocumentation
• Menubar | Help > SDK >API Overview
Displays the Software APIOverview documentation.
Anintroduction toPython in Mariand GLSLshaders.
View the PythonAPI documentationand examples.
• Menubar | Help > SDK >Python
Displays the Python APIdocumentation and a list ofexamples.
View the C APIdocumentationand examples.
• Menubar | Help > SDK > CAPI
Displays the C APIdocumentation and a list ofexamples.
HELP FUNCTIONS |
REFERENCE GUIDE
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 savingprojects.
Project Toolbar Controls
Control Type What it does Opens thisdialog box
Notes
button Create a new project. New ProjectDialog
Name the project, selectoptions, and addgeometry.
button Close the current project. Save ChangesBefore Closing?(if unsavedchanges)
button Save the current project.
button Undo the last action. See also History ViewPalette.
button Redo the last action. See also History ViewPalette.
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REFERENCE GUIDE 111
Lighting Toolbar
The Lighting Toolbar lets you change the lighting on the object. You can select one of the threelighting presets: flat, basic, or full, and toggle the use of shadows in the display. By default, lighting isrelative to the scene, not the view. You can set the individual lights to move the view. Mari savescustom lighting with the project. If you need the same lights 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 this mode, the position of the lightshas no effect.
button Set the lighting on the object to"basic".
In this mode, you can move lightsaround on the canvas or make fineadjustments tolighting using the Lights Palette.
button Set the lighting on the object to"full".
In this mode, you can move lightsaround on the canvas or make fineadjustments tolighting using the Lights Palette.
button Toggles shadows on or off. This does not enable or disable shadowprocessing. It simply controls whethertheshadows are displayed or not. To enableshadow processing, enable DepthProjections in the Preferences. Bydefault, this preference is disabled.
Painting Toolbar
The Painting Toolbar clears all painting not yet baked into the model (still in the paint buffer).
TOOLBARS |
REFERENCE GUIDE 112
Tools Toolbar
The Tools Toolbar lets you select a tool for painting.
Tools Toolbar Controls
Control Type What it does Opens thisdialog box
Notes
button Activate the Select tool. This toollets you select areas on the model(s)in your project.
You can select wholeobjects, patches, or areason thesurface of the objects.Once you have made aselection, you can chooseto show or hide theselected areas, or to lockthem for editing.
button Activate theMarquee Select tool.This tool lets you select areas on thescreen, to control where you canapply paint.
When you've made aselection, paint onlybakes down within theselected areas.
button Activate the Transform PaintBuffer tool. This tool lets you resize,rotate, and move the paint buffer(and any unbaked paint in thebuffer). It works on the entire paintbuffer at once.
You can also make thesetransformations bymanually editing thevalues under Transformin the Paint Buffersection of the PaintingPalette.
TOOLBARS |
REFERENCE GUIDE 113
Control Type What it does Opens thisdialog box
Notes
button Activate the Zoom Paint Buffertool. This tool lets you zoom in andout of the scene with the paintbuffer locked to the object andwithout baking the paint.
You can also enable thistool by pressing Z.Zooming is reset whenpaint is baked.
button Activate the Transform selectedobject tool. This tool lets you moveobjects and lights around on thecanvas by either clicking anddragging them or using thetransform handles.
button Activate the Vector Inspector tool.This tool lets you control theappearance of the directionalmarkers for paintedvectors.
You can opt to enable ordisable the visibility of thedirectional markers in theVector Inspectortoolbar. If the markersdon’t appear when youselect the tool, ensurethat this option is set toenabled.
button Activate the Blur tool. This tool letsyou blur paint already baked on amodel.
If you want to blur largeareas of the surface, youmay want to use the blurFilter Functions instead.These apply a controlledblur to entire patches orobjects. Mari includesseveral blurfilters, including acontrollable Gaussianblur.
TOOLBARS |
REFERENCE GUIDE 114
Control Type What it does Opens thisdialog box
Notes
button Activate theWarp tool. This tool letsyou warp a selected area within yourpaint buffer. You create a warp box -a rectangle with between 4 and 64control points.
button Activate the Slerp tool. This toolworks like the Liquify tool in Adobe®Photoshop®. It lets you “pull” thecontents of the paint buffer around.
As well as pulling, Slerplets you grow, shrink, androtate the paint. You canalso use it to selectivelyerase distortions you'vealready applied.
button Activate the Pinup tool. This toolworks like theWarp tool, but letsyou set your own control points(pins) wherever you want.
Shift-click to create a pin.
button Activate the Paint tool. This tool letsyou draw paint strokes in the paintbuffer.
button Activate the Vector Paint tool. Thistool lets you draw vector paintstrokes in the paint buffer.
button Activate the Eraser tool. This toollets you erase paint from the paintbuffer. It does not affect anyunderlying paint baked onto themodel.
To clear the entire paint
buffer, click thebutton in the PaintingToolbar.
button Activate the Paint Through tool.This tool lets you position an imageover an object, and then as youpaint, paints the image "through"onto your model.
TOOLBARS |
REFERENCE GUIDE 115
Control Type What it does Opens thisdialog box
Notes
button Activate the Paint Gradient tool.This lets you create a color gradientfloating over your model, which youcan paint through to stamp ontoyour model (like the Paint Throughtool).
button Activate the Clone Stamp tool. Thistool lets you clone from an existingimage, shown in a separate window.You set a source point on the image.As you paint, Mari copies the texturearound that source point onto yourmodel.
You can also clone stampfrom painting already onan object, in the paintbuffer, or in anotherchannel.
button Activate the Towbrush tool. Thistool lets you select areas of paintand drag them around the surfaceof your model. As you tow the paintaround, it blends the edges of yourselection with the surroundingpaint. It works like the CloneStamptool, but blends in the edges of thecloned selection.
button Activate the Color Picker/PixelAnalyzer tool. This tool lets you picka color from the paint on the model.
Colorswatch
button Select a foreground color. Select Color
button Swap the foreground andbackground colors.
Colorswatch
button Select a background color. Select Color
button Set the foreground color to whiteand the background color to black.
TOOLBARS |
REFERENCE GUIDE 116
Selection Toolbar
The Selection Toolbar lets you switch between three selection modes (objects, patches, and faces)when using the Select tool.
Selection Toolbar Controls
Control Type What it does Notes
button Set Mari to select whole objects.
button Set Mari to select patches onobjects.
You can hold down Shift to add to theselection, Ctrl/Cmd to remove from theselection, and (Windows) or Shift+Cmdto intersect the selection.
button Set Mari to select areas onobjects.
You can hold down Shift to add to theselection, Ctrl/Cmd to remove from theselection, and (Windows) or Shift+Cmdto intersect the selection.
When using the Select tool, double-click onthe face of the model to create a smartselection based on the settings in the SmartType dropdown menu.
Canvas Toolbar
The Canvas Toolbar lets you set the view options for the UV and 3D views.
TOOLBARS |
REFERENCE GUIDE 117
Canvas Toolbar Controls
Control Type What it does Notes
button Toggle whether to show thewireframes on the model.
You can also press Shift+W to do this.
button Toggle between showing the patchesin the UV view:
• as they appear as part of themodel, and
• as they appear when exported(that is, as square images, withover-paint areas around thecorners of the patches).
button Toggle whether paint can beprojected onto UV patches locatedoutside the shells of the originalgeometry.
This control is only available in UV view.
button Switch to the orthographic cameraview.
button Switch to the perspective cameraview.
In this view, you can set the near and farclipping planes and the field of view.
button Switch to the UV camera view (theUV tab). This gives you a “flat” viewof the patches in the model.
Near entrybox
Set the value for the near clippingplane. Mari doesn’t display parts ofthe scene that are closer than theNear plane.
This control is only available in theperspective camera view.
Far entrybox
Set the value for the far clippingplane. Mari doesn’t display parts ofthe scene that are further than theFar plane.
This control is only available in theperspective camera view.
TOOLBARS |
REFERENCE GUIDE 118
Control Type What it does Notes
FoV entrybox,slider
Set the value for the field of vision.This controls how much Maridistorts the view when applyingperspective. At 0, theperspective camera gives exactly thesame view as the ortho camera. Asthe value increases, the distortionincreases.
This control is only available in theperspective camera view.
Tool Properties Toolbar
The Tool Properties Toolbar displays information about the selected tool.
TOOLBARS |
REFERENCE GUIDE 119
Tool Properties Toolbar Control
TOOLBARS |
REFERENCE GUIDE 120
Tool Control Type What it does Opens thisdialog box
Notes
Facing dropdown Set whether the selection onlyapplies to the Front of themodel as you can see it, or ifthe selection goes Throughthe model and includes theother side.
button Activate Rectangle Selectionmode. This lets you draw arectangular selection.
This controlonly worksin Faceselectionmode.
button Activate Lasso Selectionmode. This lets you draw theoutline of your selected area.You can draw any shape youwant.
This controlonly worksin Faceselectionmode.
button Activate the Polygonal LassoSelection mode. This lets youdraw the outline of yourselected area by setting pointsbetween polygon sides untilyou close the selection.
You canclose theselection bydouble-clicking onthe canvas,pressingEnter, orclicking onthe firstpoint.
button Activate Smart Selectionmode. This lets you createselections based on thesurface of the model.
Smartselectiononly worksin Faceselectionmode.
TOOLBARS |
REFERENCE GUIDE 121
Tool Control Type What it does Opens thisdialog box
Notes
Smart Type dropdown Choose whether to base yoursmart selection on:
• Connectedness - selects theareas on the modelconnected to the selectedface. When you look at thearea in the UV view, thisselects the whole connectedarea within the current UVpatch. If the UV patch holdsseveral different areas, onlythose areas you click on areselected.
• Edge Angle - selects basedon the degree of changebetweenneighboring faces. Theselection goes until it hits anangle higher than the SmartAngle.
• Orientation - selects thearea that faces in the samedirection as your initialselection.
• Selection Group - selectsthe whole selection groupthat the selected facebelongs to. If the selectedface does not belong to aselection group, nothinghappens. If a face belongs tomore than one selectiongroup, clicking repeatedlycycles through the otherselection groups to which itbelongs.
This controlonly worksin SmartSelectionmode.
TOOLBARS |
REFERENCE GUIDE 122
Tool Control Type What it does Opens thisdialog box
Notes
SmartAngle
entry box,slider
Set the maximum angle forthe smart selection.
• For Edge Angles, this setsthe maximum angle betweenareas on the model surface.For example, if the angle isset to 30, this selects areasup to a 30 degree change offacing.
• For Orientation, this setshow far from the facing ofyour original selection theselection goes to. Forexample, if the angle is set to30, this selects areas up to 30degrees away from the facingof your original selection.
This controlonly worksin SmartSelectionmode.
TOOLBARS |
REFERENCE GUIDE 123
Tool Control Type What it does Opens thisdialog box
Notes
All button Select all items.
None button Unselect all items.
Invert button Invert the current selection.Unselected areas becomeselected, and the other wayaround.
Grow button Grow the current selection. This controlonly worksin Faceselectionmode.
Shrink button Shrink the current selection. This controlonly worksin Faceselectionmode.
Grow/Shrink by
dropdown Choose whether to grow orshrink the current selection byVertex or Edge.
This controlonly worksin Faceselectionmode.
TOOLBARS |
REFERENCE GUIDE 124
Tool Control Type What it does Opens thisdialog box
Notes
button Activate Rectangle Selectionmode. This lets you draw arectangular selection.
button Activate Lasso Selectionmode. This lets you draw theoutline of your selected area.You can draw any shape youwant.
button Activate the Polygonal LassoSelection mode. This lets youdraw the outline of yourselected area by setting pointsbetween polygon sides untilyou close the selection.
You canclose theselection bydouble-clicking onthe canvas,pressingEnter, orclicking onthe firstpoint.
button Activate Ellipse Selectionmode. This lets you draw anelliptical selection.
button ActivateMagicWandSelection mode. This lets youselect by color. When youclick, Mari creates aselection around the point youclicked. The selection is basedon color – areas with a similarcolor to the original point areselected. You can change thecolor threshold for theselection.
TOOLBARS |
REFERENCE GUIDE 125
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 existingselection.
• Transform - this lets youmove your selection areaaround (move, rotate, orscale the selection).
In Replace mode (the default),you can:
• hold down Shift, click anddrag to add to the currentselection, or
• hold down Ctrl/Cmd, clickand drag to remove from thecurrentselection.
In Transformmode, you can:
• hold down Shift, click anddrag to move the currentselection,
• hold down Ctrl/Cmd, clickand drag to rotate thecurrentselection, or
• hold down Shift+Ctrl/Cmd,click and drag to scale thecurrentselection.
TOOLBARS |
REFERENCE GUIDE 126
Tool Control Type What it does Opens thisdialog box
Notes
Invert button Invert the current selection.Unselected areas becomeselected, and the other wayaround.
Clear button Clear the current selection.
Feathering entry box Soften the edges of theselection. Higher values givethe selection a softer, fuzzieredge. At 0, theselection has a hard edge.
ResetBuffer
button Reset any transformations(moves,rotations, scales) applied tothe paint buffer (and anyunbaked paint in the buffer).
Reset button Reset the zoom level of thepaint buffer.
Zoom In button Zoom in on the paint buffer.
Zoom Out button Zoom out of the paint buffer.
Noproperties.
TOOLBARS |
REFERENCE GUIDE 127
Tool Control Type What it does Opens thisdialog box
Notes
Reset button Reset the settings of the vectorinspector.
Can also be done by using the’(apostrophe) shortcut whenthevector inspector is active.
Enabled checkbox Enable (or disable) the visibledirectional markers for thevector paint tool.
Can also be done by using theShift+I shortcut.
Linespacing
entry box,slider
Adjust the spacing betweenthedirectional markers.
Can also be done byShift+dragging the mousewhen the vector inspector isactive.
Line length entry box,slider
Adjust the length of thedirectionalmarkers.
Start Color button Change the color at the baseof thedirectional markers.
TOOLBARS |
REFERENCE GUIDE 128
Tool Control Type What it does Opens thisdialog box
Notes
End Color button Change the color at the tip ofthedirectional markers.
VectorSpace
dropdown Set whether the vectorinspectoroperates in ScreenSpace,TangentSpace, orWorldSpace.
Same asPaint,plus:
Blur entry box,slider
Set the blur strength. Thehigher the value, the moreblur isproduced.
Clear button Remove the current warp.
+ button Increase the number ofcontrol points (up to 64) in thewarp grid.
- button Decrease the number ofcontrol points in the warpgrid.
Toggle Grid button Toggle between hiding anddisplaying the grid linesconnecting the control points.
TOOLBARS |
REFERENCE GUIDE 129
Tool Control Type What it does Opens thisdialog box
Notes
Mode dropdown Select how to use the Slerptool:
• Pull - pulls paint around.
• Grow - makes the paint in aspecific area larger.
• Shrink - makes the paint in aspecific area smaller.
• Rotate - rotates paintaround.
• Erase - lets you undo thedistortion in a specific areaof the painting.
You can also:
• press ’ (apostrophe) to undoall the distortions you'veapplied, or
• press ;(semicolon) to applyyour changes to the paintbuffer (that is, make them soyou can't erase thedistortions).
Radius entry box,slider
Set the slerp radius (that is,how big the brush tip is).
Opacity entry box,slider
Set the strength of the Slerpeffect.
TOOLBARS |
REFERENCE GUIDE 130
Tool Control Type What it does Opens thisdialog box
Notes
Reset Pins button Undo all the distortions you'veapplied, moving the pins backto their original positions.
Clear Pins button Remove all the current pins.
+ button Increase the strength of thecurrently selected pin.Stronger pins pull more of thesurroundingtexture towards them.
- button Decrease the strength of thecurrently selected pin.
Apply button Apply your changes to thepaintbuffer and remove all currentpins.
TOOLBARS |
REFERENCE GUIDE 131
Tool Control Type What it does Opens thisdialog box
Notes
PaintingMode
dropdown The blending mode used whenthe paint bakes down onto thechannel surface. The default isNormal (paint in the bufferoverwrites the surface), butMari supports anumber of other blendingmodes.
TOOLBARS |
REFERENCE GUIDE 132
Tool Control Type What it does Opens thisdialog box
Notes
Colors checkbox Whether more pressurecauses the color to vary (fromslightly darker to the targetcolor).
Alpha checkbox Whether more pressureincreases the opacity.
Radius checkbox Whether more pressureincreases the radius.
Flow checkbox Whether more pressureincreases the flow.
Radius entry box Set how big the brush tip is (inpixels).
Opacity entry box How opaque the paint is. Thisis amultiplier on the paint buffercontents. At 1.0, the paintbakes down to the surfacewith the same opacity as it isin the buffer. At 0.5, the paintapplied to the surface is halfas transparent as when it's inthe buffer.
Flow entry box Mimics how quickly paint isapplied, by setting themaximum opacity in a splat.
Same asPaint
Same asPaint.
TOOLBARS |
REFERENCE GUIDE 133
Tool Control Type What it does Opens thisdialog box
Notes
Same asPaint, plus:
Mode dropdown Select from two modes:
• Paint through - you hoverthe image preview over themodel and stamp it downonto thesurface.
• Image clone - you hover theimage next to the model, seta source point, and clonefrom that point.
Stamp button Stamp the image straight ontothe model.
ToggleRepeat
button Toggle source image tiling onand off. If this is on, when youpaint off the edge of theimage, Mari repeats the image(so you always have sourcedata).
Tint button Tint combines the foregroundcolor with the paint throughtexture.
TOOLBARS |
REFERENCE GUIDE 134
Tool Control Type What it does Opens thisdialog box
Notes
Stencil dropdown Stencil uses the PaintThrough texture’s alphachannel as a mask and paintsthe foreground color. Thereare three options available:
• No Stencil - if this isselected, Mari ignores thestencil color and follows thealpha value.
• Stencil - if this is selected,paint is applied to theforeground color.
• Inverted Stencil - if this isselected, paint is applied ineverything that istransparent.
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Tool Control Type What it does Opens thisdialog box
Notes
Luminance dropdown Luminance uses the PaintThroughtexture’s luminance instead ofthe alpha, but works similarlytoStencil. The following optionsexist within the samedropdown menu as the Stenciloptions:
• Luminance - Works well fordirt, noise, and other similarimages by using theluminance value of an imageinstead of the alpha.
• Inverted Luminance -Similar to the luminanceoption, but thecalculated luminance value isinverted before use.
ResetImage
button Reset any transformations(such asmoving, resizing, or rotating)you have made to the sourceimage that you're cloning.
Pan Lock checkbox Lock the image positionrelative to the model. If youpan the model, the image thatyou're painting through panstoo.
Scale Lock checkbox Lock the image size relative tothe model. If you zoom themodel in or out, the imagethat you're painting throughzooms in or out too.
TOOLBARS |
REFERENCE GUIDE 136
Tool Control Type What it does Opens thisdialog box
Notes
Same asPaint,plus:
Colorswatch
Select the start color for thegradient.
SelectColor
Colorswatch
Select the end color for thegradient.
SelectColor
In Point entry box How far through the gradientthe start color lasts (before itstarts graduating into the endcolor).
Out Point entry box How far through the gradientthe end color reaches.
Type dropdown Select between Linear orRadialgradient. A linear gradient hasa color at one end grading intothe other color. A radialgradient has a color in themiddle, radiating out in acircle to the other color on theoutside.
TOOLBARS |
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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)in the active channel.
• Painting - the current(unbaked) paint in the paintbuffer.
• Image - an external image(selected from the ImageManager, optionallyzoomed in or out).
• Any of the other channels intheproject.
button Clone from the selected regionto another part of the surface.
button Overwrite the selected regionwith another part of thesurface.
button Swap the contents of theselected region with anotherarea on thesurface.
TOOLBARS |
REFERENCE GUIDE 138
Tool Control Type What it does Opens thisdialog box
Notes
SampleSize
entry box,slider
Radius in pixels that theeyedropper uses whensampling colors off thesurface. The eyedropper takestheaverage value of all the pixelsin this area, and sets this astheforeground color.
Ptex Toolbar
The Ptex Toolbar displays a number of options for managing Ptex faces within your project. Thetoolbar is only available for Ptex channels.
Ptex Toolbar Controls
Control Type What it does Notes
button Double the selected faceresolution.
button Halve the selected face resolution.
button,entry box
Set the world space face resolutionfor the selected face.
Enter the Texel Density and then click
.
button,dropdown
Set the face resolution for theselected face.
Select the Size and then click .
TOOLBARS |
REFERENCE GUIDE 139
Control Type What it does Notes
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 for managing colorspaces in Mari.
Colorspace Controls
Control Type What it does Notes
button Enable color management. Click to toggle.
button Select a custom LUT to apply tothe scene.
button Clear the current LUT applied tothe scene.
Extrapolate checkbox Sets whether the GPUextrapolates the grid values orclamps to the maximum value ofthe LUT.
DisplayDevice
dropdown Set the colorspace of the displaydevice used to view the scene.
ViewTransform
dropdown Select a colorspace transform toapply to the scene.
TOOLBARS |
REFERENCE GUIDE 140
Control Type What it does Notes
Component dropdown View the individual channels forthe scene.
Gain incrementer,entry box,slider
Set the amount of exposureadjustment applied before thedisplay transform.
You can boost or reduce gain byentering a multiplier (exposurevalue), dragging on the slider, oradjusting the F-Stop value.
Gamma entry box,slider
Set the amount of gammacorrection applied after thedisplay transform.
You can boost or reduce gammaby entering a gamma level ordragging on the slider.
Navigation Toolbar
The Navigation Toolbar displays a number of options for managing navigation in Mari.
Navigation Toolbar Controls
Control Type What it does Notes
button Resets all the options in theNavigation toolbar to the defaultsettings.
TOOLBARS |
REFERENCE GUIDE 141
Control Type What it does Notes
button,dropdown
Provides the following options forpanning:
• Pan All - allows panning in anydirection.
• Pan X - allows panning on the xaxis only.
• Pan Y - allows panning on the yaxis only.
• Pan Disabled - disables allpanning.
The button changes to reflect theselected option.
button,dropdown
Provides the options to eitherenable or disable zooming.
The button changes to reflect theselected option.
button,dropdown
Provides the options to eitherenable or disable rolling.
The button changes to reflect theselected option.
button,dropdown
Provides the following options fororbiting:
• Orbit All - allows orbiting aroundthe model in any direction.
• Orbit X - allows orbiting aroundthe model on the x axis only.
• Orbit Y - allows orbiting aroundthe model on the y axis only.
• Orbit Disabled - disables allorbiting.
The button changes to reflect theselected option.
button,dropdown
Provides the following options:
• Snap 45 degrees - when rotatingthe model it snaps at 45 degreeangles.
• Snap 90 degrees - when rotatingthe model it snaps at 90 degreeangles.
• Snap angle disabled - whenrotating the model it does notsnap to any angle.
The button changes to reflect theselected option.
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Paint Buffer Symmetry Toolbar
The Paint Buffer Symmetry Toolbar displays the four options for the Paint Buffer Symmetryfunctionality.
Paint Buffer Symmetry Toolbar Controls
Control Type What it does Notes
button This is the default setting. Whenmirroring is disabled, the paintbuffer acts as normal and the paintstrokes are not mirrored.
button Mirroring left and right splits thepaintbuffer down the center vertically.Any paint strokes made on eitherthe left or right side of the dividerare mirrored on the opposite side.
This applies to paint strokes only.
button Mirroring top and bottom splits thepaint buffer down the centerhorizontally. Any paint strokes madeon either the top or bottom of thedivider are mirrored on the oppositeside.
This applies to paint strokes only.
button Mirroring four ways splits the paintbuffer into quarters around thecenter of thecanvas. Any paint strokes made inone of the quadrants are mirroredin the other three.
This applies to paint strokes only.
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Vector Painting Toolbar
The Vector Painting Toolbar displays the option to toggle the Vector Inspector on or off, and to createdefault vector shaders. When the tool is active, the Vector Inspector markers are shown, regardless ofwhether you toggle the option on or off.
Vector Painting Toolbar Controls
Control Type What it does Notes
button Quickly enables the vector inspectorso that the directional markers arevisible. To quickly turn off thedirectional markers, click the buttonagain.
Can also be done by using the Shift+Ishortcut.
button Sets up two default vector shaderswith default channels and layers forpainting flow or normal maps. Alsochanges the tool to Vector Paintand switches the Painting Mode toPaint Flow Vectors.
Can also be done by navigating toPython | Examples > Setup VectorBrush.
Default Shaders Toolbar
The Default Shaders Toolbar displays one of the four default shaders in the Shaders palette: CurrentChannel, Current Layer and Below, Current Layer, and Current Paint Target. Selecting a customcreated shader in the Shaders palette won't highlight any of the shaders in the toolbar, but selecting adefault shader from either the palette or the toolbar activates the shader and highlights the icon inthe toolbar.
TOOLBARS |
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Default Shaders Toolbar Controls
Control Type What it does Notes
button Selects the default CurrentChannel shader from the Shaderspalette anddisplays only the paint in the currentchannel.
button Selects the default Current Layerand Below shader from theShaders palette and displays onlythe paint in the current layer stack.
button Selects the default Current Layershader from the Shaders paletteand displays only the paint in thecurrent layer.
button Selects the default Current PaintTarget shader from the Shaderspalette anddisplays only the paint of thecurrently selected target.
TOOLBARS |
REFERENCE GUIDE
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 indicate which features are active,whether an error has been encountered, and information aboutthe current project. This includes progress bars on runningprocesses.
Status Bar Icons
Icon What it does Notes
Displays the UDIM number of the patch you haveselected. If nothing is selected, then there is nothinglisted after Udim.
Notifies you that there is paint to bake. Click on the icon to bake.
Notifies you that background jobs are currentlyrunning.
Clicking on this icon displays adialog for the progress bar.
Notifies you that the project has changed and allowsyou to save.
Click on the icon to savechanges.
Notifies you that your painting is hidden.
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Icon What it does Notes
Notifies you that you are currently projecting on thefront of objects.
Clicking on this icon togglesbetween projecting throughobjects and projecting on the
front of objects. The icontakes the default icon’s placewhen switching to projectthrough.
Notifies you that you currently have edge maskingenabled.
Notifies you that you currently have channel maskingenabled.
Notifies you that you currently have ambient occlusionmasking enabled.
Notifies you that you currently have depth maskingenabled.
Notifies you that you currently have backface maskingenabled.
Notifies you that you currently have fractal noisemasking enabled.
Notifies you that you currently have the global maskpreview enabled.
Clicking on this icon disablesthe global mask preview.
Notifies you whether you are in LDR (Low DynamicRange) or HDR (High Dynamic Range) mode.
Clicking on this icon togglesbetween LDR and HDR. Whenin HDR mode, the iconappears as .
Warns you that a low memory status has been detected.Low memory affects Mari’s performance and may makeit unstable.
Try freeing memory or closingand restarting Mari to clearthis issue.
STATUS BAR |
REFERENCE GUIDE 147
Icon What it does Notes
Notifies you that there are warning messages present. Clicking on this icon displaysthese warnings.
Warns you that the cache disk is critically full. If you don’t free disk space,data loss may occur. A simpleway to free disk space is toclose theproject and re-open it. Marisaves your session history, butclosing your project clears thisused disk space up for use.
Warns you that there is no disk space left for theoperation you are trying to run.
Warns you that channels are a higher bit-depth thanwhat the virtual texture is configured for.
Notifies you that Mari is currently loading data from thedisk.
Notifies you that Mari is currently loading data from theRAM to GPU memory.
Notifies you that Mari is listening for commands on[COMPUTER NAME] port [PORT NUMBER].
Hovering over this icondisplays the computer nameand portnumber on which Mari islistening for commands.
Notifies you that there was an error while Mari waslistening for commands.
Notifies you that Nuke is connected to send commandsto Mari on [COMPUTER NAME] port [PORT NUMBER].
Hovering over this icondisplays the computer nameand portnumber from which Nuke isconnected.
STATUS BAR |
REFERENCE GUIDE
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 DoesThe Channels 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 bediffuse, bump, orspecular channels, to name only a few. Channels are assigned to lighting shaders, and sliders in thatpalette give you fine control over aspects of each channel.
Channels Palette Fields
Control Type What it does Dialog Notes
button Opens an individual palette that displaysthe layers of that channel only.
button Indicates an unlocked state. Clicking theicon changes the channel state to locked.
button Indicates a locked state. Clicking the iconchanges the channel state to unlocked.
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Control Type What it does Dialog Notes
button Adds a new channel to the channels list. AddChannelDialog
button Converts the channel into either 8bit(Byte), 16bit (Half), 32bit (Float).
ConvertType Dialog
button Removes the channel.
Quick Channel
swatch Creates a channel filled in black.
The created channel is named QuickChannel. If there are multiple QuickChannels, then the name is followed with anumber.
swatch Creates a channel filled in white.
The created channel is named QuickChannel. If there are multiple QuickChannels, then the name is followed with anumber.
swatch Creates a channel filled in mid-gray.
The created channel is named QuickChannel. If there are multiple QuickChannels, then the name is followed with anumber.
swatch Creates a channel filled in transparent.
The created channel is named QuickChannel. If there are multiple QuickChannels, then the name is followed with anumber.
CHANNELS PALETTE |
REFERENCE GUIDE 150
Control Type What it does Dialog Notes
<channelsize>
dropdown Sets the channel size used when creating aQuick Channel, from the options:
• 256x256
• 512x512
• 1024x1024
• 2048x2048
• 4096x4096
• 8192x8192
• 16384x16384
• 32768x32768
Ensure thisis set to thesize youwant beforecreatingQuickChannels.
<channeldepth>
dropdown Sets the channel depth used when creatinga Quick Channel, from the options:
• 8bit (Byte)
• 32bit (Float)
• 16bit (Half)
Ensure thisis set to thedepth youwant beforecreatingQuickChannels.
General
File Space dropdown Set whether the channel is Normal,Vector, Vector (flipped Y), or Normal(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
CHANNELS PALETTE |
REFERENCE GUIDE 151
Control Type What it does Dialog Notes
Colorspace dropdown The colorspace of the channel. Automaticis determined by the file name, size, andtype of data in the channel.
Changing the colorspace of the channelchanges all the color pickers and swatcheswhen working on that channel.
Raw Data checkbox The colorspace of the channel masks.Automatic is determined by the file name,size, and type of data in the channel.
Changing the colorspace of the channelchanges all the color pickers and swatcheswhen working on that channel.
Mask Data
Colorspace dropdown The colorspace of the channel mask.Automatic is determined by the file name,size, and type of data in the channel.
Changing the colorspace of the channelmask changes all the color pickers andswatches when working on that mask.
Raw Data checkbox The colorspace of the channel masks.Automatic is determined by the file name,size, and type of data in the channel.
Changing the colorspace of the channelmask changes all the color pickers andswatches when working on that mask.
CHANNELS PALETTE |
REFERENCE GUIDE
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 individuallayers, or layer groups:
• masks
• adjustments
• procedurals
• shader layers
NOTE: For shader layers, the fields that are available to each shader are the same as those inthe Shaders Palette chapter.
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REFERENCE GUIDE 153
Layers Palette Fields
Control Type What it does Notes
dropdown,switch
Filter bar function that gives thechoices: Name, Type, Attribute, andColor Tag. Depending on which filteroption you select, the filter bar showsone of thefollowing:
• - filter for the type oflayers by clicking on the associatedicons.
• - filter for theattributes of layers by clicking on theassociated icons.
• - filter for thecolor tags of the selected color icon.
Both Type andAttribute provide iconsthat allow you to set theparameters for yourfilter.
Quickly clear the entrybox by pressing theicon.
dropdown Click to select from the blend modeoptions available for individual layers.To adjust the blend amount, enter thevalue into the entry box, or adjust theslider located to the right of the blendmode menu.
• - adjuststhe blend mode amount.
This list does notinclude the advancedblend mode options.
button Opens the Advanced Blendingmenu,which gives options for blend modesandcomponents, as well as blend amount.
icon Click to toggle the selected layers’visibility on the canvas.
LAYERS PALETTE | LAYERS PALETTE FIELDS
REFERENCE GUIDE 154
Control Type What it does Notes
icon Denotes whether the layer is a paintlayer and, when lit, whether it isselected as the current paint target.
icon Denotes whether the layer is a masklayer and, when lit, whether the mask isselected as the current paint target.
Shift+click on the maskto disable it, or right-click on the layer andselect Layer Mask >Disable Mask. The
disabled mask iconindicates the disabledstate.
To enable it, Shift+clickon the mask again orselect Layer Mask >Enable Mask from theright-click menu.
icon Denotes whether the layer has a maskstack and, when lit, whether the maskstack isselected as the current layer.
Clicking on the iconopens the mask stackpalette.
icon Denotes whether the layer is anadjustment layer, or has an adjustmentas part of the layer and, when lit,whether the adjustment isselected as the current layer.
To distinguish whetherthe layer is anadjustment layer orsimply has anadjustment on it, lookfor the position of theicon. If the icon is in theleft-most column,
where the icon isnormallylocated on paint layers,then the layer is anadjustment layer.
LAYERS PALETTE | LAYERS PALETTE FIELDS
REFERENCE GUIDE 155
Control Type What it does Notes
icon Denotes whether the layer is aprocedural layer and, when lit, whetherthe procedural isselected as the current layer.
icon Denotes whether the layer is a graphlayer and, when lit, whether the graph isselected as the current layer.
icon Denotes whether the layer is the parentlayer of a group.
icon Locks or unlocks the selected layer. Ifthe layer is the parent of a group oflayers, all the layers in the group arealso locked or unlocked. Clicking thepadlock icon when a layer is cachedalso unlocks it.
button Adds a new paint layer to the layerstack.
button Adds a mask to the selected layer or, ifnone is selected, the top layer in thelayer stack.
If a mask has alreadybeen added to a layer,youcannot add a secondmask using thismethod. You mustcreate a mask stackusing the right-clickmenu.
button Adds a mask stack to the selected layer,or if none is selected, the top layer inthe layer stack.
Clicking on the maskstack icon opens themask stack palette.
button Adds an adjustment layer to the layerstack.
Select adjustments fromthe dropdown menuwhen you click the icon.
LAYERS PALETTE | LAYERS PALETTE FIELDS
REFERENCE GUIDE 156
Control Type What it does Notes
button Adds an adjustment stack to theselected layer.
Select adjustments fromthe dropdown menuwhen you click the icon.Clicking on theadjustment stack iconopens the adjustmentstack palette.
button Adds a procedural layer to the layerstack.
Select procedurals fromthe dropdown menuwhen you click the icon.
button Adds a parent layer for a group to thelayer stack. Additional layers can beadded after the parent layer is created.
button Adds a graph layer to the layer stackand Node Graph.
button Duplicates the selected layer in thelayer stack.
The duplicate has"copy" included in thename so that it can bedifferentiated from theoriginal.
button Removes the selected layer from thelayer stack.
button Assigns a color to the selected layers.To clear an already assigned color, clickthe icon and select the gray color in thecenter of the palette. This effectivelyremoves the color and returns it to thedefault color state.
Adjustment/Brightness
Brightness entry box,slider
Controls the brightness of the paint onthe model.
LAYERS PALETTE | LAYERS PALETTE FIELDS
REFERENCE GUIDE 157
Control Type What it does Notes
Adjustment/Brightness Lookup
Map curve editor Adjusts the brightness to a specificlookup value using a curve map.
Adjustment/Clamp
Min entry box,slider
Clamps the minimum RGB value for theselected checkboxes below.
Max entry box,slider
Clamps the maximum RGB value fortheselected checkboxes below.
Components | R checkbox If enabled, specifies that the redchannel should be affected by theMinandMax sliders.
Components | G checkbox If enabled, specifies that the greenchannel should be affected by theMinandMax sliders.
Components | B checkbox If enabled, specifies that the bluechannel should be affected by theMinandMax sliders.
Components | A checkbox If enabled, specifies that the alphachannel should be affected by theMinandMax sliders.
Adjustment/Color Balance
PreserveLuminosity
checkbox Ensures that the luminosity value ismaintained when other values areadjusted.
LAYERS PALETTE | LAYERS PALETTE FIELDS
REFERENCE GUIDE 158
Control Type What it does Notes
Highlights |Cyan/Red
entry box,slider
Adjusts the scale of the Red colorcomponent. Dragging the slider to theleft pulls the scale towards cyan,whereas dragging the slider to the rightpulls it towards red. The modificationapplies to the texture’s highlights.
Highlights |Magenta/Green
entry box,slider
Adjusts the Green color component.Dragging the slider to the left pulls thescale towards magenta, whereasdragging the slider to the right pulls ittowards green. The modificationapplies to the texture’s highlights.
Highlights |Yellow/Blue
entry box,slider
Adjusts the Blue color component.Dragging the slider to the left pulls thescale towardsyellow, whereas dragging the slider tothe right pulls it towards blue. Themodification applies to the texture’shighlights.
Shadows |Cyan/Red
entry box,slider
Adjusts the scale of the Red colorcomponent. Dragging the slider to theleft pulls the scale towards cyan,whereas dragging the slider to the rightpulls it towards red. The modificationapplies to the texture’s shadows.
Shadows |Magenta/Green
entry box,slider
Adjusts the Green color component.Dragging the slider to the left pulls thescale towards magenta, whereasdragging the slider to the right pulls ittowards green. The modificationapplies to the texture’s shadows.
LAYERS PALETTE | LAYERS PALETTE FIELDS
REFERENCE GUIDE 159
Control Type What it does Notes
Shadows |Yellow/Blue
entry box,slider
Adjusts the Blue color component.Dragging the slider to the left pulls thescale towardsyellow, whereas dragging the slider tothe right pulls it towards blue. Themodification applies to the texture’sshadows.
Midtones |Cyan/Red
entry box,slider
Adjusts the scale of the Red colorcomponent. Dragging the slider to theleft pulls the scale towards cyan,whereas dragging the slider to the rightpulls it towards red. The modificationapplies to the texture’s midtones
Midtones |Magenta/Green
entry box,slider
Adjusts the Green color component.Dragging the slider to the left pulls thescale towards magenta, whereasdragging the slider to the right pulls ittowards green. The modificationapplies to the texture’s midtones
Midtones |Yellow/Blue
entry box,slider
Adjusts the Blue color component.Dragging the slider to the left pulls thescale towardsyellow, whereas dragging the slider tothe right pulls it towards blue. Themodification applies to the texture’smidtones.
Adjustment/Color Lookup
Red curve editor Adjusts the value of the red channel forthe overall layer stack, using the curveeditor.
Green curve editor Adjusts the value of the green channelfor the overall layer stack, using thecurve editor.
LAYERS PALETTE | LAYERS PALETTE FIELDS
REFERENCE GUIDE 160
Control Type What it does Notes
Blue curve editor Adjusts the value of the blue channelfor the overall layer stack, using thecurve editor.
Adjustment/Color Switch
Red checkbox Turns the red channel on or off.Disabling the red channel removes itfrom the painting.
Green checkbox Turns the green channel on or off.Disabling the green channel removes itfrom thepainting.
Blue checkbox Turns the blue channel on or off.Disabling the blue channel removes itfrom thepainting.
Alpha checkbox Turns the alpha channel on or off.Disabling the alpha channel removes itfrom thepainting.
Adjustment/Color to Mask
Color swatch Select a color from the color picker toconvert that color to a mask. Thisallows a multicolored channel to beused for multiple masks.
Error entry box,slider
The tolerance level of the mask to theselected color. The lower the number,the closer the RGB value has to be tothe selected color in order for it to betreated as a mask; the higher thenumber, the more variation that'sallowed.
LAYERS PALETTE | LAYERS PALETTE FIELDS
REFERENCE GUIDE 161
Control Type What it does Notes
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
Channel dropdown Copies the value from one RGB colorchannel to the other two. The result is agrayscale image with the intensityvalues from theselected channel.
Adjustment/Flow
Image| TileImage
file browser Selects the image to use on the modelfor flow.
Image| Repeat entry box,slider
Sets the repetition value of the tiledimage.
Animation |Animated
checkbox Enables or disables the animation.
Animation| TimeOffset
entry box,slider
Adjusts the flow over time to view theeffect of 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 layerstack.
Invert entry box,slider
Reverses the gamma conversion. Thatis, a higher setting for Gamma resultsin a more washed-out looking image.
LAYERS PALETTE | LAYERS PALETTE FIELDS
REFERENCE GUIDE 162
Control Type What it does Notes
Adjustment/Grade
Blackpoint entry box,slider
Sets the blackpoint of the RGB values. Blackpoint is the colorvalue at which the inputisconsidered to be 100%black.
Whitepoint entry box,slider
Sets the whitepoint of the RGB values. Whitepoint is the colorvalue at which the inputis considered to be100% white.
Lift entry box,slider
Lifts the blackpoint, while keeping thewhitepoint the same.
Gain entry box,slider
Adjusts the whitepoint, while keepingthe blackpoint the same
Multiply entry box,slider
Multiplies the value to lighten thetexture while preserving the blackpoint.
Offset entry box,slider
Specifies a fixed value to add in orderto lighten the texture.
Adding negative valuesessentially darkens thetexture.
Gamma entry box,slider
Adjusts the midtones, while keeping thewhitepoint and blackpoint the same.
Adjustment/HSL
Hue Shift entry box,slider
Adjusts the hue, as tied to the HSL, forthe layer stack.
SaturationScale
entry box,slider
Adjusts the saturation level, as tied tothe HSL, for the layer stack.
Lightness Scale entry box,slider
Adjusts the lightness level, as tied to theHSL, for the layer stack.
Adjustment/HSV
LAYERS PALETTE | LAYERS PALETTE FIELDS
REFERENCE GUIDE 163
Control Type What it does Notes
Hue Shift entry box,slider
Adjusts the hue level, as tied to the HSV,for the layer stack.
SaturationScale
entry box,slider
Adjusts the saturation level, as tied tothe HSV, for the layer stack.
Value Scale entry box,slider
Adjusts the value level, as tied to theHSV, for the layer stack.
Adjustment/Height As Normal
Bump Weight entry box,slider
Adjusts the sensitivity of the bumpweight when calculating height as anormal value.
Adjustment/Hue Shift
Hue entry box,slider
Changes the RGB hue value of the paintin the layer stack.
Adjustment/Invert
Red checkbox Inverts the contents of the red colorcomponent when checked. Uncheck theparameter to leave the componentunchanged. If there is a significantamount of red paint in your layer stackthe inverse is asignificant absence of red.
It is uncommon thatonly one componentwould be selected,however if the needarises, 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 significantamount of green paint in your layerstack the inverse is a significantabsence of green.
It is uncommon thatonly one componentwould be selected,however if the needarises, you can chooseto invert only one, or asubset, of the fourcomponents.
LAYERS PALETTE | LAYERS PALETTE FIELDS
REFERENCE GUIDE 164
Control Type What it does Notes
Blue checkbox Inverts the contents of the blue colorcomponent when checked. Uncheck theparameter to leave the componentunchanged. If there is a significantamount of blue paint in your layer stackthe inverse is a significant absence ofblue.
It is uncommon thatonly one componentwould be selected,however if the needarises, 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 thatonly one componentwould be selected,however if the needarises, you can chooseto invert only one, or asubset, of the fourcomponents.
Adjustment/Levels
Clamp Set whether to:
• Clamp Output Levels - to clamp theoutput values to between the whiteand blackpoints,
• Clamp LDR - to clamp the outputvalues to the 0-1 range, which is Byteblack to white, or
• Disable - to prevent Mari fromclamping any of the levels.
Red checkbox Determines whether to apply theadjustment to the red component.
Green checkbox Determines whether to apply theadjustment to the green component.
Blue checkbox Determines whether to apply theadjustment to the blue component.
LAYERS PALETTE | LAYERS PALETTE FIELDS
REFERENCE GUIDE 165
Control Type What it does Notes
Output Level |White
entry box,slider
Adjusts the white level of the output inthe paint for the selected colorcomponents.
Output Level |Black
entry box,slider
Adjusts the black level of the output inthe paint for the selected colorcomponent.
Input Level |MidMode
dropdown Choose whether levels adjustments aremade under Absolute or Relativemode.
Absolute is the default mode for Mari;changing the mode to Relative changesthe Input |Mid point to be relative tothe black and white points.
Input Level |White
entry box,slider
Adjusts the white level of the input forthe selected color component.
Input Level |Mid entry box,slider
Adjusts the midtone level of the inputfor the selected color components.
Input Level |Black
entry box,slider
Adjusts the black level of the input forthe selected color component.
Adjustment/Luminosity
Adjustment/Premultiply Alpha
LAYERS PALETTE | LAYERS PALETTE FIELDS
REFERENCE GUIDE 166
Control Type What it does Notes
Unpremultiply checkbox Either pre- or post-multiplies the alphain the selected image. If you arepainting using an image withoutpremultiplied alpha onto one with it,use this filter to perform thepremultiplication, so the images matchand you avoid lines around the outsideof the patch. Post-multiply works thesame, but in reverse: it removespremultiplication to match images thatdo not have premultiplied alpha.
Adjustment/Saturation
Saturation entry box,slider
Adjusts the color saturation of the paintin the layer stack.
Adjustment/Scale
R entry box,slider
Adjusts the scale of the Red colorcomponent. Dragging the slider to theleft pulls the scale towards cyan,whereas dragging the slider to the rightpulls it towards red.
G entry box,slider
Adjusts the Green color component.Dragging the slider to the left pulls thescale towards magenta, whereasdragging the slider to the right pulls ittowards green.
B entry box,slider
Adjusts the Blue color component.Dragging the slider to the left pulls thescale towardsyellow, whereas dragging the slider tothe right pulls it towards blue.
A entry box,slider
Adjusts the Alpha component.
LAYERS PALETTE | LAYERS PALETTE FIELDS
REFERENCE GUIDE 167
Control Type What it does Notes
Adjustment/Set Value
Channel dropdown The options available in the dropdownmenu are Red, Green, Blue, Alpha.
Value entry box,slider
Adjusting the slider modifies the valueof the component selected from thedropdown menu above.
Adjustment/Shuffle
R dropdown Select a color component from theoptions r, g, b, and a in the dropdownmenu to replace the Red componentwith another color.Setting r in the dropdown menu keepsthe red color in the Red component.
G dropdown Select a color component from theoptions r, g, b, and a in the dropdownmenu to replace the Green componentwith another color.Setting g in the dropdown menu keepsthe green color in the Greencomponent.
B dropdown Select a color component from theoptions r, g, b, and a in the dropdownmenu to replace the Blue componentwith another color.Setting b in the dropdown menu keepsthe blue color in the Blue component.
A dropdown Select a color component from theoptions r, g, b, and a in the dropdownmenu to replace the Alpha componentwith another color.Setting a in the dropdown menu keepsthe alpha color in the Alphacomponent.
LAYERS PALETTE | LAYERS PALETTE FIELDS
REFERENCE GUIDE 168
Control Type What it does Notes
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.
Adjustment/World To Tangent
Suppress Blue checkbox Suppresses the blue value from thecolor-encoded vectors in world space.
Flip Y dropdown Choose whether to Flip the Y axisnormals or leave them as they are withnormal.
Adjustment/sRGB2Linear
Invert checkbox Applies an sRGB to linear colorspaceconversion. Checking Invert applies alinear to sRGB colorspace conversion.
Procedural/Basic/Color
Color swatch Applies the specified color from thecolor swatch to the entire model.
Procedural/Basic/Constant
Constant entry box,slider
Generates a constant number acrossthe RGB or RGBA components thatmay be relied upon for mathematicaloperations.
This number rangesfrom 0 to 10,000, anddefaults to 1.000.
Components dropdown Choose whether the contact applies tothe RGB or RGBA components.
Procedural/Basic/Vector
LAYERS PALETTE | LAYERS PALETTE FIELDS
REFERENCE GUIDE 169
Control Type What it does Notes
X entry box,slider
Adjusts the values of the X axis, whichcorrespond to the Red colorcomponent, to modify the color-encoded vectors.
Y entry box,slider
Adjusts the values of the Y axis, whichcorrespond to the Green colorcomponent, to modify the color-encoded vectors.
Z entry box,slider
Adjusts the values of the Z axis, whichcorrespond to the Blue colorcomponent, to modify the color-encoded vectors.
W entry box,slider
Adjusts the values of the W 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 cannotbe cached or baked andis for display purposesonly.
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
LAYERS PALETTE | LAYERS PALETTE FIELDS
REFERENCE GUIDE 170
Control Type What it does Notes
Cubic Image entry box,file browser
Select or input the filepath to the .ddscubic image to project as a texture.
This procedural cannotbe cached or baked andis for display purposesonly.
Note: When exporting.dds files, they shouldbe encoded as 8.8.8.8ARGB files to avoid anycomplications whenbringing them into Mari.
Cull Backfaces checkbox When the checkbox is ticked, thissetting ensures that projection does notaffect areas facing away from thecamera when factoring edge falloff.
Offset | X entry box,incrementer
The offset of the projected image alongthe X axis. This affects the position ofwhere the camera sits in the scene.
Offset | Y entry box,incrementer
The offset of the projected image alongthe Y axis. This affects the position ofwhere the camera sits in the scene.
Offset | Z entry box,incrementer
The offset of the projected image alongthe Z axis. This affects the position ofwhere the camera sits in the scene.
Rotation | X entry box,slider
The rotation of the projected imagealong the X axis.
This rotates the camerafor the entire scene, notjust one part.
Rotation | Y entry box,slider
The rotation of the projected imagealong the Y axis.
This rotates the camerafor the entire scene, notjust one part.
LAYERS PALETTE | LAYERS PALETTE FIELDS
REFERENCE GUIDE 171
Control Type What it does Notes
Rotation | Z entry box,slider
The rotation of the projected imagealong the Z axis.
This rotates the camerafor the entire scene, notjust one part.
Edge Falloff |Start
entry box,slider
Modifies how far away the projectionfalloff starts on the model.
Edge Falloff | End entry box,slider
Modifies how far away the projectionfalloff ends on the model.
Edge Falloff |Curve
curve editor Modifies the otherwise linear shape ofthe edge falloff to your desired shape.
Distance Falloff |Start
entry box,incrementer
Modifies the falloff start distance. From0-100; 100 represents straight-onprojection.
Distance Falloff |End
entry box,incrementer
Modifies the falloff end distance. From0-100; 100 represents straight-onprojection.
Distance Falloff |Curve
curve editor Modifies the otherwise linear shape ofthedistance falloff to your desired shape.
Procedural/Environment/Environment Light
Sharpness entry box,slider
Adjusts the sharpness of the reflectionson the model, with higher valuesincreasing the sharpness and lowervalues decreasing it.
This procedural cannotbe cached or baked andis for display purposesonly.
Procedural/Environment/Sphere Map
Sphere Map file browser The environment image you want to bereflected.
This procedural cannotbe cached or baked andis for display purposesonly.
Falloff Start entry box,slider
Specifies where the spherical imagestarts.
LAYERS PALETTE | LAYERS PALETTE FIELDS
REFERENCE GUIDE 172
Control Type What it does Notes
Falloff End entry box,file browser
Specifies where the spherical imageends.
Procedural/Environment/Sphere Map Projector
Spherical Image file browser Uses a spherical image of any file typeas atexture to project onto the model.Select the filepath to the sphericalimage to project as a texture.
Cull Backfaces checkbox When the checkbox is ticked, thissetting ensures that projection does notaffect areas facing away from thecamera when factoring edge falloff.
Offset | X entry box,incrementer
The offset of the projected image alongthe X axis. This affects the position ofwhere the camera sits in the scene.
Offset | Y entry box,incrementer
The offset of the projected image alongthe Y axis. This affects the position ofwhere the camera sits in the scene.
Offset | Z entry box,incrementer
The offset of the projected image alongthe Z axis. This affects the position ofwhere the camera sits in the scene.
Rotation | X entry box,slider
The rotation of the projected imagealong the X axis.
This rotates the camerafor the entire scene, notjust one part.
Rotation | Y entry box,slider
The rotation of the projected imagealong the Y axis.
This rotates the camerafor the entire scene, notjust one part.
Rotation | Z entry box,slider
The rotation of the projected imagealong the Z axis.
This rotates the camerafor the entire scene, notjust one part.
LAYERS PALETTE | LAYERS PALETTE FIELDS
REFERENCE GUIDE 173
Control Type What it does Notes
Edge Falloff |Start
entry box,slider
Modifies how far away the projectionfalloff starts on the model.
Edge Falloff | End entry box,slider
Modifies how far away the projectionfalloff ends on the model.
Edge Falloff |Curve
curve editor Modifies the otherwise linear shape ofthe edge falloff to your desired shape.
Distance Falloff |Start
entry box,incrementer
Modifies the falloff start distance. From0-100; 100 represents straight-onprojection.
Distance Falloff |End
entry box,incrementer
Modifies the falloff end distance. From0-100; 100 represents straight-onprojection.
Distance Falloff |Curve
curve editor Modifies the otherwise linear shape ofthedistance 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 youwant to project onto the top of yourmodel.
Top | TopRepeat
entry box,slider
Specifies the frequency at which theimage is repeated across the top ofyour model.
Top | Top Angle entry box,slider
Specifies the rotation angle of theimage on the top of your model.
Top | Top UOffset
entry box,slider
Specifies how much the image on thetop of your model is offset by on the Uaxis.
LAYERS PALETTE | LAYERS PALETTE FIELDS
REFERENCE GUIDE 174
Control Type What it does Notes
Top | Top VOffset
entry box,slider
Specifies how much the image on thetop of your model is offset by on the Vaxis.
Top | Top UScale
entry box,slider
Specifies how much the image on thetop of your model is stretched orcontracted on the U axis.
Top | Top VScale
entry box,slider
Specifies how much the image on thetop of your model is stretched orcontracted on the V axis.
Top | Top FalloffStart
entry box,slider
Controls where the image projectionstarts on the top of the model.
Top | Top FalloffEnd
entry box,slider
Controls where the image projectionends on the top of the model.
Top | Top Falloff curve editor Controls the falloff of the imageprojection between the start and endvalues on the top of the model.
Front | FrontImage
file browser Specifies the location of the image youwant to project onto the front of yourmodel.
Front | FrontRepeat
entry box,slider
Specifies the frequency at which theimage is repeated across the front ofyour model.
Front | FrontAngle
entry box,slider
Specifies the rotation angle of theimage on the front of your model.
Front | Front UOffset
entry box,slider
Specifies how much the image on thefront of your model is offset by on theU axis.
Front | Front VOffset
entry box,slider
Specifies how much the image on thefront of your model is offset by on the Vaxis.
LAYERS PALETTE | LAYERS PALETTE FIELDS
REFERENCE GUIDE 175
Control Type What it does Notes
Front | Front UScale
entry box,slider
Specifies how much the image on thefront of your model is stretched orcontracted on the U axis.
Front | Front VScale
entry box,slider
Specifies how much the image on thefront of your model is stretched orcontracted on the V axis.
Front | FrontFalloff Start
entry box,slider
Controls where the image projectionstarts on the front of the model.
Front | FrontFalloff End
entry box,slider
Controls where the image projectionends on the front of the model.
Front | FrontFalloff
curve editor Controls the falloff of the imageprojection between the start and endvalues on the front of the model.
Right | RightImage
file browser Specifies the location of the image youwant to project onto the side of yourmodel.
Right | RightRepeat
entry box,slider
Specifies the frequency at which theimage is repeated across the side ofyour model.
Right | RightAngle
entry box,slider
Specifies the rotation angle of theimage on the side of your model.
Right | Right UOffset
entry box,slider
Specifies how much the image on theside of your model is offset by on the Uaxis.
Right | Right VOffset
entry box,slider
Specifies how much the image on theside of your model is offset by on the Vaxis.
Right | Right UScale
entry box,slider
Specifies how much the image on theside of your model is stretched orcontracted on the U axis.
LAYERS PALETTE | LAYERS PALETTE FIELDS
REFERENCE GUIDE 176
Control Type What it does Notes
Right | Right VScale
entry box,slider
Specifies how much the image on theside of your model is stretched orcontracted on the V axis.
Right | RightFalloff Start
entry box,slider
Controls where the image projectionstarts on the side of the model.
Right | RightFalloff End
entry box,slider
Controls where the image projectionends on the side of the model.
Right | RightFalloff
curve editor Controls the falloff of the imageprojection between the start and endvalues on the side of the model.
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 the UDIM number of the UDIMyou want to unmask.
Procedural/Geometry/UV
Procedural/Geometry/UV Mask
Procedural/Procedural/Fractal/Cloud
Size entry box,slider
Adjusts the size of the cloud pattern.
LAYERS PALETTE | LAYERS PALETTE FIELDS
REFERENCE GUIDE 177
Control Type What it does Notes
Roughness entry box,slider
Adjusts the roughness of the cloudpattern. Dragging the slider to lowervalues smooths out the transition fromcolor A to color B.
Offsets | XOffset
entry box,slider
Moves the pattern across the model onthe x axis.
Offsets | YOffset
entry box,slider
Moves the pattern across the model onthe y axis.
Offsets | ZOffset
entry box,slider
Moves the pattern across the model onthe z axis.
Color | Color A swatch Sets the color to be used for thepattern’s A input.
Color | Color B swatch Sets the color to be used for thepattern’s B input.
Procedural/Procedural/Fractal/Turbulence
Size entry box,slider
Adjusts the size of the turbulencepattern.
Roughness entry box,slider
Adjusts the roughness of the turbulencepattern. Dragging the slider to lowervalues smooths out the transition fromcolor A to color B.
Color | Color A swatch Sets the color to be used for thepattern’s A input.
Color | Color B swatch Sets the color to be used for thepattern’s B input.
Procedural/Procedural/Misc/Oil
Size entry box,slider
Adjusts the size of the oil pattern.
LAYERS PALETTE | LAYERS PALETTE FIELDS
REFERENCE GUIDE 178
Control Type What it does Notes
Organicness entry box,slider
Sets the overall organic quality of the oilpattern.
Roughness entry box,slider
Adjusts the roughness of the oilpattern.Dragging the slider to lower valuessmooths out the transition from color Ato color B.
Color | Color A swatch Sets the color to be used for thepattern’s A input.
Color | Color B swatch Sets the color to be used for thepattern’s B input.
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 usedin the pattern.
DistanceMethod
dropdown Changes the shape of the cells to affectthe distance the cells are from eachother.
Color | Color A swatch Sets the color to be used to thepattern’s color A input.
Color | Color B swatch Sets the color to be used for thepattern’s color 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 thepattern’s color A input.
LAYERS PALETTE | LAYERS PALETTE FIELDS
REFERENCE GUIDE 179
Control Type What it does Notes
Color | Color B swatch Sets the color to be used for thepattern’s color 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 thepattern’s color A input.
Color | Color B swatch Sets the color to be used for thepattern’s color B input.
Procedural/Procedural/ Pattern/Cube
Repeat entry box,slider
Specifies the repetition frequency of thecube pattern.
Gap entry box,slider
Sets the spacing between the cubes inthepattern.
Fall Off entry box,slider
Adjusts the falloff amount between thecubes.
Roundness entry box,slider
Adjusts how much the cubes arerounded off.
Color | Color A swatch Sets the color to be used for thepattern’s color A input.
Color | Color B swatch Sets the color to be used for thepattern’s color B input.
Procedural/Procedural/Pattern/Object Space Linear Gradient
Start entry box,slider
Sets the start point on the object forColor B of the gradient.
LAYERS PALETTE | LAYERS PALETTE FIELDS
REFERENCE GUIDE 180
Control Type What it does Notes
End entry box,slider
Sets the end point of Color B, whereColor A begins, on the object of thegradient.
Map curve editor Set the color A and color B transitionsfor the gradient using points on a curve.
Rotation | X entry box,slider
Adjusts how the gradient appears onthe model by rotating the gradient onthe X axis.
Rotation | Y entry box,slider
Adjusts how the gradient appears onthe model by rotating the gradient onthe Y axis.
Rotation | Z entry box,slider
Adjusts how the gradient appears onthe model by rotating the gradient onthe Z axis.
Color | Color A swatch Sets the color to be used for thegradient’s A input.
Color | Color B swatch Sets the color to be used for thegradient’s B input.
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 thepattern’s color A input.
Color | Color B swatch Sets the color to be used for thepattern’s color B input.
Procedural/Procedural/Pattern/Tiled
LAYERS PALETTE | LAYERS PALETTE FIELDS
REFERENCE GUIDE 181
Control Type What it does Notes
Tile Image file browser The image you want to have tiled acrossthe model.
Rotation Angle(Degrees)
entry box,slider
Changes the angle of rotation for thetiled image.
Offset | U Offset entry box,slider
Specifies how much the image is offsetby on the U axis.
Offset | V Offset entry box,slider
Specifies how much the image is offsetby on the V axis.
Repeat | URepeat
entry box,slider
Specifies how much the image isrepeated on the U axis.
Repeat | VRepeat
entry box,slider
Specifies how much the image isrepeated on the V axis.
Mirror |MirrorU
entry box,slider
Sets whether the tiled image ismirrored on the U axis.
Mirror |MirrorV
entry box,slider
Sets whether the tiled image ismirrored on the V axis.
Procedural/Procedural/Pattern/UV Grid
Color swatch Sets the color to be used for the gridlines.
Repeat entry box,slider
Specifies the repeat rate for the grid onthe model’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 the UV patchesfor Color B of the gradient.
LAYERS PALETTE | LAYERS PALETTE FIELDS
REFERENCE GUIDE 182
Control Type What it does Notes
End entry box,slider
Sets the end point of Color B, whereColor A begins, on the UV patches ofthe gradient.
Map curve editor Set the color A and color B transitionsfor the gradient in UV space usingpoints on a curve.
Angle entry box,slider
Specifies the angle of the lineargradient on the UV patches.
Repeat entry box,slider
Sets how much the linear gradient isrepeated across the UV patches.
Color | Color A swatch Sets the color to be used for thegradient’s A input.
Color | Color B swatch Sets the color to be used for thegradient’s B input.
Procedural/Procedural/Plant/Wood
Size entry box,slider
Adjusts the size of the wood patternacross the entire model.
Bands entry box,slider
Adjusts the size of the individual bandsin the wood pattern.
Noise | Size entry box,slider
Adjusts the amount of the noise in thebands of the wood pattern.
Noise |Roughness
entry box,slider
Adjusts the roughness of the woodpattern. Dragging the slider to lowervalues makes the transition from colorA to color B moredistinct.
Stretch | X entry box,slider
Stretches the wood pattern across themodel on the x axis.
LAYERS PALETTE | LAYERS PALETTE FIELDS
REFERENCE GUIDE 183
Control Type What it does Notes
Stretch | Y entry box,slider
Stretches the wood pattern across themodel on the y axis.
Stretch | Z entry box,slider
Stretches the wood pattern across themodel on the z axis.
Color | Color A swatch Sets the color to be used for thepattern’s color A input.
Color | Color B swatch Sets the color to be used for thepattern’s color B input.
LAYERS PALETTE | LAYERS PALETTE FIELDS
REFERENCE GUIDE
Node Graph PaletteThe Node Graph palette doesn't have any controls as such, rather it's a dedicated area designed tohold nodes.
What It DoesThe Node Graph palette lets you create, edit, and view node trees and Graph Layers. The NodeGraph has two modes, which you can select from the Preferences > Node Graph tab:
• In Basic mode (disabled), the Node Graph only allows the use of Graph Layers, created from theLayers Palette.
• In Advanced mode (enabled), you can manipulate nodes freely in the Node Graph. See the Mari UserGuide, Node Graph chapter for more information.
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REFERENCE GUIDE
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 DoesThe Node Properties palette lets you view and modify node properties. To view a node's properties,double-click the node in the Node Graph palette. See the Mari User Guide, Node Graph chapter formore information.
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REFERENCE GUIDE
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 totoggle whether they are visible, or whether they are locked. You can group patches into sets.
Patches Palette Fields
Control Type What it does Opensthisdialog box
Notes
Sorted by dropdown Lets you specify whether to listpatches by: UDIM, or a custom sort(by dragging patches up and downthe list).
icon Click to toggle whether a patch isvisible or not.
icon Click to toggle whether a patch islocked or not.
button Hide selected patches.
button Show selected patches.
button Select all patches.
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REFERENCE GUIDE 187
Control Type What it does Opensthisdialog box
Notes
button Lock selected patches.
button Unlock selected patches.
button Link selected patches.
This allows you to replicate changesmade to one patch onto all linkedpatches quickly and easily.
button Unlink selected patches.
NOTE: Unlinking does notset the patches back to theiroriginal texture.
PATCHES PALETTE |
REFERENCE GUIDE
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 DoesThe Objects 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 theobjects by name , version number, ornone.
/ icon Click to toggle whether an object isvisible or not.
/ icon Click to toggle whether an object islocked or not.
button Add another object to the project.
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REFERENCE GUIDE 189
Control Type What it does Notes
button Add a locator to the object to rotate,scale, or move it.
button Removes the selected object orlocator from the project.
button Allows you to add user attributes tothe selected object.
<object name> > Geometry |Version
dropdown List of versions of the object, listedby the name of the source file. Whenyou select a version from this list,Mari updates to show that version inthe display.
<object name> > Info | Name text The name of the object file. You can editthis if required.
<object name> > Rendering |Cast Shadows
checkbox Specify whether or not the object isset to cast shadows when DepthProjections are enabled and toggleshadows is set to show them on thecanvas.
<object name> > State |Hidden
checkbox Whether the object is hidden.
<object name> > State |Locked
checkbox Whether the object is locked oreditable.
<object name> > User Attributes info Information about the object,including creation date, modificationdate, and the owner name.
OBJECTS PALETTE |
REFERENCE GUIDE
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 setupfor the current channel, 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 onlythe paint in the selected channel.
This shader canalso be foundon the DefaultShaderstoolbar.
CurrentLayer andBelow
shader Default shader that displays onlythe paint in your selected sub-stack (such as a mask oradjustment stack) up to theselected layer. If you don’t have asub-stack selected, it shows theparent stack up to the selectedlayer.
This shader canalso be foundon the DefaultShaderstoolbar.
CurrentLayer
shader Default shader that displays onlythe paintable paint and masks inyourselected layer.
This shader canalso be foundon the DefaultShaderstoolbar.
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REFERENCE GUIDE 191
Control Type What it does Dialog Notes
CurrentPaintTarget
shader Default shader that displays onlythe paint in your selected layer,including any mask or mask stack,adjustment,filter or groups associated withthe layer.
This shader canalso be foundon the DefaultShaderstoolbar.
button Adds a new shader or layeredshader to the shader list in thepalette from a dropdown menulist of:
• Phong,
• Cook Torrance,
• Beckman,
• Blinn,
• Flat,
• Unreal,
• BRDF,
• Standard Lighting,• AiStandard,
• RedshiftArchitectural,
• VRayMtl,
• Layered , and
• Choose Diffuse And Specular.
CreateShaderDialog whenselectingChooseDiffuse andSpecular.
MasksFormatsDialog whenselectingLayered.
The ChooseDiffuse andSpecular optionallows you tocreate a customshader. Refer tothe CreateShader Dialogfor moreinformation.
The Layeredoption creates alayered shader.When selected,its layers can beaccessed usingthe ShaderLayers TabFields.
button Makes a copy of the selectedshader.
button Removes the shader from theshader list in the palette.
Default shaderscannot beremoved fromthe Shaderspalette.
SHADERS PALETTE |
REFERENCE GUIDE 192
Control Type What it does Dialog Notes
button Selects the default CurrentChannel shader from the shaderlist anddisplays only the paint in thecurrent channel.
button Selects the default Current Layerand Below shader from theshader list and displays only thepaint in thecurrent layer stack.
button Selects the default Current Layershader from the shader list anddisplays only the paint in thecurrent layer.
button Selects the default Current PaintTarget shader from the shaderlist and displays only the paint ofthecurrently 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.
SHADERS PALETTE | SHADER PARAMETERS
REFERENCE GUIDE 193
Control Type What it does Dialog Notes
Inputs |SpecularColor
dropdown The channel controlling thespecular color effect of theshadedsurface.
Inputs|SpecularShininess
dropdown The channel controlling the highshine areas for highlights in thespecular shaded surface.
Inputs |Normal
dropdown The channel used for input as arepresentation of the surfacenormals, added to the shadedsurface.
You must select either a Bump orNormal shader component in thesame shader. If you attempt touse both, Normal overrides theBump shader component.
Inputs | Bump dropdown The channel controlling the bumpmap to show as a perturbedlighting.
Inputs |EnvironmentColor
dropdown The channel controlling thereflective surface, using an imagein a channel as the reflection, onthe shaded surface.
Inputs|AmbientOcclusion
dropdown The channel controlling theambient occlusion effect of theshaded surface. Using this inputoverrides the ambient occlusionvalues stored on the object(Objects > Ambient Occlusion).
Inputs |EmissiveColor
dropdown The channel controlling the colorof the emissive (glow) qualities onthe shaded surface.
SHADERS PALETTE | SHADER PARAMETERS
REFERENCE GUIDE 194
Control Type What it does Dialog Notes
Inputs |Vector
dropdown The channel controlling thevector field and resulting vectordata from paint on the shadedsurface.
This data isused by thevectorinspector.
Inputs |Displacement
dropdown The channel controlling thedisplacement map and dynamictessellation to show a moreadvanced preview ofdisplacement.
This componentis disabled forPtex channels.
button Adds a new channel to be usedfor the shader component.
AddChannelDialog
Diffuse entry box,shader
How much of the diffuse inputappears on the shaded surface.
From 0 to 2;defaults to 1.
Specular entry box,slider
How much of the specular lightappears on the shaded surface.
From 0 to 2;defaults to 1.
SpecularShininess
entry box,slider
How much shininess thespecularity appears to have onthe shadedsurface.
From 0 to 100;defaults to 30.
Environment entry box,slider
How much of the environmentappears on the shaded surface.
From 0 to 2;defaults to 1.
Ambient entry box,slider
How much ambient light appearson the shaded surface.
From 0 to 2;defaults to0.200.
AmbientOcclusion
entry box,slider
How much ambient occlusionoccurs on the shaded surface.
From 0 to 2;defaults to 1.
Emissive entry box,slider
How much glow the emissivechannel appears to have.
From 0 to 2;defaults to 1.
SHADERS PALETTE | SHADER PARAMETERS
REFERENCE GUIDE 195
Control Type What it does Dialog Notes
Displacement |DisplacementBias
entry box,slider
How much the white or blackvalues are pushed or pulled fromthe surface.
From 0 to 1;defaults to0.500.
Displacement |DisplacementScale
entry box,slider
How much displacement isapplied to the shaded surface.Lower values equal smallerdisplacement; highervalues equal larger and moreobvious displacement.
From 0 to 1;defaults to0.500.
Displacement |DisplacementRange
entry box What the range of displacementis. This setting is multiplied by theDisplacement Scale to give thedisplacement.
Displacement |MaxTessellation
entry box,slider
How many texels the surface istessellated to.
From 1 to 64;defaults to 10.
Displacement |PerturbNormals
dropdown Selecting yes changes thedisplacement so thatdisplacement moves the surfacebut leaves thesurface normals as they are.
Bump | BumpWeight
entry box,slider
How much weight the bump maphas. Lower values are smallerbumps, higher values are largerand moreobvious displacements.
From 0 to 10;defaults to0.100.
Bump | BumpMode
dropdown Whether you want bump to bedisplayed quickly (Fast) oraccurately (Accurate).
By default,Bump Mode isset to Fast.
SHADERS PALETTE | SHADER PARAMETERS
REFERENCE GUIDE 196
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 theshadedsurface.
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 thespecularity for the index ofrefraction. This can be adjustedto the IOR value of the desiredmaterial.
button Inverts the channel values of theselected channel.
Inputs |Normal
dropdown The channel used for input as arepresentation of the surfacenormals, added to the shadedsurface.
You must select either a Bump orNormal shader component in thesame shader. If you attempt touse both, Normal overrides theBump shader component.
SHADERS PALETTE | SHADER PARAMETERS
REFERENCE GUIDE 197
Control Type What it does Dialog Notes
Inputs | Bump dropdown The channel controlling the bumpmap to show as a perturbedlighting.
Inputs |EnvironmentColor
dropdown The channel controlling thereflective surface, using an imagein a channel as the reflection, onthe shaded surface.
Inputs |AmbientOcclusion
entry box,slider
The channel controlling theambient occlusion effect of theshaded surface. Using this inputoverrides the ambient occlusionvalues stored on the object(Objects > Ambient Occlusion).
Inputs |EmissiveColor
entry box,slider
The channel controlling the colorof the emissive (glow) qualities onthe shaded surface.
Inputs |Vector
dropdown The channel controlling thevector field and resulting vectordata from paint on the shadedsurface.
This data isused by thevectorinspector.
Inputs |Displacement
dropdown The channel controlling thedisplacement map and dynamictessellation to show a moreadvanced preview ofdisplacement.
This componentis disabled forPtex channels.
button Adds a new channel for theshader component.
AddChannelDialog
Diffuse entry box,slider
How much of the diffuse inputappears on the shaded surface.
From 0 to 2;defaults to 1.
SHADERS PALETTE | SHADER PARAMETERS
REFERENCE GUIDE 198
Control Type What it does Dialog Notes
SpecularRoughness
entry box,slider
How “rough” the surface is bydefault. Rougher surfaces havethe highlight spread more acrossthe surface. Lower values meanthe surface is smoother (specularlights are concentrated), highervalues mean it is rougher(specular lights are spread outmore).
From 0 to 1;defaults to0.700.
Specular IORWeight
entry box,slider
Adjust the IOR to the value of aspecific material, or adjust theslider until you find the index ofrefraction that suits your needs.
From 0 to 5;defaults to 1.
Specular entry box,slider
How much of the specular lightappears on the shaded surface.
From 0 to 2;defaults to 1.
Environment entry box,slider
How much of the environmentappears on the shaded surface.
From 0 to 2;defaults to 1.
Ambient entry box,slider
How much ambient light appearson the shaded surface.
From 0 to 2;defaults to0.200.
AmbientOcclusion
entry box,slider
How much ambient occlusionoccurs on the shaded surface.
From 0 to 2;defaults to 1.
Emissive entry box,slider
How much glow the emissivechannel appears to have.
From 0 to 2;defaults to 1.
Displacement |DisplacementBias
entry box,slider
How much the white or blackvalues are pushed or pulled fromthe surface.
From 0 to 1;defaults to0.500.
SHADERS PALETTE | SHADER PARAMETERS
REFERENCE GUIDE 199
Control Type What it does Dialog Notes
Displacement |DisplacementScale
entry box,slider
How much displacement isapplied to the shaded surface.Lower values equal smallerdisplacement; higher valuesequal larger and more obviousdisplacement.
From 0 to 1;defaults to0.500.
Displacement |DisplacementRange
entry box What the range of displacementis. This setting is multiplied by theDisplacement Scale to give thedisplacement.
Displacement |MaxTessellation
entry box,slider
How many texels the surface istessellated to.
From 1 to 64;defaults to 10.
Displacement |PerturbNormals
dropdown Selecting yes changes thedisplacement so thatdisplacement moves the surfacebut leaves thesurface normals as they are.
Bump | BumpWeight
entry box,slider
How much weight the bump maphas. Lower values are smallerbumps, higher values are largerand moreobvious displacements.
From 0 to 10;defaults to0.100.
Bump | BumpMode
dropdown Whether you want bump to bedisplayed quickly (Fast) oraccurately (Accurate).
By default,Bump Mode isset to Fast.
SHADERS PALETTE | SHADER PARAMETERS
REFERENCE GUIDE 200
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 theshadedsurface.
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 surfacenormals, added to the shadedsurface.
You must select either a Bump orNormal shader component in thesame shader. If you attempt touse both, Normal overrides theBump shader component.
Inputs | Bump dropdown The channel controlling the bumpmap to show as a perturbedlighting.
Inputs |EnvironmentColor
dropdown The channel controlling thereflective surface, using an imagein a channel as the reflection, onthe shaded surface.
SHADERS PALETTE | SHADER PARAMETERS
REFERENCE GUIDE 201
Control Type What it does Dialog Notes
Inputs |AmbientOcclusion
dropdown The channel controlling theambient occlusion effect of theshaded surface. Using this inputoverrides the ambient occlusionvalues stored on the object(Objects > Ambient Occlusion).
Inputs |EmissiveColor
dropdown The channel controlling the colorof the emissive (glow) qualities onthe shaded surface.
Inputs |Vector
dropdown The channel controlling thevector field and resulting vectordata from paint on the shadedsurface.
This data isused by thevectorinspector.
Inputs |Displacement
dropdown The channel controlling thedisplacement map and dynamictessellation to show a moreadvanced preview ofdisplacement.
This componentis disabled forPtex channels.
button Adds a new channel for theshader component.
AddChannelDialog
Diffuse entry box,slider
How much of the diffuse inputappears on the shaded surface.
From 0 to 2;defaults to 1.
Specular entry box,slider
How much of the specular lightappears on the shaded surface.
From 0 to 2;defaults to 1.
SpecularRoughness
entry box,slider
How rough the surface is bydefault. Rougher surfaces havethe highlight spread more acrossthe surface. Lower values meanthe surface is smoother (specularlights are concentrated) highervalues mean it is rougher(specular lights are spread out ).
From 0 to 1;defaults to0.700.
SHADERS PALETTE | SHADER PARAMETERS
REFERENCE GUIDE 202
Control Type What it does Dialog Notes
Environment entry box,slider
How much of the environmentappears on the shaded surface.
From 0 to 2;defaults to 1.
Ambient entry box,slider
How much ambient light appearson the shaded surface.
From 0 to 2;defaults to0.200.
AmbientOcclusion
entry box,slider
How much ambient occlusionoccurs on the shaded surface.
From 0 to 2;defaults to 1.
Emissive entry box,slider
How much glow the emissivechannel appears to have.
From 0 to 2;defaults to 1.
Displacement |DisplacementBias
entry box,slider
How much the white or blackvalues are pushed or pulled fromthe surface.
From 0 to 1;defaults to0.500.
Displacement |DisplacementScale
entry box,slider
What the range of displacementis. This setting is multiplied by theDisplacement Scale to give thedisplacement.
Displacement |DisplacementRange
entry box How much displacement isapplied to the shaded surface.Lower values equal smallerdisplacement; higher valuesequal larger and more obviousdisplacement.
From 0 to 1;defaults to0.500.
Displacement |MaxTessellation
entry box,slider
How many texels the surface istessellated to.
From 1 to 64;defaults to 10.
Displacement |PerturbNormals
dropdown Selecting yes changes thedisplacement so thatdisplacement moves the surfacebut leaves thesurface normals as they are.
SHADERS PALETTE | SHADER PARAMETERS
REFERENCE GUIDE 203
Control Type What it does Dialog Notes
Bump | BumpWeight
entry box,slider
How much weight the bump maphas. Lower values are smallerbumps, higher values are largerand more obvious displacements.
From 0 to 10;defaults to0.100.
Bump | BumpMode
dropdown Whether you want bump to bedisplayed quickly (Fast) oraccurately (Accurate).
By default,Bump Mode isset to Fast.
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 theshadedsurface.
Inputs |SpecularShininess
dropdown The channel controlling the highshine areas for highlights in thespecular shaded surface.
Inputs |Normal
dropdown The channel used for input as arepresentation of the surfacenormals, added to the shadedsurface.
You must select either a Bump orNormal shader component in thesame shader. If you attempt touse both, Normal overrides theBump shader component.
SHADERS PALETTE | SHADER PARAMETERS
REFERENCE GUIDE 204
Control Type What it does Dialog Notes
Inputs | Bump dropdown The channel controlling the bumpmap to show as a perturbedlighting.
Inputs |EnvironmentColor
dropdown The channel controlling thereflective surface, using an imagein a channel as the reflection, onthe shaded surface.
Inputs |AmbientOcclusion
dropdown The channel controlling theambient occlusion effect of theshaded surface. Using this inputoverrides the ambient occlusionvalues stored on the object(Objects > Ambient Occlusion).
Inputs |EmissiveColor
dropdown The channel controlling the colorof the emissive (glow) qualities onthe shaded surface.
Inputs |Vector
dropdown The channel controlling thevector field and resulting vectordata from paint on the shadedsurface.
This data isused by thevectorinspector.
Inputs |Displacement
dropdown The channel controlling thedisplacement map and dynamictessellation to show a moreadvanced preview ofdisplacement.
This componentis disabled forPtex channels.
button Adds a new channel for theshader component.
AddChannelDialog
Diffuse entry box,slider
How much of the diffuse inputappears on the shaded surface.
From 0 to 2;defaults to 1.
SHADERS PALETTE | SHADER PARAMETERS
REFERENCE GUIDE 205
Control Type What it does Dialog Notes
Specular entry box,slider
How much of the specular lightappears on the shaded surface.
From 0 to 2;defaults to 1.
SpecularShininess
entry box,slider
How much shininess thespecularity appears to have onthe shadedsurface.
From 0 to 100;defaults to 30.
Environment entry box,slider
How much of the environmentappears on the shaded surface.
From 0 to 2;defaults to 1.
Ambient entry box,slider
How much ambient light appearson the shaded surface.
From 0 to 2;defaults to0.200.
AmbientOcclusion
entry box,slider
How much ambient occlusionoccurs on the shaded surface.
From 0 to 2;defaults to 1.
Emissive entry box,slider
How much glow the emissivechannel appears to have.
From 0 to 2;defaults to 1.
Displacement |DisplacementBias
entry box,slider
How much the white or blackvalues are pushed or pulled fromthe surface.
From 0 to 1;defaults to0.500.
Displacement|DisplacementScale
entry box,slider
How much displacement isapplied to the shaded surface.Lower values equal smallerdisplacement; higher valuesequal larger and more obviousdisplacement.
From 0 to 1;defaults to0.500.
Displacement |DisplacementRange
entry box What the range of displacementis. This setting is multiplied by theDisplacement Scale to give thedisplacement.
Displacement |MaxTessellation
entry box,slider
How many texels the surface istessellated to.
From 1 to 64;defaults to 10.
SHADERS PALETTE | SHADER PARAMETERS
REFERENCE GUIDE 206
Control Type What it does Dialog Notes
Displacement |PerturbNormals
dropdown Selecting yes changes thedisplacement so thatdisplacement moves the surfacebut leaves thesurface normals as they are.
Bump | BumpWeight
entry box,slider
How much weight the bump maphas. Lower values are smallerbumps, higher values are largerand moreobvious displacements.
From 0 to 10;defaults to0.100.
Bump | BumpMode
dropdown Whether you want bump to bedisplayed quickly (Fast) oraccurately (Accurate).
By default,Bump Mode isset to Fast.
Flat
Control Type What it does Dialog Notes
Inputs | Color dropdown The channel controlling thevalues of the shaded surfaceunder flatlighting.
Inputs |Vector
dropdown The channel controlling thevector field and resulting vectordata from paint on the shadedsurface.
This data isused by thevectorinspector.
Inputs |Displacement
dropdown The channel controlling thedisplacement map and dynamictessellation to show a moreadvanced preview ofdisplacement.
This componentis disabled forPtex channels.
SHADERS PALETTE | SHADER PARAMETERS
REFERENCE GUIDE 207
Control Type What it does Dialog Notes
button Adds a new channel for theshader component.
AddChannelDialog
Displacement|DisplacementBias
entry box,slider
How much the white or blackvalues are pushed or pulled fromthe surface.
From 0 to 1;defaults to0.500.
Displacement|DisplacementScale
entry box,slider
How much displacement isapplied to the shaded surface.Lower values equal smallerdisplacement; higher valuesequal larger and more obviousdisplacement.
From 0 to 1;defaults to0.500.
Displacement |DisplacementRange
entry box What the range of displacementis. This setting is multiplied by theDisplacement Scale to give thedisplacement.
Displacement |MaxTessellation
entry box,slider
How many texels the surface istessellated to.
From 1 to 64;defaults to 10.
Displacement|PerturbNormals
dropdown Selecting yes changes thedisplacement so thatdisplacement moves the surfacebut leaves thesurface normals as they are.
Unreal
NOTE: Results may not be as expected if you do not use the Environment Light in theLights palette when using this shader.
SHADERS PALETTE | SHADER PARAMETERS
REFERENCE GUIDE 208
Control Type What it does Dialog Notes
Inputs | BaseColor
dropdown The channel controlling theoverall diffuse color of thematerial.
Inputs |Roughness
dropdown The channel controlling howrough the material is. Roughmaterials scatter reflected light inmore directions than smoothmaterials.
Inputs |Metallic
dropdown The channel specifying the areason the material that have ametallic effect, with results beingdetermined by values between 0and 1.
Inputs |Specular
dropdown The channel specifying the non-metallic areas on the materialwhere the specularity is visible.
Inputs |AmbientOcclusion
dropdown The channel used to specify theself-shadowing that occurs on anoccluded object.
Inputs |Normal
dropdown The channel containing theNormal map, used to giveadditional physical details to asurface.
Inputs | Bump dropdown The channel containing the bumpmap to show as a perturbedlighting.
button Inverts the channel values of theselected channel.
SHADERS PALETTE | SHADER PARAMETERS
REFERENCE GUIDE 209
Control Type What it does Dialog Notes
Inputs |Vector
dropdown The channel controlling thevector field and resulting vectordata from paint on the shadedsurface.
This data isused by thevectorinspector.
Inputs |Displacement
dropdown The channel containing thedisplacement map and dynamictessellation to show a moreadvanced preview ofdisplacement.
This componentis disabled forPtex channels.
button Adds a new channel for theshader component.
AddChannelDialog
Displacement |DisplacementBias
entry box,slider
How much the white or blackvalues are pushed or pulled fromthe surface.
From 0.000 to1.000; defaultsto 0.500.
Displacement |DisplacementScale
entry box,slider
How much displacement isapplied to the shaded surface.Lower values equal smallerdisplacement; higher valuesequal larger and more obviousdisplacement.
From 0.000 to1.000; defaultsto 0.500.
Displacement |DisplacementRange
entry box What the range of displacementis. This setting is multiplied by theDisplacement Scale to give thedisplacement.
Displacement |MaxTessellation
entry box,slider
How many texels the surface istessellated to.
From 1.000 to64.000; defaultsto 10.000.
Displacement |PerturbNormals
dropdown Selecting yes changes thedisplacement so thatdisplacement moves the surfacebut leaves thesurface normals as they are.
SHADERS PALETTE | SHADER PARAMETERS
REFERENCE GUIDE 210
Control Type What it does Dialog Notes
Bump | BumpWeight
entry box,slider
How much weight the bump maphas. Lower values are smallerbumps, higher values are largerand moreobvious displacements.
From 0.000 to10.000; defaultsto 0.100.
Bump| BumpMode
dropdown Whether you want bump to bedisplayed quickly (Fast) oraccurately (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 theshadedsurface.
Inputs |Glossiness
dropdown The channel controlling theglossy areas for highlights in thespecular shaded surface.
button Inverts the channel values of theselected channel.
Inputs |Reflectance
dropdown The channel controlling thereflective effect of the shadedsurface.
SHADERS PALETTE | SHADER PARAMETERS
REFERENCE GUIDE 211
Control Type What it does Dialog Notes
Inputs |AmbientOcclusion
dropdown The channel controlling theambient occlusion effect of theshaded surface. Using this inputoverrides the ambient occlusionvalues stored on the object(Objects > Ambient Occlusion).
Inputs |EmissiveColor
dropdown The channel controlling the colorof the emissive (glow) qualities onthe shaded surface.
Inputs |Normal
dropdown The channel used for input as arepresentation of the surfacenormals, added to the shadedsurface.
You must select either a Bump orNormal shader component in thesame shader. If you attempt touse both, Normal overrides theBump shader component.
Inputs | Bump dropdown The channel controlling the bumpmap to show as a perturbedlighting.
Inputs |Vector
dropdown The channel controlling thevector field and resulting vectordata from paint on the shadedsurface.
This data isused by thevectorinspector.
Inputs |Displacement
dropdown The channel controlling thedisplacement map and dynamictessellation to show a moreadvanced preview ofdisplacement.
This componentis disabled forPtex channels.
SHADERS PALETTE | SHADER PARAMETERS
REFERENCE GUIDE 212
Control Type What it does Dialog Notes
button Adds a new channel for theshader component.
AddChannelDialog
Diffuse entry box,slider
How much of the diffuse inputappears on the shaded surface.
From 0 to 1;defaults to 1.
Specular entry box,slider
How much of the specular lightappears on the shaded surface.
From 0 to 1;defaults to 1.
Glossiness entry box,slider
How glossy the highlights appearon the shaded surface. The closerto 1 this is set, the more mirror-like the shaded surface appears.
From 0 to 1;defaults to .200.
AmbientOcclusion
entry box,slider
How much ambient occlusionoccurs on the shaded surface.
From 0 to 2;defaults to 1.
Reflectance entry box,slider
How much of the reflectionappears on the shaded surface.The closer to 1 this is set, thehigher the reflectiveness.
From 0 to 1;defaults to .200.
Emissive entry box,slider
How much glow the emissivechannel appears to have.
From 0 to 100;defaults to1.000.
Displacement |DisplacementBias
entry box,slider
How much the white or blackvalues are pushed or pulled fromthe surface.
From 0 to 1;defaults to0.500.
Displacement |DisplacementScale
entry box,slider
How much displacement isapplied to the shaded surface.Lower values equal smallerdisplacement; higher valuesequal larger and more obviousdisplacement.
From 0 to 1;defaults to0.500.
SHADERS PALETTE | SHADER PARAMETERS
REFERENCE GUIDE 213
Control Type What it does Dialog Notes
Displacement |DisplacementRange
entry box What the range of displacementis. This setting is multiplied by theDisplacement Scale to give thedisplacement.
Displacement |MaxTessellation
entry box,slider
How many texels the surface istessellated to.
From 1 to 64;defaults to 10.
Displacement |PerturbNormals
dropdown Selecting yes changes thedisplacement so thatdisplacement moves the surfacebut leaves thesurface normals as they are.
Bump | BumpWeight
entry box,slider
How much weight the bump maphas. Lower values are smallerbumps, higher values are largerand moreobvious displacements.
From 0 to 10;defaults to1.000.
Bump| BumpMode
dropdown Whether you want bump to bedisplayed quickly (Fast) oraccurately (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 thevector field and resulting vectordata from paint on the shadedsurface.
This data isused by thevectorinspector.
SHADERS PALETTE | SHADER PARAMETERS
REFERENCE GUIDE 214
Control Type What it does Dialog Notes
Inputs |Displacement
dropdown The channel controlling thedisplacement map and dynamictessellation to show a moreadvanced preview ofdisplacement.
This componentis disabled forPtex channels.
button Adds a new channel for theshader component.
AddChannelDialog
Diffuse entry box,slider
How much of the diffuse inputappears on the shaded surface.
From 0 to 1;defaults to0.600.
Specular entry box,slider
How much of the specular lightappears on the shaded surface.
From 0 to 1;defaults to0.200.
SpecularRoughness
entry box,slider
How “rough” the surface is bydefault. Rougher surfaces havethe highlight spread more acrossthe surface. Lower values meanthe surface is smoother (specularlights are moreconcentrated), higher valuesmean it is rougher (specularlights are spread out more).
From 0 to 1;defaults to0.500.
Displacement |DisplacementBias
entry box,slider
How much the white or blackvalues are pushed or pulled fromthe surface.
From 0 to 1;defaults to0.500.
Displacement |DisplacementScale
entry box,slider
How much displacement isapplied to the shaded surface.Lower values equal smallerdisplacement; higher valuesequal larger and more obviousdisplacement.
From 0 to 1;defaults to0.500.
SHADERS PALETTE | SHADER PARAMETERS
REFERENCE GUIDE 215
Control Type What it does Dialog Notes
Displacement |DisplacementRange
entry box What the range of displacementis. This setting is multiplied by theDisplacement Scale to give thedisplacement.
Displacement |MaxTessellation
entry box,slider
How many texels the surface istessellated to.
From 1 to 64;defaults to 10.
Displacement |PerturbNormals
dropdown Selecting yes changes thedisplacement so thatdisplacement moves the surfacebut leaves thesurface normals as they are.
AiStandard
NOTE: Results may not be as expected if you do not use the Environment Light in theLights palette when using this shader.
Control Type What it does Dialog Notes
Inputs |Diffuse Color
dropdown The channel controlling thediffuse color of the material.
Inputs |DiffuseRoughness
dropdown The channel specifying the areaswith the diffuse component ofthe surface roughness.
Inputs |Specular Color
dropdown The channel controlling the colorof the areas of the materialwhere there is a highlight.
Inputs |SpecularRoughness
dropdown The channel specifying where theglossiness of the specularreflection appears on thesurface.
SHADERS PALETTE | SHADER PARAMETERS
REFERENCE GUIDE 216
Control Type What it does Dialog Notes
Inputs |Anisotropy
dropdown The channel specifying the areason the material that have ananisotropic effect.
Inputs |Rotation
dropdown The channel specifying thedirection of the anisotropicrotation.
Inputs |ReflectionColor
dropdown The channel controlling the coloron the areas of the materialwhere light is reflected.
Inputs |RefractionColor
dropdown The channel controlling the coloron the areas of the materialwhere light is refracted.
Inputs |RefractionRoughness
dropdown The channel specifying where theblurriness of the refractionoccurs on the surface.
Inputs |Transmittance
dropdown The channel specifying wheretransmittance (light affected bythicker parts of the mesh) occurson the surface.
Inputs |Opacity
dropdown The channel specifying what theopacity is on an object (todetermine which parts of thematerial are opaque ortranslucent).
Inputs |Sub-surfaceScatteringColor
dropdown The channel controlling the coloron the areas of the materialwhere sub-surface scatteringoccurs.
SHADERS PALETTE | SHADER PARAMETERS
REFERENCE GUIDE 217
Control Type What it does Dialog Notes
Inputs |Sub-SurfaceScatteringRadius
dropdown The channel specifying theradius of the sub-surfacescattering effect in the material.
Inputs |Emission Color
dropdown The channel controlling the coloron the areas of the materialwhere emissive (glow) qualitiesoccur.
Inputs | BumpMap
dropdown The channel containing thebump map to show as aperturbed lighting.
button Inverts the channel values of theselected Bump Map channel.
Inputs |Normal Map
dropdown The channel used for input as arepresentation of the surfacenormals, added to the shadedsurface.
You must select either a Bumpor Normal shader component inthe same shader. If you attemptto use both, Normal overridesthe Bump shader component.
Inputs |DisplacementMap
dropdown The channel containing thedisplacement map and dynamictessellation to show a moreadvanced preview ofdisplacement.
This componentis disabled forPtex channels.
SHADERS PALETTE | SHADER PARAMETERS
REFERENCE GUIDE 218
Control Type What it does Dialog Notes
Inputs | VectorMap
dropdown The channel containing thevector field and resulting vectordata from paint on the shadedsurface.
Vector is used to control theanisotropic directions.
This data isused by thevectorinspector.
button Adds a new channel for theshader component.
AddChannelDialog
Type information The shader type that you areusing.
Diffuse | Color swatch The base diffuse color on theobject for the Diffuse Colorchannel.
Diffuse |Weight
entry box,slider
The weight of the diffuse colorfor the Diffuse Color channel.
From 0.000 to1.000; defaultsto 0.700
Diffuse |Roughness
entry box,slider
The level of roughness of thediffuse component in theDiffuse Roughness channel.Higher values result in a roughersurface.
From 0.000 to1.000; defaultsto 0.000.
Diffuse |Backlight
entry box,slider
To what level the backlight effectis applied to the surface, wherebacklight gives the look of atranslucent object being lit frombehind.
From 0.000 to1.000; defaultsto 0.000.
Diffuse |FresnelaffectsDiffuse
checkbox Set whether or not Fresnelaffects the diffuse component.
Enabled bydefault.
SHADERS PALETTE | SHADER PARAMETERS
REFERENCE GUIDE 219
Control Type What it does Dialog Notes
Specular |Color
swatch The color displayed when thelight highlights the areasspecified in the Specular Colorchannel.
Specular |Weight
entry box,slider
The weight of the specularity.This influences the brightness ofthe highlight in the SpecularColor channel.
From 0.000 to1.000; defaultsto 0.000.
Specular |BRDF
dropdown What type of specular reflectionis used for the material: Cook_Torrance orWard_Duer.
Specular |SpecularRoughness
entry box,slider
The level of glossiness for thespecular reflections in theSpecular Roughness channel,with lower values producingsharper reflections.
From 0.000 to1.000; defaultsto 0.467.
Specular |Anisotropy
entry box,slider
The amount of anisotropy on theshaded surface in theAnisotropy channel, with valuescloser to 1 being moreanisotropic in the V axis andvalues closer to 0 being moreanisotropic in the U axis.
The value 0.5 is consideredisotropic.
From 0.000 to1.000; defaultsto 0.500.
Specular |Rotation
entry box,slider
The rotation value used to setthe orientation in degrees of theanisotropic effect.
From 0.000 to1.000; defaultsto 0.000.
Specular |Fresnel
checkbox Sets whether the reflection levelis dependent on the viewingangle of the surface, usingFresnel equations.
Disabled bydefault.
SHADERS PALETTE | SHADER PARAMETERS
REFERENCE GUIDE 220
Control Type What it does Dialog Notes
Specular |Reflectance atNormal
entry box,slider
The amount of metallic-likespecular reflection when usingthe Fresnel effect.
Metals have a more uniformreflectance than plastics ordielectrics.
From 0.000 to1.000; defaultsto 0.000.
Reflection |Color
swatch The color reflected from thematerial in areas specified in theReflection Color channel.
Reflection |Weight
entry box,slider
The amount of light that thesurface reflects from theReflection Color channel.
From 0.000 to1.000; defaultsto 0.000.
Reflection |Fresnel
checkbox Sets whether or not thereflection level is dependent onthe viewing angle of the surface,using Fresnel equations.
Disabled bydefault.
Reflection |Reflectance atNormal
entry box,slider
The amount of metallic-likespecular reflection when usingthe Fresnel effect.
Metals have a more uniformreflectance than plastics ordielectrics.
From 0.000 to1.000; defaultsto 0.000.
Refraction |Color
swatch The color displayed when thelight is refracted in areasspecified in the RefractionColor channel.
Refraction |Weight
entry box,slider
The amount of the RefractionColor light that is allowed topass through the surface(transparency).
From 0.000 to1.000; defaultsto 0.000.
SHADERS PALETTE | SHADER PARAMETERS
REFERENCE GUIDE 221
Control Type What it does Dialog Notes
Refraction |Roughness
entry box,slider
The level of blurriness for therefraction, where 0 isn't blurry atall.
From 0.000 to1.000; defaultsto 0.000.
Refraction |Index ofRefraction
entry box,slider
The index of refraction for thematerial, determining how lightbends when crossing thematerial's surface. An IOR of 1means there is no refraction,and appears as if in emptyspace, while higher values aremore noticeably refracted.
From 1.000 to3.000; defaultsto 1.000.
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 areasof transmittance, where light hasexited thicker parts of a mesh.
Refraction |Opacity
swatch The base opacity color for theOpacity channel.
Sub-SurfaceScattering |Color
swatch The color used for the sub-surface scattering effect in theSub-Surface Scattering Colorchannel.
Sub-SurfaceScattering |Weight
entry box,slider
The amount of sub-surfacescattering, with 0 being no sub-surface scattering at all.
From 0.000 to1.000; defaultsto 0.000.
Sub-SurfaceScattering |Radius
swatch The radius of the area that eachsample of sub-surface scatteringaffects, determined by RGBvalues. The lighter the color, themore light is scattered.
SHADERS PALETTE | SHADER PARAMETERS
REFERENCE GUIDE 222
Control Type What it does Dialog Notes
Emission |Color
swatch The color of the light that thematerial in the Emission Colorchannel appears to be emitting.
Emission |Scale
entry box,slider
The amount of light that thematerial appears to be emitting,with 0 being no light at all.
From 0.000 to1.000; defaultsto 0.000.
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 bumpto be calculated quickly (Fast) orwith greater accuracy(Accurate), regardless of thetime it takes.
Displacement |DisplacementBias
entry box,slider
How much the white or blackvalues are pushed or pulledfrom the surface.
From 0.000 to1.000; defaultsto 0.500.
Displacement |DisplacementScale
entry box,slider
What the range of displacementis. This setting is multiplied bytheDisplacement Scale to give thedisplacement.
Displacement |DisplacementRange
entry box,slider
How much displacement isapplied to the shaded surface.Lower values equal smallerdisplacement; higher valuesequal larger and more obviousdisplacement.
From 0.000 to1.000; defaultsto 0.500.
Displacement |MaxTessellation
entry box,slider
How many texels the surface istessellated to.
From 1.000 to64.000; defaultsto 10.000.
SHADERS PALETTE | SHADER PARAMETERS
REFERENCE GUIDE 223
Control Type What it does Dialog Notes
Displacement |PerturbNormals
dropdown Selecting yes changes thedisplacement so thatdisplacement moves the surfacebut leaves thesurface normals as they are.
'Display Tweaks'| sRGB toLinear ColorSwatches
checkbox Convert the values of the colorsfrom the color swatches fromsRGB to Linear.
Enabled bydefault.
'Display Tweaks'| sRGB toLinear ColorChannels
checkbox Convert the values of the colorsfrom the color channels fromsRGB to Linear.
Disabled bydefault.
'Display Tweaks'| Turn ONEnvironmentLight Bounce
checkbox Set whether the object receivesone extra light bounce hit fromthe environment light.
Disabled bydefault.
'Display Tweaks'| Light Falloff
dropdown Set whether the light fall off forMari's point lights is Constant orQuadratic.
'Display Tweaks'| Decay Rate
entry box,slider
The rate of the light fall off. From 0.010 to1.000; defaultsto 1.000.
'Display Tweaks'| AmbientOcclusionAmount
entry box,slider
The amount of ambientocclusion.
From 0.000 to1.000; defaultsto 1.000.
'Display Tweaks'| AOVs
dropdown Set which separate element'scontribution is displayed.
SHADERS PALETTE | SHADER PARAMETERS
REFERENCE GUIDE 224
Control Type What it does Dialog Notes
'Display Tweaks'| Thick Glasseffectemulation
checkbox Set whether or not Mariemulates the look of solid/thickglass.
Disabled bydefault.
'Display Tweaks'| ImportBakedThicknessMap
file browser Import a map that representsthe different levels of thicknessin the material.
'Display Tweaks'| FilterThicknessMap
dropdown Set whether a thickness filtermap, for blurring any possiblenoise, is set to Nearest orBilinear.
'Display Tweaks'| ThicknessMap UVCoordinates
dropdown Determine whether the thicknessmap uses the Default UVs, orflips the U, V, or both U and Vvalues.
RedshiftArchitectural
NOTE: Results may not be as expected if you do not use the Environment Light in theLights palette when using this shader.
Control Type What it does Dialog Notes
Inputs |Diffuse Color
dropdown The channel controlling thediffuse color of the material.
Inputs |DiffuseRoughness
dropdown The channel specifying areas ofroughness on the shadedsurface, so that the diffuse ofrougher materials appearsflatter.
SHADERS PALETTE | SHADER PARAMETERS
REFERENCE GUIDE 225
Control Type What it does Dialog Notes
Inputs |TranslucencyColor
dropdown The channel controlling the colorof the areas of translucency in amaterial.
Inputs |ReflectionColor(Primary)
dropdown The primary channel controllingthe color on the areas of thematerial where light is reflected.
Inputs |ReflectionGlossiness(Primary)
dropdown The primary channel specifyingthe areas on the material wherethere is glossiness on a reflectivesurface.
Inputs |ReflectionColor(Secondary)
dropdown The secondary channelcontrolling the color on the areasof the material where light isreflected.
Inputs |ReflectionGlossiness(Secondary)
dropdown The secondary channel specifyingthe areas on the material wherethere is glossiness on a reflectivesurface.
Inputs |Anisotropy
dropdown The channel specifying the areason the material that have ananisotropic effect.
Inputs |AnisotropyRotation
dropdown The channel specifying thedirection of the anisotropicrotation.
Inputs |RefractionColor
dropdown The channel controlling the colorof the areas on the materialwhere light is refracted.
Inputs |RefractionGlossiness
dropdown The channel specifying the areason the material where there isglossiness on a refractive surface.
SHADERS PALETTE | SHADER PARAMETERS
REFERENCE GUIDE 226
Control Type What it does Dialog Notes
Inputs | EndColor (Fog)
dropdown When the Use End Color (Fog)option is enabled, this is thechannel controlling the color ofthe areas on the material wherefog (the attenuation of light as itpasses through a material)appears, so that thick objectslook less transparent thanthinner objects.
Inputs |CutoutOpacity
dropdown The channel specifying the areason the textured material wherethe material is treated as normalwhen Cutout Opacity is set to0.5 or higher.
Below this threshold, thematerial becomes transparent.
Inputs |IncandescentColor
dropdown The channel controlling the colorof the areas on the material withan incandescent 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 thenormal map, used as arepresentation of the surfacenormals added to the shadedsurface.
Inputs |DisplacementMap
dropdown The channel containing thedisplacement map for adjustingthe surface of the geometry.
SHADERS PALETTE | SHADER PARAMETERS
REFERENCE GUIDE 227
Control Type What it does Dialog Notes
Inputs | VectorMap
dropdown The channel containing thevector field and resulting vectordata from paint on the shadedsurface.
button Adds a new channel for theshader component.
AddChannelDialog
Type information The shader type that you areusing.
Diffuse | Color swatch The base diffuse color on thesurface for the Diffuse Colorchannel.
Setting this to black essentiallyensures there is no diffuselighting.
Diffuse |Weight
entry box,slider
The weight of the diffuse colorfor the Diffuse Color channel.
From 0.000 to1.000; defaultsto 1.000.
Diffuse |Roughness
entry box,slider
The level of roughness of thediffuse component in the DiffuseRoughness channel. Highervalues result in a roughersurface.
From 0.000 to1.000; defaultsto 0.000.
Translucency |Enable
checkbox Set whether or not the materialhas double-sided lighting.
Disabled bydefault.
Translucency |Color
swatch The color displayed when thelight passes through the surfacein areas specified in theTranslucency Color channel.
SHADERS PALETTE | SHADER PARAMETERS
REFERENCE GUIDE 228
Control Type What it does Dialog Notes
Translucency |Weight
entry box,slider
The amount of the TranslucencyColor light that is allowed to passthrough the surface.
From 0.000 to1.000; defaultsto 0.000.
PrimaryReflection andFresnel |Weight(Primary)
entry box,slider
The amount of the primaryReflection Color that isdisplayed in the shader.
From 0.000 to1.000; thedefault value is0.600.
PrimaryReflection andFresnel | Color(Primary)
swatch The color reflected from thematerial in areas specified in theprimary Reflection Colorchannel.
PrimaryReflection andFresnel |Glossiness(Primary)
entry box,slider
The level of glossiness for theprimary specular reflections. Thelower the value, the blurrier thereflection becomes, with 0.0giving an almost-diffuse look.
From 0.000 to1.000; thedefault value is1.000.
PrimaryReflection andFresnel | UseIndex ofRefraction
checkbox Determine whether or not theindex of refraction (how lightbends when crossing thematerial's surface) for thematerial is used.
Enabled bydefault.
PrimaryReflection andFresnel |Medium Type
dropdown Specify whether the material is aDielectric medium or aConductor medium. Dielecticsare typically transparentmaterials, such as glass or water,while conductors are solid metalmaterials.
SHADERS PALETTE | SHADER PARAMETERS
REFERENCE GUIDE 229
Control Type What it does Dialog Notes
PrimaryReflection andFresnel |ExtinctionCoefficient (k)
entry box The coefficient for Conductormedium types.
PrimaryReflection andFresnel |FacingReflectivity
entry box,slider
The strength of reflections whenviewed "head on" (a 0 degreeangle from the surface).
Typically, metals have a highsetting, with a perfect mirrorbeing a value of 1.0. Materialswith reflective coats haverelatively low values.
From 0.000 to1.000; defaultsto 0.200.
PrimaryReflection andFresnel |PerpendicularReflectivity
entry box,slider
The strength of reflections whenviewed at a 90 degree angle fromthe surface.
If the Facing Reflectivity andPerpendicular Reflectivityvalues are the same, the Fresneleffect is disabled.
From 0.000 to1.000; defaultsto 1.000.
PrimaryReflection andFresnel | CurveFalloff
entry box,slider
How the primary facing andperpendicular reflected strengthstransitions between one another.High values 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 isdisplayed in the shader.
From 0.000 to1.000; thedefault value is0.000.
SHADERS PALETTE | SHADER PARAMETERS
REFERENCE GUIDE 230
Control Type What it does Dialog Notes
SecondaryReflection andFresnel | Color(Secondary)
swatch The color reflected from thematerial in areas specified in thesecondary Reflection Colorchannel.
SecondaryReflection andFresnel |Glossiness(Secondary)
entry box,slider
The level of glossiness for thesecondary specular reflections.The lower the value, the blurrierthe reflection becomes, with 0.0giving an almost-diffuse look.
From 0.000 to1.000; thedefault value is1.000.
SecondaryReflection andFresnel | UseIndex ofRefraction
checkbox Determine whether or not theindex of refraction (how lightbends when crossing thematerial's surface) for thematerial is used.
Enabled bydefault.
SecondaryReflection andFresnel |Medium Type
dropdown Specify whether the material is aDielectric medium or aConductor medium. Dielecticsare typically transparentmaterials, such as glass or water,while conductors are solid metalmaterials.
SecondaryReflection andFresnel |ExtinctionCoefficient (k)
entry box The coefficient for Conductormedium types.
SHADERS PALETTE | SHADER PARAMETERS
REFERENCE GUIDE 231
Control Type What it does Dialog Notes
SecondaryReflection andFresnel |FacingReflectivity
entry box,slider
The strength of reflections whenviewed "head on" (a 0 degreeangle from the surface).
Typically, metals have a highsetting, with a perfect mirrorbeing a value of 1.0. Materialswith reflective coats haverelatively low values.
From 0.000 to1.000; defaultsto 0.200.
SecondaryReflection andFresnel |PerpendicularReflectivity
entry box,slider
The strength of reflections whenviewed at a 90 degree angle fromthe surface.
If the Facing Reflectivity andPerpendicular Reflectivityvalues are the same, the Fresneleffect is disabled.
From 0.000 to1.000; defaultsto 1.000.
SecondaryReflection andFresnel | CurveFalloff
entry box,slider
How the secondary facing andperpendicular reflected strengthstransitions between one another.High values produce a "tighter"transition.
From 0.100 to10.000; defaultsto 5.000.
CommonReflectionAttributes andAnisotropy |MetalMaterial
checkbox Whether or not the reflectionsare tinted with the diffuse colorin order to give reflections amore metallic look.
Disabled bydefault.
CommonReflectionAttributes andAnisotropy |Highlight vsReflectionBalance
entry box,slider
Determines the strength of thetraditional specular highlights,relative to the ray-tracedreflections, with a value of 1.0meaning the specular highlightsare fully visible.
From 0.000 to1.000; defaultsto 1.000.
SHADERS PALETTE | SHADER PARAMETERS
REFERENCE GUIDE 232
Control Type What it does Dialog Notes
CommonReflectionAttributes andAnisotropy |AnisotropyAmount
entry box,slider
The ratio of anisotropy width andheight for glossy reflections andrefractions, where 0 means thereis no anisotropy.
Negative numbers contribute tothe width of reflections beingstretched (on the U axis), whilepositive values contribute to theheight of reflections beingstretched (on the V axis).
From -1.000 to1.000; defaultsto 0.000.
CommonReflectionAttributes andAnisotropy |AnisotropyRotation
entry box,slider
Change the orientation of themicro-surface grooves, withvalues between 0 and 1representing 0 to 360 degreerotation.
From 0.000 to1.000; defaultsto 0.000.
CommonReflectionAttributes andAnisotropy |SurfaceOrientation
dropdown Specify the orientation of thesurface in U and V directions, inorder to apply the anisotropicglossy effect, as either: From UVChannel, From TangentChannel, or None to ignore thissetting.
Refraction andFog |Weight
entry box,slider
The amount of the RefractionColor light that is allowed to passthrough the surface.
From 0.000 to1.000; defaultsto 0.000.
Refraction andFog | Color
swatch The color displayed when thelight is refracted in areasspecified in the Refraction Colorchannel.
SHADERS PALETTE | SHADER PARAMETERS
REFERENCE GUIDE 233
Control Type What it does Dialog Notes
Refraction andFog |Glossiness
entry box,slider
The level of glossiness for thespecular refractions. The lowerthe value, the blurrier therefraction becomes, giving a"frosted" look.
Refraction andFog | Index ofRefraction
entry box,slider
How the light ray is bent as ittravels through the material. Forcomparison, an IOR of 1.0 isroughly close to that of air atstandard temperature andpressure, whereas water is closerto a value of 1.33.
From 0.000 to5.000; default to1.400.
Refraction andFog | Enable(Fog)
checkbox Whether or not a fog effectoccurs inside the material. Bydefault, when Use End Color(Fog) is disabled, the object fogsto black, reaching black at theDistance (Fog) setting.
Disabled bydefault.
Refraction andFog | Distance(Fog)
entry box When Use End Color (Fog) isenabled, this setting defines thedistance within the object atwhich the color becomes the EndColor (Fog).
When Use End Color (Fog) isdisabled, this distance definesthe distance within the object atwhich refraction rays stop andbecome pure black.
Refraction andFog | Use EndColor (Fog)
checkbox Whether or not the end color tintuses another color, specified inEnd Color (Fog) parameter, orwhether it ends to pure black.
Disabled bydefault.
SHADERS PALETTE | SHADER PARAMETERS
REFERENCE GUIDE 234
Control Type What it does Dialog Notes
Refraction andFog | EndColor (Fog)
swatch The color that is used at the endpoint, set in the Distance (Fog)parameter, when Enable (Fog) isenabled.
AmbientOcclusion |Enable (AO)
checkbox Whether or not ambientocclusion is enabled.
Disabled bydefault.
AmbientOcclusion |CombineMode (AO)
dropdown Choose how to combine ambientocclusion with the rest of theshader: Add orMultiply.
AmbientOcclusion |Shadow Color(AO)
swatch The color tint of a surface beingshadowed when completelyoccluded.
AmbientOcclusion |Ambient Color(AO)
swatch The color tint of the surface whencompletely un-occluded.
Miscellaneous |CutoutOpacity
entry box,slider
Specify the opacity level to createcutout areas in the texture. Thetransparency threshold sits at0.500, at which point, areas witha value lower than 0.500 becometransparent.
From 0.000 to1.000; defaultsto 1.000.
Miscellaneous |IncandescentColor
swatch The color added to the finalshaded color result to give anobject a colored glow effect.
Bump | BumpWeight
entry box,slider
The amount of bump applied toperturb the normals.
From 0 to 10;defaults to0.100.
SHADERS PALETTE | SHADER PARAMETERS
REFERENCE GUIDE 235
Control Type What it does Dialog Notes
Bump | BumpMode
dropdown Set whether you want the bumpto be calculated quickly (Fast) orwith greater accuracy (Accurate),regardless of the time it takes.
Displacement |DisplacementBias
entry box,slider
How much the white or blackvalues are pushed or pulled fromthe surface.
From 0 to 1;defaults to0.500.
Displacement |DisplacementScale
entry box,slider
What the range of displacementis. This setting is multiplied bytheDisplacement Scale to give thedisplacement.
Displacement |DisplacementRange
entry box,slider
How much displacement isapplied to the shaded surface.Lower values equal smallerdisplacement; higher valuesequal larger and more obviousdisplacement.
From 0 to 1;defaults to0.500.
Displacement |MaxTessellation
entry box,slider
How many texels the surface istessellated to.
From 1 to 64;defaults to 10.
Displacement |PerturbNormals
dropdown Selecting yes changes thedisplacement so thatdisplacement moves the surfacebut leaves thesurface normals as they are.
'Display Tweaks'| sRGB toLinear ColorSwatches
checkbox Convert the values of the colorsfrom the color swatches fromsRGB to Linear.
Enabled bydefault.
SHADERS PALETTE | SHADER PARAMETERS
REFERENCE GUIDE 236
Control Type What it does Dialog Notes
'Display Tweaks'| sRGB toLinear ColorChannels
checkbox Convert the values of the colorsfrom the color channels fromsRGB to Linear.
Disabled bydefault.
'Display Tweaks'| Turn ONEnvironmentLight Bounce
checkbox Set whether the object receivesone extra light bounce hit fromthe environment light.
Disabled bydefault.
'Display Tweaks'| Light Falloff
dropdown Set whether the light falloff forMari's point lights is Constant orQuadratic.
'Display Tweaks'| Decay Rate
entry box,slider
The rate of the light falloff. From 0.010 to 1;defaults to 1.
'Display Tweaks'| RenderElements
dropdown Determines how elements of theshader are rendered, accordingto:
• Beauty
• Diffuse
• Specular Highlights
• Reflection
• Refraction
• Sub-Surface Scattering
• Self-Illumination
• Thickness Map Preview
'Display Tweaks'| Thick Glasseffectemulation
checkbox Set whether or not Mari emulatesthe look of solid/thick glass.
Disabled bydefault.
SHADERS PALETTE | SHADER PARAMETERS
REFERENCE GUIDE 237
Control Type What it does Dialog Notes
'Display Tweaks'| ImportBakedThicknessMap
file browser Import a map that represents thedifferent levels of thickness in thematerial.
'Display Tweaks'| FilterThicknessMap
dropdown Set whether a thickness filtermap, for blurring any possiblenoise, is set to Nearest orBilinear.
'Display Tweaks'| ThicknessMap UVCoordinates
dropdown Determine whether the thicknessmap uses the Default UVs, orflips the U, V, or both U and Vvalues.
VRayMtl
NOTE: Results may not be as expected if you do not use the Environment Light in theLights palette when using this shader.
Control Type What it does Dialog Notes
Inputs |Diffuse Color
dropdown The channel controlling thediffuse color of the material.
The actualdiffuse color ofthe surfacemight also beaffected by thereflection andrefractioncolors.
Inputs |Opacity Map
dropdown The channel containing theopacity map (to determine whichparts of the material are opaqueor translucent) for the material.
SHADERS PALETTE | SHADER PARAMETERS
REFERENCE GUIDE 238
Control Type What it does Dialog Notes
Inputs |DiffuseRoughness
dropdown The channel specifying areas ofroughness on the shadedsurface, so that the diffuse ofrougher materials appears flatter.
Inputs | Self-Illumination
dropdown The channel specifying the areason the material that are self-illuminated.
Inputs |ReflectionColor
dropdown The channel controlling the coloron the areas of the materialwhere light is reflected.
Inputs |HighlightGlossiness
dropdown The channel specifying the areason the material where there isglossiness on a highlight.
Inputs |ReflectionGlossiness
dropdown The channel specifying the areason the material where there isglossiness on a reflective surface.
Inputs |Anisotropy
dropdown The channel specifying the areason the material that have ananisotropic effect.
Inputs |AnisotropyUV Coords
dropdown The channel specifying thecoordinates for where anisotropiclight is reflected.
Inputs |Rotation
dropdown The channel specifying thedirection of the anisotropicrotation.
Inputs |RefractionColor
dropdown The channel controlling the colorof the areas on the materialwhere light is refracted.
Inputs |RefractionGlossiness
dropdown The channel specifying the areason the material where there isglossiness on a refractive surface.
SHADERS PALETTE | SHADER PARAMETERS
REFERENCE GUIDE 239
Control Type What it does Dialog Notes
Inputs | FogColor
dropdown The channel controlling the colorof the areas on the materialwhere fog (the attenuation oflight as it passes through amaterial) appears, so that thickobjects look less transparent thanthinner objects.
Inputs |TranslucencyColor
dropdown The channel controlling the colorof the areas of translucency (orsub-surface scattering) in amaterial.
Inputs |Bump Map
dropdown The channel containing the bumpmap.
button Inverts the channel values of theselected Bump Map channel.
Inputs |Normal Map
dropdown The channel containing thenormal map, used as arepresentation of the surfacenormals added to the shadedsurface.
Inputs |DisplacementMap
dropdown The channel containing thedisplacement map for adjustingthe surface of the geometry.
button Adds a new channel for theshader component.
AddChannelDialog
Type information The shader type that you areusing.
BasicParameters |Diffuse Color
swatch The base diffuse color on theobject for the Diffuse Colorchannel.
SHADERS PALETTE | SHADER PARAMETERS
REFERENCE GUIDE 240
Control Type What it does Dialog Notes
BasicParameters |DiffuseAmount
entry box,slider
The amount of the diffuse colorthat is displayed in the shader.
From 0.000 to1.000; thedefault value is1.000.
BasicParameters |Opacity Map
swatch The base opacity color for thechannel containing the opacitymap.
BasicParameters |RoughnessAmount
entry box,slider
How “rough” the surface is whenthe Diffuse Color channel isapplied in the shader.
From 0.000 to1.000; thedefault value is0.000.
BasicParameters |Self-Illumination
swatch The color of the light given offfrom the Self-Illuminationchannel.
Reflection |BRDF
dropdown What type of highlights andglossy reflections are used for thematerial: Phong, Blinn, Ward.
Reflection |ReflectionColor
swatch The color reflected from thematerial in areas specified in theReflection Color channel.
Reflection |Amount
entry box,slider
The amount of the ReflectionColor that is displayed in theshader.
From 0.000 to1.000; thedefault value is1.000.
Reflection |Lockhighlight andreflectionglossiness
checkbox Locks the values for the HighlightGlossiness and ReflectionGlossiness fields so that theymatch.
Locked bydefault.
SHADERS PALETTE | SHADER PARAMETERS
REFERENCE GUIDE 241
Control Type What it does Dialog Notes
Reflection |HighlightGlossiness
entry box,slider
Controls the shape of thehighlight on the material and islocked to the ReflectionGlossiness value, unless the Lockhighlight and reflectionglossiness field is disabled.
From 0.000 to1.000; thedefault value is1.000.
Reflection |ReflectionGlossiness
entry box,slider
Determines the sharpness of thereflections, with 1.0 beingperfectly mirror-like, and islocked to the HighlightGlossiness value, unless the Lockhighlight and reflectionglossiness field is disabled.
From 0.000 to1.000; thedefault value is1.000.
Reflection |Use Fresnel
checkbox If enabled, the reflection strengthis dependent on the viewingangle of the surface, and theindex of refraction.
Enabled bydefault.
Reflection |Lock FresnelIOR toRefractionIOR
checkbox Lock the values for the Fresnelindex of refraction to the valuesof the Refraction IOR field.
Locked bydefault.
Reflection |Fresnel IOR
entry box,slider
The index of refraction used forcalculating the Fresnelreflections.
From 0.000 to10.000; thedefault value is1.600.
Anisotropy |Anisotropy
entry box,slider
Determines the amount of theanisotropic effect, with a value of0.0 being isotropic (uniform in allorientations), while negative orpositive values simulate the effectof a brushed surface.
From -1.000 to1.000; thedefault value is0.000.
SHADERS PALETTE | SHADER PARAMETERS
REFERENCE GUIDE 242
Control Type What it does Dialog Notes
Anisotropy |AnisotropyRotation
entry box,slider
The orientation in degrees of theanisotropic effect.
From 0.000 to1.000; thedefault value is0.000.
Refraction |RefractionColor
swatch The color displayed when thelight is refracted in areasspecified in the Refraction Colorchannel.
Refraction |Amount
entry box,slider
The amount of the RefractionColor that is displayed in theshader.
From 0.000 to1.000; thedefault value is1.000.
Reflection |RefractionGlossiness
entry box,slider
Determines the sharpness of therefraction, with 1.0 beingperfectly glass-like refraction.
From 0.000 to1.000; thedefault value is1.000.
Refraction |RefractionIOR
entry box,slider
The index of refraction for thematerial, determining how lightbends when crossing thematerial's surface. If the value isset to 1.0, then the light doesn'tchange direction.
From 0.000 to10.000; thedefault value is1.600.
Refraction |Fog Color
swatch The color of the material in areasspecified in the Fog Colorchannel.
Refraction |Fog multiplier
entry box,slider
The strength of the fog effect,with lower values giving thematerial a more transparent lookand higher values a more opaquelook.
From 0.000 to10.000; thedefault value is1.000.
SHADERS PALETTE | SHADER PARAMETERS
REFERENCE GUIDE 243
Control Type What it does Dialog Notes
Refraction |Fog bias
entry box,slider
The way the fog color is appliedto the material. Adjusting theslider allows you to change howthin or thick areas of the objectappear.
From -3.000 to3.000; thedefault value is0.000.
Subsurfacescattering |On
checkbox Enable or disable subsurfacescattering for the material.
Disabled bydefault.
Subsurfacescattering |TranslucencyColor
swatch The color under the material inareas specified in theTranslucency Color channel.
Subsurfacescattering |Fwd/backcoeff
entry box,slider
Controls the direction ofscattering for a ray, with 0.0 onlyscattering away from the surface,0.5 potentially scattering forwardor backward in relation to thesurface, and 1.0 only everscattering back towards thesurface.
From 0.000 to1.000; thedefault value is1.000.
Subsurfacescattering |Scatteringcoefficient
entry box,slider
The amount of scattering thathappens within the object, with0.0 scattering in all directions and1.0 continuing in the samedirection inside the sub-surfacevolume.
Bump | BumpWeight
entry box,slider
How much weight the bump maphas. Lower values are smallerbumps, higher values are largerand moreobvious displacements.
From 0 to 10;defaults to0.100.
SHADERS PALETTE | SHADER PARAMETERS
REFERENCE GUIDE 244
Control Type What it does Dialog Notes
Bump | BumpMode
dropdown Whether you want bump to bedisplayed quickly (Fast) oraccurately (Accurate).
Displacement|DisplacementBias
entry box,slider
How much the white or blackvalues are pushed or pulled fromthe surface.
From 0 to 1;defaults to0.500.
Displacement|DisplacementScale
entry box,slider
What the range of displacementis. This setting is multiplied by theDisplacement Scale to give thedisplacement.
Displacement|DisplacementRange
entry box,slider
How much displacement isapplied to the shaded surface.Lower values equal smallerdisplacement; higher valuesequal larger and more obviousdisplacement.
From 0 to 1;defaults to0.500.
Displacement|MaxTessellation
entry box,slider
How many texels the surface istessellated to.
From 1 to 64;defaults to 10.
Displacement| PerturbNormals
dropdown Selecting yes changes thedisplacement so thatdisplacement moves the surfacebut leaves thesurface normals as they are.
'DisplayTweaks' |sRGB toLinear ColorSwatches
checkbox Convert the values of the colorsfrom the color swatches fromsRGB to Linear.
Enabled bydefault.
SHADERS PALETTE | SHADER PARAMETERS
REFERENCE GUIDE 245
Control Type What it does Dialog Notes
'DisplayTweaks' |sRGB toLinear ColorChannels
checkbox Convert the values of the colorsfrom the color channels fromsRGB to Linear.
Disabled bydefault.
'DisplayTweaks' |Turn ONEnvironmentLight Bounce
checkbox Set whether the object receivesone extra light bounce hit fromthe environment light.
Disabled bydefault.
'DisplayTweaks' |Light Falloff
dropdown Set whether the light fall off forMari's point lights is Linear,Inverse, or Inverse Square.
'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 ambientocclusion.
From 0 to 1;defaults to 1.
'DisplayTweaks' |RenderElements
dropdown Determines how elements of theshader are rendered, accordingto:
• Beauty
• Diffuse
• Specular Highlights
• Reflection
• Refraction
• Sub-Surface Scattering
• Self-Illumination
• Thickness Map Preview
SHADERS PALETTE | SHADER PARAMETERS
REFERENCE GUIDE 246
Control Type What it does Dialog Notes
'DisplayTweaks' |Thick Glasseffectemulation
checkbox Set whether or not Mari emulatesthe look of solid/thick glass.
Disabled bydefault.
'DisplayTweaks' |Import BakedThicknessMap
file browser Import a map that represents thedifferent levels of thickness in thematerial.
'DisplayTweaks' |FilterThicknessMap
dropdown Set whether a thickness filtermap, for blurring any possiblenoise, is set to Nearest orBilinear.
'DisplayTweaks' |ThicknessMap UVCoordinates
dropdown Determine whether the thicknessmap uses the Default UVs, orflips the U, V, or both U and Vvalues.
Layered
Control Type What it does Dialog Notes
Inputs |Vector dropdown The channel controlling thevector field and resulting vectordata from paint on the shadedsurface.
This data isused by thevectorinspector.
SHADERS PALETTE | SHADER PARAMETERS
REFERENCE GUIDE 247
Control Type What it does Dialog Notes
Inputs|Displacement
dropdown The channel controlling thedisplacement map and dynamictessellation to show a moreadvanced preview ofdisplacement.
This componentis disabled forPtex channels.
button Adds a new channel for theshader component.
AddChannelDialog
Displacement |DisplacementBias
entry box,slider
How much the white or blackvalues are pushed or pulled fromthe surface.
From 0 to 1;defaults to0.500.
Displacement |DisplacementScale
entry box,slider
How much displacement isapplied to the shaded surface.Lower values equal smallerdisplacement; higher valuesequal larger and more obviousdisplacement.
From 0 to 1;defaults to0.500.
Displacement |DisplacementRange
entry box What the range of displacementis. This setting is multiplied by theDisplacement Scale to give thedisplacement.
Displacement |MaxTessellation
entry box,slider
How many texels the surface istessellated to.
From 1 to 64;defaults to 10.
Displacement |PerturbNormals
dropdown Selecting yes changes thedisplacement so thatdisplacement moves the surfacebut leaves thesurface normals as they are.
SHADERS PALETTE | SHADER PARAMETERS
REFERENCE GUIDE 248
Shader Layers Tab Fields
Control Type What it does Dialog Notes
dropdown,switch
Filter bar function that givesthe choices: Name, Type,Attribute, and Color Tag.Depending on which filteroption you select, the filter barshows one of the following:
• - filter by thetype of layers by clicking onthe associated icons.
• - filterby the attributes of layers byclicking on the associatedicons.
• - filter bythe color tags of the selectedcolor icon.
Both Type andAttribute provideicons that allowyou to set theparameters foryour filter.
Quickly clear theentry box bypressing theicon.
dropdown Click to select from the blendmode options available forindividual layers. To adjust theblend amount, enter the valueinto the entry box, or adjustthe slider located to the rightof the blend mode menu.
• -adjusts the blend modeamount.
This list does notinclude theadvanced blendmode options.
button Opens the AdvancedBlendingmenu, which givesoptions for blend modes andcomponents, as well as blendamount.
SHADERS PALETTE | SHADER PARAMETERS
REFERENCE GUIDE 249
Control Type What it does Dialog Notes
button Adds a new shader to the layerstack from a dropdown menulist of:
• Phong,
• Cook Torrance,
• Beckman,
• Blinn,
• Flat,
• Unreal,
• BRDF,
• Standard Lighting,• AiStandard,
• RedshiftArchitectural,
• VRayMtl, and
• Choose Diffuse AndSpecular.
CreateShaderDialog whenselectingChooseDiffuse andSpecular.
The ChooseDiffuse andSpecular optionallows you tocreate a customshader. Refer tothe Create ShaderDialog for moreinformation.
button Adds a mask to the selectedlayer or, if none is selected,the top layer in the layer stack.
If a mask hasalready beenadded to a layer,you cannot add asecond mask usingthis method. Youmust create amask stack usingthe right-clickmenu.
button Adds a mask stack to theselected layer, or if none isselected, the top layer in thelayer stack.
Clicking on themask stack iconopens the maskstack palette.
SHADERS PALETTE | SHADER PARAMETERS
REFERENCE GUIDE 250
Control Type What it does Dialog Notes
button Removes the shader from thelayer stack.
Default shaderscannot beremoved from theShaders palette.
button Assigns a color to the selectedlayers.
To clear an already assignedcolor, click the icon and selectthe gray color in the center ofthe palette. This effectivelyremoves the color and returnsit to the default color state.
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.
Inputs |SpecularColor
dropdown The channel controlling thespecular color effect of theshadedsurface.
Inputs|SpecularShininess
dropdown The channel controlling the highshine areas for highlights in thespecular shaded surface.
Inputs |Normal
dropdown The channel used for input as arepresentation of the surfacenormals, added to the shadedsurface.
SHADERS PALETTE | SHADER PARAMETERS
REFERENCE GUIDE 251
Control Type What it does Dialog Notes
Inputs | Bump dropdown The channel controlling the bumpmap to show as a perturbedlighting.
Inputs |EnvironmentColor
dropdown The channel controlling thereflective surface, using an imagein a channel as the reflection, onthe shaded surface.
You must selecteither a Bumpor Normalshadercomponent inthe sameshader. If youattempt to useboth, Normaloverrides theBump shadercomponent.
Inputs |AmbientOcclusion
dropdown The channel controlling theambient occlusion effect of theshaded surface. Using this inputoverrides the ambient occlusionvalues stored on the object(Objects > Ambient Occlusion).
Inputs |EmissiveColor
dropdown The channel controlling the colorof the emissive (glow) qualities onthe shaded surface.
Inputs |Vector
dropdown The channel controlling thevector field and resulting vectordata from paint on the shadedsurface.
This data isused by thevectorinspector.
Inputs |Displacement
dropdown The channel controlling thedisplacement map and dynamictessellation to show a moreadvanced preview ofdisplacement.
This componentis disabled forPtex channels.
SHADERS PALETTE | SHADER PARAMETERS
REFERENCE GUIDE 252
Control Type What it does Dialog Notes
button Adds a new channel for theshader component.
AddChannelDialog
Diffuse entry box,slider
How much of the diffuse inputappears on the shaded surface.
From 0 to 2;defaults to 1.
SpecularShininess
dropdown Howmuch shininess thespecularity appears to have onthe shaded surface.
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
How much ambient light appearson the shaded surface.
From 0 to 2;defaults to0.200.
AmbientOcclusion
entry box,slider
How much ambient occlusionoccurs on the shaded surface.
From 0 to 2;defaults to 1.
Emissive entry box,slider
How much glow the emissivechannel appears to have.
From 0 to 2;defaults to 1.
DiffuseFalloff
entry box,slider
How much falloff is given to thediffuse input.
From 0 to 5;defaults to 1.
Displacement |DisplacementBias
entry box,slider
How much the white or blackvalues are pushed or pulled fromthe surface.
From 0 to 1;defaults to0.500.
Displacement |DisplacementScale
entry box,slider
What the range of displacementis. This setting is multiplied by theDisplacement Scale to give thedisplacement.
SHADERS PALETTE | SHADER PARAMETERS
REFERENCE GUIDE 253
Control Type What it does Dialog Notes
Displacement |DisplacementRange
entry box,slider
How much displacement isapplied to the shaded surface.Lower values equal smallerdisplacement; higher valuesequal larger and more obviousdisplacement.
From 0 to 1;defaults to0.500.
Displacement |MaxTessellation
entry box,slider
How many texels the surface istessellated to.
From 1 to 64;defaults to 10.
Displacement |PerturbNormals
dropdown Selecting yes changes thedisplacement so thatdisplacement moves the surfacebut leaves thesurface normals as they are.
Bump | BumpWeight
entry box,slider
How much weight the bump maphas. Lower values are smallerbumps, higher values are largerand more obvious displacements.
From 0 to 10;defaults to0.100.
Bump| BumpMode
dropdown Whether you want bump to bedisplayed quickly (Fast) oraccurately (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 theshadedsurface.
SHADERS PALETTE | SHADER PARAMETERS
REFERENCE GUIDE 254
Control Type What it does Dialog Notes
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 thespecularity for the index ofrefraction. This can be adjustedto the IOR value of the desiredmaterial.
button Inverts the channel values of theselected channel.
Inputs |Normal
dropdown The channel used for input as arepresentation of the surfacenormals, added to the shadedsurface.
You must selecteither a Bumpor Normalshadercomponent inthe sameshader. If youattempt to useboth, Normaloverrides theBump shadercomponent.
Inputs | Bump dropdown The channel controlling the bumpmap to show as a perturbedlighting.
Inputs |EnvironmentColor
dropdown The channel controlling thereflective surface, using an imagein a channel as the reflection, onthe shaded surface.
SHADERS PALETTE | SHADER PARAMETERS
REFERENCE GUIDE 255
Control Type What it does Dialog Notes
Inputs |AmbientOcclusion
dropdown The channel controlling theambient occlusion effect of theshaded surface. Using this inputoverrides the ambient occlusionvalues stored on the object(Objects > Ambient Occlusion).
Inputs |EmissiveColor
dropdown The channel controlling the RGBcolor of the emissive (glow)qualities on the shaded surface.
Inputs |Vector
dropdown The channel controlling thevector field and resulting vectordata from paint on the shadedsurface.
This data isused by thevectorinspector.
Inputs |Displacement
dropdown The channel controlling thedisplacement map and dynamictessellation to show a moreadvanced preview ofdisplacement.
This componentis disabled forPtex channels.
button Adds a new channel for theshader component.
AddChannelDialog
Diffuse dropdown Howmuch of the diffuse inputappears on 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.
SHADERS PALETTE | SHADER PARAMETERS
REFERENCE GUIDE 256
Control Type What it does Dialog Notes
SpecularRoughness
dropdown How “rough” the surface is bydefault. Rougher surfaces havethe highlight spread more acrossthe surface. Lower values meanthe surface is smoother (specularlights are more concentrated),higher values mean it is rougher(specular lights are spread outmore).
From 0 to 1;defaults to0.700.
Specular IORWeight
dropdown Adjust the IOR to the value of aspecific material, or adjust theslider until you find the index ofrefraction that 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
How much ambient light appearson the shaded surface.
From 0 to 2;defaults to0.200.
AmbientOcclusion
entry box,slider
How much ambient occlusionoccurs on the shaded surface.
From 0 to 2;defaults to 1.
Emissive entry box,slider
How much glow the emissivechannel appears to have.
From 0 to 2;defaults to 1.
DiffuseFalloff
entry box,slider
How much falloff is given to thediffuse input.
From 0 to 5;defaults to 1.
Displacement |DisplacementBias
entry box,slider
How much the white or blackvalues are pushed or pulled fromthe surface.
From 0 to 1;defaults to0.500.
Displacement |DisplacementScale
entry box,slider
What the range of displacementis. This setting is multiplied by theDisplacement Scale to give thedisplacement.
SHADERS PALETTE | SHADER PARAMETERS
REFERENCE GUIDE 257
Control Type What it does Dialog Notes
Displacement |DisplacementRange
entry box,slider
How much displacement isapplied to the shaded surface.Lower values equal smallerdisplacement; higher valuesequal larger and more obviousdisplacement.
From 0 to 1;defaults to0.500.
Displacement |MaxTessellation
entry box,slider
How many texels the surface istessellated to.
From 1 to 64;defaults to 10.
Displacement |PerturbNormals
dropdown Selecting yes changes thedisplacement so thatdisplacement moves the surfacebut leaves thesurface normals as they are.
Bump | BumpWeight
entry box,slider
How much weight the bump maphas. Lower values are smallerbumps, higher values are largerand more obvious displacements.
From 0 to 10;defaults to0.100.
Bump| BumpMode
dropdown Whether you want bump to bedisplayed quickly (Fast) oraccurately (Accurate).
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 theshadedsurface.
SHADERS PALETTE | SHADER PARAMETERS
REFERENCE GUIDE 258
Control Type What it does Dialog Notes
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 surfacenormals, added to the shadedsurface.
You must selecteither a Bumpor Normalshadercomponent inthe sameshader. If youattempt to useboth, Normaloverrides theBump shadercomponent.
Inputs | Bump dropdown The channel controlling the bumpmap to show as a perturbedlighting.
Inputs |EnvironmentColor
dropdown The channel controlling thereflective surface, using an imagein a channel as the reflection, onthe shaded surface.
Inputs |AmbientOcclusion
dropdown The channel controlling theambient occlusion effect of theshaded surface. Using this inputoverrides the ambient occlusionvalues stored on the object(Objects > Ambient Occlusion).
Inputs |EmissiveColor
dropdown The channel controlling the colorof the emissive (glow) qualities onthe shaded surface.
SHADERS PALETTE | SHADER PARAMETERS
REFERENCE GUIDE 259
Control Type What it does Dialog Notes
Inputs |Vector
dropdown The channel controlling thevector field and resulting vectordata from paint on the shadedsurface.
This data isused by thevectorinspector.
Inputs |Displacement
dropdown The channel controlling thedisplacement map and dynamictessellation to show a moreadvanced preview ofdisplacement.
This componentis disabled forPtex channels.
button Adds a new channel for theshader component.
AddChannelDialog
Diffuse entry box,slider
How much of the diffuse inputappears on the shaded surface.
From 0 to 2;defaults to 1.
Specular entry box,slider
How much of the specular lightappears on the shaded surface.
From 0 to 2;defaults to 1.
SpecularRoughness
entry box,slider
How “rough” the surface is bydefault. Rougher surfaces havethe highlight spread more acrossthe surface. Lower values meanthe surface is smoother (specularlights are more concentrated),higher values mean it is rougher(specular lights are spread outmore).
From 0 to 1;defaults to0.700.
Environment entry box,slider
How much of the environmentappears on the shaded surface.
From 0 to 2;defaults to 1.
Ambient entry box,slider
How much ambient light appearson the shaded surface.
From 0 to 2;defaults to0.200.
SHADERS PALETTE | SHADER PARAMETERS
REFERENCE GUIDE 260
Control Type What it does Dialog Notes
AmbientOcclusion
entry box,slider
How much ambient occlusionoccurs on the shaded surface.
From 0 to 2;defaults to 1.
Emissive entry box,slider
How much glow the emissivechannel appears to have.
From 0 to 2;defaults to 1.
DiffuseFalloff
entry box,slider
How much falloff is given to thediffuse input.
From 0 to 5;defaults to 1.
Displacement |DisplacementBias
entry box,slider
How much the white or blackvalues are pushed or pulled fromthe surface.
From 0 to 1;defaults to0.500.
Displacement |DisplacementScale
entry box,slider
What the range of displacementis. This setting is multiplied by theDisplacement Scale to give thedisplacement.
Displacement |DisplacementRange
entry box How much displacement isapplied to the shaded surface.Lower values equal smallerdisplacement; higher valuesequal larger and more obviousdisplacement.
From 0 to 1;defaults to0.500.
Displacement |MaxTessellation
entry box,slider
How many texels the surface istessellated to.
From 1 to 64;defaults to 10.
Displacement |PerturbNormals
dropdown Selecting yes changes thedisplacement so thatdisplacement moves the surfacebut leaves thesurface normals as they are.
SHADERS PALETTE | SHADER PARAMETERS
REFERENCE GUIDE 261
Control Type What it does Dialog Notes
Bump | BumpWeight
entry box,slider
How much weight the bump maphas. Lower values are smallerbumps, higher values are largerand moreobvious displacements.
From 0 to 10;defaults to0.100.
Bump| BumpMode
dropdown Whether you want bump to bedisplayed quickly (Fast) oraccurately (Accurate).
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 theshadedsurface.
Inputs |SpecularShininess
dropdown The channel controlling the highshine areas for highlights in thespecular shaded surface.
SHADERS PALETTE | SHADER PARAMETERS
REFERENCE GUIDE 262
Control Type What it does Dialog Notes
Inputs |Normal
dropdown The channel used for input as arepresentation of the surfacenormals, added to the shadedsurface.
You must selecteither a Bumpor Normalshadercomponent inthe sameshader. If youattempt to useboth, Normaloverrides theBump shadercomponent.
Inputs | Bump dropdown The channel controlling the bumpmap to show as a perturbedlighting.
Inputs |EnvironmentColor
dropdown The channel controlling thereflective surface, using an imagein a channel as the reflection, onthe shaded surface.
Inputs |AmbientOcclusion
dropdown The channel controlling theambient occlusion effect of theshaded surface. Using this inputoverrides the ambient occlusionvalues stored on the object(Objects > Ambient Occlusion).
Inputs |EmissiveColor
dropdown The channel controlling the colorof the emissive (glow) qualities onthe shaded surface.
Inputs |Vector
dropdown The channel controlling thevector field and resulting vectordata from paint on the shadedsurface.
This data isused by thevectorinspector.
SHADERS PALETTE | SHADER PARAMETERS
REFERENCE GUIDE 263
Control Type What it does Dialog Notes
Inputs |Displacement
dropdown The channel controlling thedisplacement map and dynamictessellation to show a moreadvanced preview ofdisplacement.
This componentis disabled forPtex channels.
button Adds a new channel for theshader component.
AddChannelDialog
Diffuse entry box,slider
How much of the diffuse inputappears on the shaded surface.
From 0 to 2;defaults to 1.
SpecularShininess
entry box,slider
How much shininess thespecularity appears to have onthe shadedsurface.
From 0 to 100;defaults to 30.
Specular entry box,slider
How much of the specular lightappears on the shaded surface.
From 0 to 2;defaults to 1.
Environment entry box,slider
How much of the environmentappears on the shaded surface.
From 0 to 2;defaults to 1.
Ambient entry box,slider
How much ambient light appearson the shaded surface.
From 0 to 2;defaults to0.200.
AmbientOcclusion
entry box,slider
How much ambient occlusionoccurs on the shaded surface.
From 0 to 2;defaults to 1.
Emissive entry box,slider
How much glow the emissivechannel appears to have.
From 0 to 2;defaults to 1.
DiffuseFalloff
entry box,slider
How much falloff is given to thediffuse input.
From 0 to 5;defaults to 1.
Displacement |DisplacementBias
entry box,slider
How much the white or blackvalues are pushed or pulled fromthe surface.
From 0 to 1;defaults to0.500.
SHADERS PALETTE | SHADER PARAMETERS
REFERENCE GUIDE 264
Control Type What it does Dialog Notes
Displacement |DisplacementScale
entry box,slider
How much displacement isapplied to the shaded surface.Lower values equal smallerdisplacement; higher valuesequal larger and more obviousdisplacement.
From 0 to 1;defaults to0.500.
Displacement |DisplacementRange
entry box What the range of displacementis. This setting is multiplied by theDisplacement Scale to give thedisplacement.
Displacement |MaxTessellation
entry box,slider
How many texels the surface istessellated to.
From 1 to 64;defaults to 10.
Displacement |PerturbNormals
dropdown Selecting yes changes thedisplacement so thatdisplacement moves the surfacebut leaves thesurface normals as they are.
Bump | BumpWeight
entry box,slider
How much weight the bump maphas. Lower values are smallerbumps, higher values are largerand more obvious displacements.
From 0 to 10;defaults to0.100.
Bump| BumpMode
dropdown Whether you want bump to bedisplayed quickly (Fast) oraccurately (Accurate).
SHADERS PALETTE | SHADER PARAMETERS
REFERENCE GUIDE
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 theirname or in a custom order. To use a customorder, drag the lights up and down the list.
button Lets you reposition the selected light to thecurrent camera position.
Environment
Color | Intensity entry box,slider
Sets the intensity (brightness) of the selectedlight.
0.010 to100.000;defaults to1.000.
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REFERENCE GUIDE 266
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, for example if a light is set at themodel's back, it always points at the model'sback, no matter how you move the view.
• Camera - the light is fixed to a camera view,for example you can have a light alwaysshining from above the camera, allowing youto move the model around and cast light ondifferent areas.
General | On checkbox Whether the light is on or off.
Texture | Up Axis dropdown Sets the image being used for the environmentlight to either Axis X, Axis Y (default), or Axis Z.This adjusts both the background (canvas)image and the lighting on the model.
Texture | Rotation entry box,slider
Rotates the background image and the lightingon the Y axis.
0.000 to360.000degreerotation;defaults to0.000.
Texture | Background dropdown Toggles the visibility of the background(canvas) image by selecting Show or Hide. Thisdoes not turning on or off the lighting, only theimage on the canvas.
Texture | Resolution dropdown Sets the resolution of the lighting to either 64,128, or 256. This does not affect the resolutionof the background (canvas) image.
LIGHTS PALETTE |
REFERENCE GUIDE 267
Control Type What it does Notes
Texture | CubemapType
dropdown Sets how the cubemap is handled: eitherNone, LatLong, or Cross. If a 2D image isbeing used for the environment light, thisoption specifies the method used forinterpreting the image into a cubemap. When a2D image is brought into the Image field, Mariattempts to set the Cubemap Typeautomatically, but this can be changed at anytime.
Texture | Image arrows,button,filebrowser
Click the blank image space to choose anenvironment from the Mari Environmentlibrary. Clicking either of the arrow keys cyclesbackwards or forwards through the MariEnvironment library, loading the image as itdoes.
Clicking the file browser opens the Open anImage dialog. Select an image of any of the fileformats listed in the File of Type field. You canalso drag-and-drop an image from the ImageManager or a file browser onto the blankimage space to load the image as anenvironment light.
For moreabout theoptions inthe dialog,refer toOpen anImageDialog.
Texture | Blur entry box,slider
Blurs the background (canvas) image. If theimage is a low resolution, it may not blurevenly.
0.000 to1.000;defaults to0.000.
Texture Animation |Animation
dropdown Sets the background (canvas) image animationto either be Static, where it does not move, orRotate, where it rotates around the object onthe canvas at the speed set in the Speed field.If the control is changed from Rotate to Static,the background (canvas) image is reset back toits default position.
LIGHTS PALETTE |
REFERENCE GUIDE 268
Control Type What it does Notes
Texture Animation |Speed
entry box,slider
Sets the rotation speed of the background(canvas) image. If the Animation field is set toStatic, this control has no affect.
0.000 to1.000;defaults to0.050.
Light
Color | Specular swatch Sets the specular color of the light (the “shiny”color of the light).
Defaults towhite.
Color | Diffuse swatch Sets the diffuse color of the light (the “surface”color of the light).
Defaults towhite.
Color | Intensity entry box,slider
Sets the intensity (brightness) of the selectedlight.
0.010 to 100;defaults to1.000.
General | Fixed To dropdown Sets what the light is fixed to:
• Scene (default) - the light is fixed to themodel, for example if a light is set at themodel's back, it always points at the model'sback, no matter how you move the view.
• Camera - the light is fixed to a camera view,for example you can have a light alwaysshining from above the camera, allowing youto move the model around and cast light ondifferent areas.
General | On checkbox Whether the light is on or off.
Position | Position controlsphere
Lets you move the light around your project.Click and drag to move the light.
Rendering | RenderShadows
checkbox Renders and displays the shadows cast on themodel by the selected light in its currentposition.
LIGHTS PALETTE |
REFERENCE GUIDE
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 the model's surface.
Projectors Palette Fields
Control Type What it does Opens thisdialog box
Notes
button Creates a new projector.
button Saves the selected projectorto disk.
SaveProjector
button Loads a saved projector fromdisk.
LoadProjector
button Deletes the selectedprojector.
<projector name> >General | Name
entry box Enter the name of theprojector.
This identifiesthe projector atthe top of thepalette.
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REFERENCE GUIDE 270
Control Type What it does Opens thisdialog box
Notes
<projector name> >Action | FrameOffset
entry box,slider
Set by how many frames tooffset the loading of ananimated object. You canspecify a frame range, orsimply a number of frames.
<projector name> >Action | Import
button Click to load the image fromthe file set in the Input FilePath and project it as paintonto the model (withoutbaking).
Pick Path (ifInput FilePath has notbeenspecified)
<projector name> >Action | Project
button Click to load the image fromthe file set in the Input FilePath and project and bake itonto the model.
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 intheOutput File Path.
Pick Path (ifOutput FilePath has notbeenspecified)
<projector name> >Action | Output FilePath
entry box Enter the filename and pathwhere the projector savesimages to disk.
<projector name> >Unprojection |Clamp
checkbox If this is checked, Marirestricts the range of thepaint buffer to valuesbetween 0 and 1.
PROJECTORS PALETTE |
REFERENCE GUIDE 271
Control Type What it does Opens thisdialog box
Notes
<projector name> >Unprojection |Shader Used
dropdown Select the shader you wantthe projector to take a screensnapshot of. By default, thisis set to Current PaintTarget.
CurrentShader,CurrentChannel,Current Layer,Current PaintTarget, andCurrent Layerand Below.
<projector name> >Unprojection |Lighting Mode
dropdown The lighting mode to usewhentaking a screen snapshotwith this projector.
Flat, Basic, Full.
<projector name> >Unprojection |Color Depth
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 thescreen snapshots taken bythis projector.
PROJECTORS PALETTE |
REFERENCE GUIDE 272
Control Type What it does Opens thisdialog box
Notes
<projector name> >Painting | PaintingMode
dropdown Sets the paint blendingmode.
The paintblending modesavailable aresimilar to manyother paintpackages. If youaren't familiarwith the variousmodes, seePaint BlendingModes in theMari User Guidefordescriptionsand examples.
<projector name> >Projection |Projection
dropdown Sets whether Mari projectsonly onto the Front of themodel (as you're seeing it) orwhether paint goes straightThrough the model(appearing on the back aswell as the front).
<projector name> >Transformation |Scale
entry boxes Sets the scale of theprojector.
<projector name> >Transformation |Translation
entry boxes Sets the translated positionof the projector.
<projector name> >Transformation |Rotation
entry box Sets the rotation, in degrees,of the projector.
PROJECTORS PALETTE |
REFERENCE GUIDE 273
Control Type What it does Opens thisdialog box
Notes
<projector name> >Update | UpdateGlobal SettingsFrom Projector
button If you have adjusted anyprojection properties, clickthisbutton to see the effect ofyour changes in the canvas.When you do, the equivalentglobalprojection properties in theProjection palette are alsoupdated.
Updates allglobalprojectionproperties.
<projector name> >Update | UpdateOnly Masks FromProjector
button If you have adjusted anyprojection mask properties,click this button to see theeffect of your changes in thecanvas. When you do, theequivalent globalprojection mask propertiesin the Projection palette arealso updated.
Updates globalprojection maskproperties only.
<projector name> ><projector name> >General | Name
information Name of the camera used forthe projector.
<projector name> ><projector name> >General | Animated
information Whether the camera used forthe projector is animated.
True, False.
PROJECTORS PALETTE |
REFERENCE GUIDE 274
Control Type What it does Opens thisdialog box
Notes
<projector name> ><projector name> >Perspective | FoV
entry box,slider
Enter the value for the fieldofvision. This controls howmuch Mari distorts the viewwhenapplying perspective. At 0,theperspective camera givesexactly the same view as theorthocamera. As the valueincreases, the distortionincreases.
<projector name> ><projector name> >Perspective | Nearplane
entry box,slider
Enter the value for the nearclipping plane. Mari doesn’tdisplay parts of the scenethat are closer than the Nearplane.
<projector name> ><projector name> >Perspective | Farplane
entry box,slider
Enter the value for the farclipping plane. Mari doesn’tdisplay parts of the scenethat are further than the Farplane.
PROJECTORS PALETTE |
REFERENCE GUIDE 275
Control Type What it does Opens thisdialog box
Notes
<projector name> >Edge Mask > General| Enabled
checkbox Whether the edge mask isturned on or not.
You need toclick either ofthe updatebuttons underUpdate to seethe effect ofyour changes inthe canvas.When you do,theequivalentglobalproperties inthe Projectionpalette are alsoupdated.
<projector name> >Edge Mask > General| Falloff Start
entry box,slider
Controls where the edgemask starts on the model.The higher the value, themore forward facing themasking starts. If this ishigher than the FalloffEnd,areas facing the view arepaintable, and areas obliqueto the view are masked. Ifthis is lower, facing areas aremasked and oblique areasare paintable.
You need toclick either ofthe updatebuttons underUpdate to seethe effect ofyour changes inthe canvas.When you do,theequivalentglobalproperties inthe Projectionpalette are alsoupdated.
PROJECTORS PALETTE |
REFERENCE GUIDE 276
Control Type What it does Opens thisdialog box
Notes
<projector name> >Edge Mask > General| Falloff End
entry box,slider
Controls where the edgemask ends on the model.The higher the value, thecloser, more forward facingthe mask finishes.
You need toclick either ofthe updatebuttons underUpdate to seethe effect ofyour changes inthe canvas.When you do,theequivalentglobalproperties inthe Projectionpalette are alsoupdated.
<projector name> >Edge Mask > General| Falloff Curve
curve editor Adjusts the falloff, using acurve editor to modify thefalloff start and end point. Tofine tun control over thefalloff, add more points tothe curve.
You need toclick either ofthe updatebuttons underUpdate to seethe effect ofyour changes inthe canvas.When you do,theequivalentglobalproperties inthe Projectionpalette are alsoupdated.
PROJECTORS PALETTE |
REFERENCE GUIDE 277
Control Type What it does Opens thisdialog box
Notes
<projector name> >Channel Mask >General | Invert
checkbox If this is selected, the maskdata is black on white ratherthan white on black.
You need toclick either ofthe updatebuttons underUpdate to seethe effect ofyour changes inthe canvas.When you do,theequivalentglobalproperties inthe Projectionpalette are alsoupdated.
<projector name> >Channel Mask >General |MaskCurve
curve editor Adjusts the amount ofmasking on the channel,where white pixels are totallymasked, black pixels aretotally unmasked, and 50%gray is 50% masked.
You need toclick either ofthe updatebuttons underUpdate to seethe effect ofyour changes inthe canvas.When you do,theequivalentglobalproperties inthe Projectionpalette are alsoupdated.
PROJECTORS PALETTE |
REFERENCE GUIDE 278
Control Type What it does Opens thisdialog box
Notes
<projector name> >Channel Mask >General |MaskContrast
entry box,slider
The contrast applied to theoriginal channel to derive themask. At 1.0, the maskcomesdirectly from the originalchannel. Lower values makethe maskfuzzier than the inputchannel, higher values makeit sharper than the inputchannel.
You need toclick either ofthe updatebuttons underUpdate to seethe effect ofyour changes inthe canvas.When you do,theequivalentglobalproperties inthe Projectionpalette are alsoupdated.
<projector name> >Channel Mask >General |MaskAmount
entry box,slider
The strength of the maskeffect.1.0 means that themask absolutely controlswhere you can paint; theeffects of the mask decreaseas the value gets lower.
You need toclick either ofthe updatebuttons underUpdate to seethe effect ofyour changes inthe canvas.When you do,theequivalentglobalproperties inthe Projectionpalette are alsoupdated.
PROJECTORS PALETTE |
REFERENCE GUIDE 279
Control Type What it does Opens thisdialog box
Notes
<projector name> >Channel Mask >General |MaskChannel
dropdown Sets the channel holding themask from a list of availablechannels in your project.
You need toclick either ofthe updatebuttons underUpdate to seethe effect ofyour changes inthe canvas.When you do,theequivalentglobalproperties inthe Projectionpalette are alsoupdated.
<projector name> >Channel Mask >General | Enabled
checkbox Whether the channel mask isturned on or not.
You need toclick either ofthe updatebuttons underUpdate to seethe effect ofyour changes inthe canvas.When you do,theequivalentglobalproperties inthe Projectionpalette are alsoupdated.
PROJECTORS PALETTE |
REFERENCE GUIDE 280
Control Type What it does Opens thisdialog box
Notes
<projector name> >Ambient OcclusionMask > General |Invert
checkbox If this is selected, the maskdata is black on white ratherthan white on black.
<projector name> >Ambient OcclusionMask > General |Mask Curve
curve editor Controls how the ambientocclusion pixel values relateto the degree of masking.The horizontal axis is thedarkness of the occludedpixels (black to the left, whiteto the right), the vertical axisis the degree of visibility. Bydefault, this is a direct line,where white pixels are totallymasked, black pixels aretotally unmasked, and 50%gray is 50% masked.
<projector name> >Ambient OcclusionMask > General |Mask Contrast
entry box,slider
The contrast applied to theambient occlusion to derivethe mask. At 1.0, the maskcomesdirectly from the calculatedambient occlusion. Lowervalues make the maskfuzzier than the ambientocclusion, higher valuesmake it sharper.
You need toclick either ofthe updatebuttons underUpdate to seethe effect ofyour changes inthe canvas.When you do,theequivalentglobalproperties inthe Projectionpalette are alsoupdated.
PROJECTORS PALETTE |
REFERENCE GUIDE 281
Control Type What it does Opens thisdialog box
Notes
<projector name> >Ambient OcclusionMask > General |Mask Amount
entry box,slider
The amount of ambientocclusion masking to apply.
You need toclick either ofthe updatebuttons underUpdate to seethe effect ofyour changes inthe canvas.When you do,theequivalentglobalproperties inthe Projectionpalette are alsoupdated.
<projector name> >Ambient OcclusionMask > General |Enabled
checkbox Whether the ambientocclusion mask is turned onor not.
You need toclick either ofthe updatebuttons underUpdate to seethe effect ofyour changes inthe canvas.When you do,theequivalentglobalproperties inthe Projectionpalette are alsoupdated.
PROJECTORS PALETTE |
REFERENCE GUIDE 282
Control Type What it does Opens thisdialog box
Notes
<projector name> >Depth Mask >General | Enabled
checkbox Whether the depth mask isturned on or not.
You need toclick either ofthe updatebuttons underUpdate to seethe effect ofyour changes inthe canvas.When you do,theequivalentglobalproperties inthe Projectionpalette are alsoupdated.
<projector name> >Depth Mask >General | Falloff
entry box,slider
How fast the depth maskingapplies. Lower values makethe mask apply slowly,higher values make it applymore quickly.
You need toclick either ofthe updatebuttons underUpdate to seethe effect ofyour changes inthe canvas.When you do,theequivalentglobalproperties inthe Projectionpalette are alsoupdated.
PROJECTORS PALETTE |
REFERENCE GUIDE 283
Control Type What it does Opens thisdialog box
Notes
<projector name> >Depth Mask >General | End
entry box,slider
The depth in the scene forthe depth masking to finish.
You need toclick either ofthe updatebuttons underUpdate to seethe effect ofyour changes inthe canvas.When you do,theequivalentglobalproperties inthe Projectionpalette are alsoupdated.
<projector name> >Depth Mask >General | Start
entry box,slider
The depth in the scene forthe depth masking to start.
You need toclick either ofthe updatebuttons underUpdate to seethe effect ofyour changes inthe canvas.When you do,theequivalentglobalproperties inthe Projectionpalette are alsoupdated.
PROJECTORS PALETTE |
REFERENCE GUIDE 284
Control Type What it does Opens thisdialog box
Notes
<projector name> >Backface Mask >General | Enabled
checkbox Whether the backface maskis turned on or not.
You need toclick either ofthe updatebuttons underUpdate to seethe effect ofyour changes inthe canvas.When you do,theequivalentglobalproperties inthe Projectionpalette are alsoupdated.
<projector name> >Fractal Noise Mask >General | Invert
checkbox If this is selected, the maskdata is black on white ratherthan white on black.
PROJECTORS PALETTE |
REFERENCE GUIDE 285
Control Type What it does Opens thisdialog box
Notes
<projector name> >Fractal Noise Mask >General |MaskCurve
curve editor Adjusts the fractal noisemasking where white pixelsare totally masked, blackpixels are totally unmasked,and 50% gray is 50% masked.
You need toclick either ofthe updatebuttons underUpdate to seethe effect ofyour changes inthe canvas.When you do,theequivalentglobalproperties inthe Projectionpalette are alsoupdated.
<projector name> >Fractal Noise Mask >General | Enabled
checkbox Whether the fractal noisemask is turned on or not.
When enabled,
a icondisplays in thestatus bar.
PROJECTORS PALETTE |
REFERENCE GUIDE 286
Control Type What it does Opens thisdialog box
Notes
<projector name> >Fractal Noise Mask >General |MaskAmount
entry box,slider
The amount that the maskaffects the paint buffer. 1.0means that the maskabsolutely controls whereyou can paint; the effects ofthe mask decrease as thevalue gets lower.
You need toclick either ofthe updatebuttons underUpdate to seethe effect ofyour changes inthe canvas.When you do,theequivalentglobalproperties inthe Projectionpalette are alsoupdated.
<projector name> >Fractal Noise Mask >General | Size
entry box,slider
Determines the size of thefractal noise features.
You need toclick either ofthe updatebuttons underUpdate to seethe effect ofyour changes inthe canvas.When you do,theequivalentglobalproperties inthe Projectionpalette are alsoupdated.
PROJECTORS PALETTE |
REFERENCE GUIDE 287
Control Type What it does Opens thisdialog box
Notes
<projector name> >Fractal Noise Mask >General |Roughness
entry box,slider
Determines the roughness ofthe fractal noise features.
You need toclick either ofthe updatebuttons underUpdate to seethe effect ofyour changes inthe canvas.When you do,theequivalentglobalproperties inthe Projectionpalette are alsoupdated.
<projector name> >Fractal Noise Mask >General | Contrast
entry box,slider
Controls the level of contrastapplied to the fractal noisefeatures to derive the mask.
You need toclick either ofthe updatebuttons underUpdate to seethe effect ofyour changes inthe canvas.When you do,theequivalentglobalproperties inthe Projectionpalette are alsoupdated.
PROJECTORS PALETTE |
REFERENCE GUIDE 288
Control Type What it does Opens thisdialog box
Notes
<projector name> >Fractal Noise Mask >General | Seed
entry box,slider
Changes the pattern of thefractal noise by moving thepattern start point through3D space.
You need toclick either ofthe updatebuttons underUpdate to seethe effect ofyour changes inthe canvas.When you do,theequivalentglobalproperties inthe Projectionpalette are alsoupdated.
PROJECTORS PALETTE |
REFERENCE GUIDE
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 createnew selection groups, 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 thelist. At present, you can only sortby name.
button Adds a new selection group, basedon the current selection.
button Removes the highlighted selectiongroup.
button Reloads the highlighted selectiongroup.
button Locks the selection group.
button Unlocks the selection group.
button Hides the selection group.
button Shows the selection group.
289
REFERENCE GUIDE
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 DoesThe Color Manager lets you manage how colors are displayed on your monitor. It includes manyoptions for color correction, including a host of preset filters. Managing colors using the preset filtersin this palette does not affect the paint on your model. For information on the filters used to applytransformations to the paint on your model, refer to the Filter Functions chapter.
Color Manager Palette Fields
Control Type What it does Opensthis dialogbox
Notes
Options
Enable ColorManagement
switch,on/offindicator
Turns color correction on or off.
When on, the Color Management
icon displays in the status bar,and a histogram displays a countof frequencies of colors in RGBAchannels in the current view.
Histogram switch,on/offindicator
Turns histogram view on or off. Ifit's on, Mari displays a colorhistogram in the background ofthe canvas.
290
REFERENCE GUIDE 291
Control Type What it does Opensthis dialogbox
Notes
Split Point entry box,slider
Splits the display between showingcorrected and uncorrected color.
Enter a value or slide to specifywhat proportion of the model (splitvertically) displays with colorcorrection.
ColorCorrection ison.
Range: 0.00 to1.00
Current Color Profile
Colorspace dropdown Select a saved or preset colorprofile.
New button Prompts you to name a newprofile, select available filters toinclude in a particular order, andsave.
Edit
Edit button Rename and change the currentprofile, including adding filters toor deleting filters from the profile.
Edit The defaultfilters Gain,LUT, andDisplay cannotbe deleted fromthe profile
Delete button Deletes the current profile (afterconfirming).
ReallyDelete?
Current Color Profile | LUT
LUT switch,on/offindicator,addattribute
Switches the filter on or off, or letsyou add attributes to it.
General | FilePath
entry box,button
Enter the filepath of the LUT, orselect from the file browser.
COLOR MANAGER PALETTE |
REFERENCE GUIDE 292
Control Type What it does Opensthis dialogbox
Notes
Current Color Profile | Composite Filter
CompositeFilter
switch,on/offindicator,addattribute
Switches the filter on or off, or letsyou add attributes to it.
Add UserAttribute
Current Color Profile | Levels
Levels switch,on/offindicator,addattribute
Changes the color levels in thepaint, by setting the white point,midtone, and black point.
Channel | ColorComponent
dropdown Whether the filter affects allcomponents, or a specific one(Red, Green, or Blue).
Input Levels |White Point
entry box,slider
Specifies the upper limit ofdisplayed color intensity. Areaswith a value higher than this aremapped to 1 (pure white).
Input Levels |Midtone
entry box,slider
Sets the middle point betweenwhite and black. Mari remaps thevalues so that this is the middle ofthe range between the white pointand black point. Moving thispushes the values towards that endof the spectrum.
Input Levels |Black Point
entry box,slider
Specifies the lower limit ofdisplayed color intensity. Areaswith a value lower than this aremapped to 0 (pure black).
COLOR MANAGER PALETTE |
REFERENCE GUIDE 293
Control Type What it does Opensthis dialogbox
Notes
Output Levels |White OutputLevels
entry box,slider
Sets how much white is output inthe filtered image. Higher valuesshow the entire white output,lower values show decreasingamounts.
Output Levels |Black OutputLevels
entry box,slider
Sets how much black is output inthe filtered image. Higher valuesshow the entire black output, lowervalues show decreasing amounts.
Current Color Profile | sRGB To Linear
sRGB To Linear switch,on/offindicator,addattribute
Applies an sRGB to linearcolorspace conversion.
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 eachcolor channel (RGB) in the painting.
Add UserAttribute
Presets can beloaded from.mgf (MariGradient Files).
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 newvalues.
COLOR MANAGER PALETTE |
REFERENCE GUIDE 294
Control Type What it does Opensthis dialogbox
Notes
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 onor off. (When Mari applies thefilter, it removes any uncheckedcolor channels from the painting.)
Add UserAttribute
Channels | Red checkbox Click to turn the Red channeldisplay on or off.
Channels |Green
checkbox Click to turn the Green channeldisplay on or off.
Channels | Blue checkbox Click to turn the Blue channeldisplay on or off.
Current Color Profile | Brightness
Brightness switch,on/offindicator,addattribute
Changes the brightness of thepaint on the model, either overallor for specific channels.
Add UserAttribute
General |Brightness
entry box,slider, reset
Sets the brightness value for allchannels (overwrites changes toindividual channels).
Range: 0.00 to2.00. Reset: 1.00
General |Contrast
entry box,slider
Sets the contrast value for allchannels (overwrites changes toindividual channels).
Range: 0.00 to2.00. Reset: 1.00
Channels | Blue entry box,slider, reset
Sets the brightness value for theblue channel.
Range: 0.00 to2.00. Reset: 1.00
COLOR MANAGER PALETTE |
REFERENCE GUIDE 295
Control Type What it does Opensthis dialogbox
Notes
Channels |Green
entry box,slider, reset
Sets the brightness value for thegreen channel.
Range: 0.00 to2.00. Reset: 1.00
Channels | Red entry box,slider, reset
Sets the brightness value for thered channel.
Range: 0.00 to2.00. Reset: 1.00
Current Color Profile | Blur
Blur switch,on/offindicator,addattribute
Applies a standard blur to theselection.
Add UserAttribute
General| BlurRadius
entry box,slider, reset
Sets the blur radius - the numberof pixels Mari uses whencalculating the blur value for eachpixel. The higher the radius, themore blurred the results.
If you use a larger blur radius, youmay get slight lines on theboundaries between patches. Thisis an artifact of the way that Marihandles the edges of patches.
Range: 0 to 10.Reset: 4
If you use alarger blurradius, you mayget slight lineson theboundariesbetweenpatches. This isan artifact of theway that Marihandles theedges ofpatches.
Current Color Profile | Tone Mapping
COLOR MANAGER PALETTE |
REFERENCE GUIDE 296
Control Type What it does Opensthis dialogbox
Notes
Tone Mapping switch,on/offindicator,addattribute
Varies the “exposure” of thepainting.
Add UserAttribute
General |WhitePoint
entry box,slider, reset
Sets the upper limit of displayedcolor intensity - any colors ofgreater intensity map to white.
Range: 0.00 to1.00. Reset: 1.00
General |Exposure
entry box,slider, reset
Sets the exposure - lowerexposures give darker images;higher exposures give lighter 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 settingfor Gammaresults in amore washed-out lookingimage.
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 letsyou add attributes to it.
Add UserAttribute
COLOR MANAGER PALETTE |
REFERENCE GUIDE 297
Control Type What it does Opensthis dialogbox
Notes
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 displayedcolor intensity - any colors ofgreater intensity map to white.
Range: 0.000 to1023.000. Reset:685.000
General | IgnoreBlack
checkbox Ignores the threshold set by theBlack control.
General | Black entry box,slider, reset
Sets the lower limit of displayedcolor intensity - any colors of lesserintensity map to black.
Range 0.000 to1023.000. Reset:95.000
Current Color Profile | Hue
Hue switch,on/offindicator,addattribute
Changes the hue, saturation, andvalue of the colors on the model.
Add UserAttribute
Color |Calculation
dropdown Determines whether thecolorspace is set to use the Maridefault Original (HSV), orPhotoshop (HSL).
Hue | Hue Change the hue by setting thevalues. Adjusting the slider, movesthe colors around the color wheel.The rotation value is the degreearound the color wheel that eachcolor shifts, between 0 and 360(which both correspond to theoriginal colors).
COLOR MANAGER PALETTE |
REFERENCE GUIDE 298
Control Type What it does Opensthis dialogbox
Notes
Saturation |Saturation
curve editor Controls how the filter translatescurrent saturation to newsaturation.
Saturation |Offset
entry box,slider, reset
Adds an offset value to the initialsaturation, before applying theScale.
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 initialvalue, 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” in the color chart. Forexample, replaces a color with afloat value of 0.3 with a color withfloat value 0.7.
Add UserAttribute
General | InvertAlpha
checkbox Inverts the alpha channel.
Current Color Profile | Premultiply Alpha
PremultiplyAlpha
switch,on/offindicator,addattribute
Either pre- or post-multiplies thealpha in the selected image. If youare painting onto an image with apremultiplied alpha, using animage without, use this filter toperform the premultiplication, sothe images match and you avoidlines around the outside of thepatch.
Add UserAttribute
COLOR MANAGER PALETTE |
REFERENCE GUIDE 299
Control Type What it does Opensthis dialogbox
Notes
General |Unpremultiply
checkbox If the Unpremultiply box ischecked, this acts in reverse ofpremultiplication (that is, itremoves the premultiplied alpha)
Current Color Profile | Log To Linear
Log To Linear switch,on/offindicator,addattribute
Switches the filter on or off, or letsyou add 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 displayedcolor intensity - any colors ofgreater intensity map to white.
Range: 0.000 to1023.000. Reset:685.000
General | IgnoreBlack
checkbox Ignores the threshold set by theBlack control.
General | Black entry box,slider, reset
Sets the lower limit of displayedcolor intensity - any colors of lesserintensity map to black.
Range 0.000 to1023.000. Reset:95.000
Current Color Profile | Luminosity
COLOR MANAGER PALETTE |
REFERENCE GUIDE 300
Control Type What it does Opensthis dialogbox
Notes
Luminosity switch,on/offindicator,addattribute
Outputs just the luminosity valueof each pixel in the selection. Thatis, it outputs a grayscale imagebased on the brightness of each ofthe pixels in the original image.
Add UserAttribute
Current Color Profile | Contrast
Contrast switch,on/offindicator,addattribute
Switches the filter on or off, or letsyou add 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 withinthe specified upper and lowervalues.
Set the Upper Value and LowerValue by adjusting the sliders orentering values in the entry boxes.
Select the individual ColorComponent to clamp in thedropdown menu.
General | UpperValue
entry box,slider
Set the upper value at which colorvalues are clamped. All valueshigher than this number are set tothis value.
COLOR MANAGER PALETTE |
REFERENCE GUIDE 301
Control Type What it does Opensthis dialogbox
Notes
General | LowerValue
entry box,slider
Set the lower value at which colorvalues are clamped. All valueslower than this number are set tothis value.
Channel | ColorComponent
dropdown Select the individual colorcomponent to clamp.
Current Color Profile | Copy Channel
Copy Channel switch,on/offindicator,addattribute
Copies the value from one RGBcolor channel to the other two. Theresult is a grayscale image with theintensity values from the selectedchannel.
Add UserAttribute
General | CopyChannel
dropdown Select the source channel from thelist (Red, Green, or Blue). Whenyou apply the filter, Mari copies theselected channel over the othertwo channels.
Current Color Profile | Soften
Soften switch,on/offindicator,addattribute
Applies a subtle softening blur.
This is a quick, predefined blurfilter. If you need more controlover the degree or type of blurring,use either the standard Blur orGaussian Blur filters.
Add UserAttribute
Current Color Profile | Edge Detect
COLOR MANAGER PALETTE |
REFERENCE GUIDE 302
Control Type What it does Opensthis dialogbox
Notes
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 thesurface.
Add UserAttribute
Current Color Profile | Sharpen
Sharpen switch,on/offindicator,addattribute
Removes 'fuzziness' and clarifiesdetail in the image.
Add UserAttribute
General |Amount
entry box,slider, reset
Sets the amount of sharpening.Higher values mean moresharpening, while a value of 0.00 isthe picture without the filterapplied.
Range: 0.00 to1.00
Current Color Profile | Dilate
Dilate switch,on/offindicator,addattribute
Switches the filter on or off, or letsyou add attributes to it.
Add UserAttribute
Current Color Profile | Gaussian1D
COLOR MANAGER PALETTE |
REFERENCE GUIDE 303
Control Type What it does Opensthis dialogbox
Notes
Gaussian1D switch,on/offindicator,addattribute
Applies a Gaussian blur. Comparedto the standard Blur filter, thisgives you much finer control overthe degree of blurring, and theoption of using much higher blurvalues.
Add UserAttribute
General | Axis entry box,incrementer
Apply the blur along the X or Y axis.If the field is set to 0, the blur isalong the X axis; if it is anythingother than 0, the blur is appliedalong the Y axis.
General | Radius entry box,slider
Sets the blur radius. The higher theradius, the more blurred theresults.
If you use a larger blur radius, youmay get slight lines on theboundaries between patches. Thisis an artifact of the way that Marihandles the edges of patches.
Range: 0.00 to50.00
Current Color Profile | Gaussian
Gaussian switch,on/offindicator,addattribute
Applies a Gaussian blur. Comparedto the standard Blur filter, thisgives you much finer control overthe degree of blurring, and theoption of using much higher blurvalues.
Add UserAttribute
General |Amount
entry box,slider
Sets how much blur is applied.
COLOR MANAGER PALETTE |
REFERENCE GUIDE 304
Control Type What it does Opensthis dialogbox
Notes
General | Radius entry box,slider
Sets the blur radius. The higher theradius, the more blurred theresults.
If you use a larger blur radius, youmay get slight lines on theboundaries between patches. Thisis an artifact of the way that Marihandles the edges of patches.
Range: 0.00 to50.00
Current Color Profile | High Pass
High Pass switch,on/offindicator,addattribute
Removes low frequencyinformation from the image whilemaintaining higher frequencydetail.
General |Amount
entry box,slider
Sets how much low frequencyinformation is removed by thefilter.
General | Radius entry box,slider
Controls the number of pixelsaround the image highlights thatare affected by the filter.
Current Color Profile | Color Correction
ColorCorrection
switch,on/offindicator,addattribute
Switches the filter on or off, or letsyou add attributes to it.
User Attributes |OCIO Config
entry box,button
Specifies the configuration file touse.
COLOR MANAGER PALETTE |
REFERENCE GUIDE 305
Control Type What it does Opensthis dialogbox
Notes
User Attributes |InputColorspace
dropdown The colorspace of the currentchannel or image values.
User Attributes |OutputColorspace
dropdown The colorspace used to convertfrom the channel or image valuesto the values written to file.
Current Color Profile | Add Noise
Add Noise switch,on/offindicator,addattribute
Applies noise to the currentchannel or image values.
User Attributes |Amount
entry box,slider
Adjusts how much noise is applied.
User Attributes |ColorComponent
dropdown Sets the channel you want to affect.
User Attributes |Grayscale
checkbox Applies grayscale noise with onlythe intensity values from theselected channel.
User Attributes |Seed
entry box,slider
Adds variation to the noise.
User Attributes |Size
entry box,slider
Adjusts the size of the noiseapplied.
COLOR MANAGER PALETTE |
REFERENCE GUIDE
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 forbrushes and painting through them onto your model. For organization purposes, you can also addcustom tabs to the palette by clicking 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 selectedimage in bytes.
Channels information The color components of the currentlyselected image.
File Space dropdown File space of the currently selected imagefrom the options:
• NORMAL
• VECTOR
• VECTOR_Y_FLIP
• NORMAL_Y_FLIP
Tiled Image information Whether the image is tiled - true or false.
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Control Type What it does Opens thisdialog box
Height information The height of the currently selected image inpixels.
Width information The width of the currently selected image inpixels.
Path information The file path to the image that Mari isaccessing. If the original image was saved toanother location this is the file path shown,not the path to the original file.
Image Info > User Attributes
Comment entry box Assign a user-defined comment to theimage.
MriImportFilePath information The file path to the original image.
MriLastImportDateTime information The date and time that the file was firstloaded into Mari.
Colorspace
Colorspace dropdown The colorspace to which the output valuesare converted. Automatic is determined bythe file name, size, and type of data in theimage.
IMAGE MANAGER PALETTE |
REFERENCE GUIDE 308
Control Type What it does Opens thisdialog box
Raw Data checkbox If this is enabled, the image data is notconverted.
NOTE: As the raw colorspacenullifies the correspondingcolorspace transform when eitherused as the input or output, there isa discrepancy between what isshown in the Image Managepalette thumbnail and the imageviewer. This is the expectedbehavior.
button Adds an image to the Image Manager. Open anImage
button Removes the selected image from the ImageManager.
button Opens the selected image in anotherwindow, where you can crop it.
<image>
button Saves the selected image to a file. Save AsDialog
<image> window
IMAGE MANAGER PALETTE |
REFERENCE GUIDE 309
Control Type What it does Opens thisdialog box
button Crops the current image. Mari copies thecropped area as a separate image in theImage Manager. The cropped image is partof the project, but won't be saved as aseparate image file unless you use the Save
As option.
Select one of the following crop modes:
• Arbitrary - click-and-drag on an arbitraryarea of the image.
• Fixed - enter a fixed size for the crop box(in pixels) and drag it to the area you wantto crop.
• Aspect - enter a fixed aspect ratio for thecrop box (in pixels) and drag it over thearea you want to crop.
Once you have selected the crop area, clickthe mouse button to crop.
Colorspace dropdown The colorspace to which the output valuesare converted. Automatic is determined bythe file name, size, and type of data in theimage.
Raw Data checkbox If this is enabled, the image data is notconverted.
NOTE: As the raw colorspacenullifies the correspondingcolorspace transform when eitherused as the input or output, there isa discrepancy between what isshown in the Image Managepalette thumbnail and the imageviewer. This is the expectedbehavior.
IMAGE MANAGER PALETTE |
REFERENCE GUIDE
History View PaletteThe History View palette is described below.
What It DoesThe History View palette displays a list of actions performed in the current session. Click an action tostep back to that version of the project.
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REFERENCE GUIDE
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 DoesThe Brush 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 noiseto add to the brushtip for each splat.This is a little bit ofnoise added to thesplat itself, to softenthe appearance andreduce banding.Lower values give aharder brush, highervalues a softer brush.
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REFERENCE GUIDE 312
Control Type What it does Opens thisdialog box
Notes
Properties > General |Spacing
entry box,slider, reset
The space betweensplats, as aproportion of thewidth of a splat. 1.00= side-by-side (so ifthe tip is a circle, itwould look like astring of beads.) .02 =.02 x the width of asplat.
Range: 0.02 to5.00. Reset: 0.02
Properties > Paint |JitterOpacityMax
entry box,slider, reset
How much torandomly vary theopacity (ifJitter Opacity isenabled).
1.00 = side byside . Range:0.00 to 1.00.Reset: 0.00
Properties > Paint |JitterOpacity
checkbox If enabled, picksrandom number toadd toopacity.
Properties > Paint | Opacity entry box,slider, reset
How dark a strokecan be (maximumalpha).
Range: 0.01 to1.00. Reset: 1.00
Properties > Paint | Flow entry box,slider, reset
Mimics how quicklypaint is applied, bysetting the maximumopacity in a splat.
Range: 0.01 to1.00. Reset: 1.00
Properties > Position |JitterPositionMax
entry box,slider, reset
How many pixels atmost to randomlyvary displacementfrom the line of thebrush stroke (if JitterPosition is enabled).
Range: 0 to1000. Reset:1000
BRUSH EDITOR PALETTE |
REFERENCE GUIDE 313
Control Type What it does Opens thisdialog box
Notes
Properties > Position |JitterPosition
checkbox Whether to randomlyvary displacementfrom the line of thebrush stroke (to thedegree specified inJitter Position Max).
Properties > Pressure |Colors
checkbox Whether morepressure causes thecolor to vary (fromslightly darker to thetarget color).
Properties > Pressure |Radius
checkbox Whether morepressure increasesthe radius.
Properties > Pressure | Flow checkbox Whether morepressure increasesthe flow.
Properties > Pressure |Alpha
checkbox Whether morepressure increasesthe opacity.
Properties > Radius | Squish entry box,slider, reset
How much to flattenthe radius. If thebrush tip is a circle,1.0 is a circle, .5 is anoval 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 (tothe degree specifiedfor the Radius andInnerRadius).
BRUSH EDITOR PALETTE |
REFERENCE GUIDE 314
Control Type What it does Opens thisdialog box
Notes
Properties > Radius |InnerRadius
entry box,slider, reset
How few pixels theradius of a splat canbe (if JitterRadiusand/orRadiusPressure areenabled).
Range: 1 to1200. Reset: 1
Properties > Radius | Radius entry box,slider, reset
How many pixels atmost the radius ofsplat can be (ifJitterRadius and/orRadiusPressure areenabled).
Range: 1 to1200. Reset: 100
Properties > Rotation |AligntoStroke
checkbox Whether the brushtip rotates along withthe direction you'repainting. (Withcalligraphy, forexample, the tipdoes not align.)
Properties > Rotation |JitterRotationMax
entry box,slider, reset
How many degreesat most to randomlyvary the 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 whichthe brush rotates tomatch the directionyou're painting (ifAligntoStroke isenabled).
Range: 0.00 to360.00. Reset:0.00
BRUSH EDITOR PALETTE |
REFERENCE GUIDE 315
Control Type What it does Opens thisdialog box
Notes
Properties > Steady Stroke |Mode
dropdown,reset
Whether to use theOff, Distance, orSmoothingmode.
You can set thePressuresettings to getbetter resultswhen using atablet.
You can set ashortcut tocycle throughthe modes. SeeDefine CustomShortcuts.
Reset: Off
Properties > Steady Stroke |Delay
entry box,slider, reset
Defines how muchdelay is used for thebrush stroke.
You can set ashortcut todefine thedelay. SeeDefine CustomShortcuts.
Range: 0 to 200.Reset: 0.00
Properties > Steady Stroke |Tail
dropdown,reset
Whether to use theNo Tail orMeetoptions for thefinishing strokes.
Reset: No Tail
Properties > General | Type dropdown Whether to use aBitmap image forthe brush tip, orRender based on thequalities specified intheseproperties
BRUSH EDITOR PALETTE |
REFERENCE GUIDE 316
Control Type What it does Opens thisdialog box
Notes
Properties > General |Preview
image An image of thebrush tip, based ontheselected properties.
Properties > Bitmap | UsePainting
button Click to use thepainting in the paintbuffer as a brush tip.Mari prompts you tosave it either as an.exr or a .tif file(which file format isused depends on thesupport in yourgraphics card). Notethat .exr files are 16-bit - most otherbitmaps are 8-bit.
Properties > Bitmap | Path entry box,button
Type the path or click
to select anexisting bitmap touse as the brush tip.
To use animage as thebrush tip, youneed to setType toBitmap.
Properties > Geometry |VerticalShear
entry box,slider, reset
How much to distortthe brush tipdiagonally, top tobottom (as if pullingopposite corners upand down).
Range: -1.00 to1.00. Reset: 0.00
BRUSH EDITOR PALETTE |
REFERENCE GUIDE 317
Control Type What it does Opens thisdialog box
Notes
Properties > Geometry |HorizontalShear
entry box,slider, reset
How much to distortthe brush tipdiagonally, right toleft (as if pullingopposite cornersright and left).
Range: -1.00 to1.00. Reset: 0.00
Properties > Geometry |VerticalScale
entry box,slider, reset
How much to distortthe brush tipvertically.
Range: 0.00 to2.00. Reset: 50
Properties > Geometry |HorizontalScale
entry box,slider, reset
How much to distortthe brush tiphorizontally.
Range: 0.00 to2.00. Reset: 50
Properties > Noise |Octaves
entry box,slider, reset
Number ofapplications of noise.
Range: 1 to 8.Reset: 4
Properties > Noise |Frequency
entry box,slider, reset
How many spikes peroctave.
Range: 0.00 to100.00. Reset:1.00
Properties > Noise | Scale entry box,slider, reset
How big the spikesare, as a proportionof the radius (1.00 =twice as big as theradius).
Range: 0.00 to1.00. Reset: 0.00
Properties > Noise |Segments
entry box,slider, reset
Lines making up thebrush outline, towhich noise isapplied (4=square,360=circle).
Range: 4 to 360.Reset: 360
Properties > Profile | Profile curve editor How opaque ortransparent thebrush is at differentpoints.
BRUSH EDITOR PALETTE |
REFERENCE GUIDE 318
Control Type What it does Opens thisdialog box
Notes
Properties > Profile | BitDepth
dropdown The color depth ofthe brush tip.
Shelves tabs Select shelves, clickto display more tothe left or right.
Presets tabs Select shelves, clickto display more tothe left or right.
Scratch pad Provides a space totest the brush.
BRUSH EDITOR PALETTE |
REFERENCE GUIDE
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 topaint different textures in different parts of the animation sequence.
Play Controls Palette Fields
Control Type What it does Opens thisdialog box
Notes
Timeline timeline Shows where in the animationsequence you are currentlyviewing.
Keyframes appear as solidboxes in the timeline.
button Adds a keyframe at thecurrent frame.
button Removes the selectedkeyframe.
Frame range entry box The start and end frames ofthe animation.
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REFERENCE GUIDE 320
Control Type What it does Opens thisdialog box
Notes
entry box,dropdown
Sets the start and end framesof the animation to play. Usethis if you want to play only asection of the animation.
Select the play mode from thedropdown. One of:
• Loop - play the selectedframes through, repeatingagain from the start when itfinishes.
• Bounce - play the selectedframes through from startto finish, then backwardsfrom the finish to start, andthen repeating.
• Stop - play the animationonce and 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.
PLAY CONTROLS PALETTE |
REFERENCE GUIDE
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 Pythonstatements.
Script Path entry box Enter the file path where theconsole loads scripts from.
button Selects a Python file for evaluation inthe console. Selecting a file fills in theScript Path but you need to clickEvaluate to continue.
Opens thePython ScriptPath dialog.
Evaluate button Executes Python script or statement.
Clear button Clears the input and output panes.
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REFERENCE GUIDE 322
Control Type What it does Notes
Help button Opens theMari Python API Help in anew window. This window is visibleuntil you click Help again or close thewindow.
If you have the help open while typingin the Input Pane with auto-completeon, commands that appear in auto-complete are automatically found inthe help as well.
PYTHON CONSOLE PALETTE |
REFERENCE GUIDE
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 the Color Picker/Pixel Analyzertool.
Pixel Analyzer Palette Fields
Control Type What it does Opens thisdialog box
Notes
Colors | Current swatch Displays the color of the pixelselected with the ColorPicker/Pixel Analyzer tool.
Colors |Minimum swatch Displays the minimum color of thepixels that have been selected withthe ColorPicker/Pixel Analyzer tool (whenAccumulate is enabled).
Colors | Average swatch Displays the average color of thepixels that have been selected withthe Color Picker/Pixel Analyzertool (whenAccumulate is enabled).
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REFERENCE GUIDE 324
Control Type What it does Opens thisdialog box
Notes
Colors |Maximum swatch Displays the maximum color of thepixels that have been selected withthe Color Picker/Pixel Analyzertool (whenAccumulate is enabled).
Accumulate | Enabled checkbox When selected, keeps data on allpixels selected (until Reset), andcalculatesMinimum, Average andMaximumcolors.
Accumulate | Reset button Clears all accumulated pixelselections, to just the Currentselection.
Values | Range dropdown Byte, Float, or Half.
Values | R, G, B, A information Values for Red, Green, Blue, andAlpha.
Values | H, S, V, L information Values for Hue, Saturation, Value,and Luminosity.
Values | X, Y E, I information Values for position of pixel on xand y axis, and the pixel ExposureandIntensity.
PIXEL ANALYZER PALETTE |
REFERENCE GUIDE
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 DoesThe Colors palette lets you view and change colors. The controls on this palette all work together - asyou change the color 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 foregroundcolor.
This is the color thatMari uses when youpaint using the Painttool.Clicking on thisswatch opens theSelect Color dialogbox.
Background swatch Shows the current backgroundcolor.
Clicking on thisswatch opens theSelect Color dialogbox.
Foreground/Background | button Swap foreground andbackground.
Foreground/Background | button Set colors to black (background)and white (foreground).
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REFERENCE GUIDE 326
Control Type What it does Notes
entry box,slider
Specify Red values. Range: 0.000 to 1.000
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 thecolors are interpreted.Automatic is determined by theColor Picking control in theProject Settings, or the samecontrol set at project creation.
OCIO colorspace roles are alsodisplayed in this list.
This colorspace canbe reset to the defaultoption by clicking .
HSV tab: field,sliders,optionbuttons
Use this to pick colors from aHue/Saturation/Value field.
To create customcolor spectrums.Adjust the field valuesusing thecontrols on the right,then click in the fieldto set the foregroundcolor.
COLORS PALETTE |
REFERENCE GUIDE 327
Control Type What it does Notes
Values tab: field Use this to set Byte (8 Bit), Half(16 Bit), or Float (32 Bit) colorvalues.
Image tab: field Drag an image here from theImage Manager Palette to pickcolors from an image.
Click the image toselect a foregroundcolor.
You can also load animage by right-clicking and selectingLoad Image, thenselecting a file fromthe Load dialog box.
To clear an image,right-click it andselect Clear Image.
Gray tab:sliders,buttons
Use this to pick a gray value fromthe gradient, or one of thepresets.
Swatches tab:swatches,buttons
Use this to pick from theBackground and Foregroundswatches. Click the buttons toswap foreground andbackground, and switch to blackand white.
(same as swatchesand buttons next totabs)
Sliders tab: entrybox,sliders
Use this to pick colors byspecifying RGB, alpha, and HSVvalues.
(same as sliders nextto tabs)
COLORS PALETTE |
REFERENCE GUIDE 328
Control Type What it does Notes
Colorspace tab:dropdown
The colorspace in which thecolors are interpreted.Automatic is determined by theColor Picking control in theProject Settings, or the samecontrol set at project creation.
OCIO colorspace roles are alsodisplayed in this list.
This colorspace canbe reset to the defaultoption by clicking .
Blend tab:swatch
Use this to show a field with fourcolors blending into each other.
Click on the box ateach corner of thefield to set the colorfor that corner. Youcan set each colorindividually, then clickin the field to pickfrom the blend.
Intensity entry box,slider
Adjusts the intensity of colors inthe Select Color dialog to selectHDR colors. HDR colors areconsidered to be any color withan intensity that is greater than 1.
From 0 to 4096;defaults to 4096.
The maximum rangeof the Intensity slidercan be adjusted in theMari PreferencesDialog under Color >Color ManagementDefaults | ColorPicker Maximum.
COLORS PALETTE |
REFERENCE GUIDE
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 Opensthis dialogbox
Notes
Select >MriSelect >General | Facing
dropdown Sets whether the selectiononly applies to the Front ofthe model as you can see it,or if the selection goesThrough the model andincludes the other side.
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REFERENCE GUIDE 330
Tool Control Type What it does Opensthis dialogbox
Notes
Marquee Select Tool >MriMarqueeSelectTool >General | CrawlingAnts
checkbox Controls whether theselection edges areanimated. If on, the edgesare animated.
Marquee Select Tool >MriMarqueeSelectTool >General | Type
dropdown The shape of theselection drawn:
• Lasso - lets you draw a“free” selection of anyshape.
• Rectangle - lets you drawa rectangular selection.
• Polygonal - lets you drawa polygonal selection ofany shape by settingmultiple points beforeclosing the selection.
• Ellipse - lets you draw anoval selection.
• MagicWand - lets youselect by color. When youclick, Mari creates aselection around the pointyou clicked. The selectionis based on color – areaswith asimilar color to theoriginal point are selected.You can change the colorthreshold for theselection.
TOOL PROPERTIES PALETTE |
REFERENCE GUIDE 331
Tool Control Type What it does Opensthis dialogbox
Notes
Marquee Select Tool >MriMarqueeSelectTool >General |Mode
dropdown How drawing a newselection affects the currentmarquee selection:
• Replace - the newselection replaces theexisting selection.
• Transform - this lets youmove you selection areaaround (move, rotate, orscale the selection).
• Add - the new selectionadds onto the existingselection.
• Subtract - the newselection removes areas ofthe existing selection.
• Intersect - inverts theexisting selection. That is,any areas that wereselected becomeunselected, and any areasthat wereunselected becomeselected.
TOOL PROPERTIES PALETTE |
REFERENCE GUIDE 332
Tool Control Type What it does Opensthis dialogbox
Notes
Marquee Select Tool >MriMarqueeSelectTool >General | InvertMarquee Selection
button Inverts the currentselection. Unselected areasbecome selected, and theother way around.
Marquee Select Tool >MriMarqueeSelectTool >General | ClearMarquee Selection
button Clears the current selection.
Marquee Select Tool >MriMarqueeSelectTool >General | Enabled
checkbox Turns the marqueeselection on and off.
Marquee Select Tool >MriMarqueeSelectTool >General | ColorThreshold
entry box,slider
Sets the color threshold forthe marquee selection.Setting a lower value hereresults in a more accuratecolor selection. Highervalues catch more of thesurrounding color.
Marquee Select Tool >MriMarqueeSelectTool >General | Amount
entry box,slider, reset
Sets how much themarquee selection preventspainting outside theselected area. This works asa multiplier to the alpha ofpaint applied outside theselection:
• At 1, only the area insidethe selection is paintable.
• At 0.5, paint outside theselection applies with analpha of 0.5.
TOOL PROPERTIES PALETTE |
REFERENCE GUIDE 333
Tool Control Type What it does Opensthis dialogbox
Notes
Marquee Select Tool >MriMarqueeSelectTool >Selection Edge |Feathering
entry box,counter
Controls how sharp theedge of the selection areais. At 0, the selection has acompletely sharp edge. Asthe value rises, the edgesbecome softer.
Marquee Select Tool >MriMarqueeSelectTool >Transform | ResetMarquee Transform
button Resets any transformations(moves, rotations, scales)applied to the marqueeselection area.
Marquee Select Tool >MriMarqueeSelectTool >Transform | Center
entry box Sets the center of themarquee selection.
Use thebreaklinkbutton tobreak thelinkbetweenthe twofields.
Marquee Select Tool >MriMarqueeSelectTool >Transform | Rotation
entry box Sets the rotation, indegrees, of themarquee selection.
Marquee Select Tool >MriMarqueeSelectTool >Transform | Scale
entry box Sets the scale of themarquee selection.
1 is theoriginalscale.
Marquee Select Tool >MriMarqueeSelectTool >Transform |Translation
entry box Sets the translated positiononscreen of the marqueeselection.
No properties.
TOOL PROPERTIES PALETTE |
REFERENCE GUIDE 334
Tool Control Type What it does Opensthis dialogbox
Notes
No properties.
No properties.
TOOL PROPERTIES PALETTE |
REFERENCE GUIDE 335
Tool Control Type What it does Opensthis dialogbox
Notes
Vector Inspector |MriVectorInspectorTool
addattribute
Click to add attributes. Add UserAttribute
TOOL PROPERTIES PALETTE |
REFERENCE GUIDE 336
Tool Control Type What it does Opensthis dialogbox
Notes
Vector Inspector >MriVectorInspectorTool >General | Line Spacing
entry box,slider
Adjusts the spacingbetween the directionalmarkers.
Shift+drag themousewhen thevectorinspectoris active.
Vector Inspector >MriVectorInpsectorTool >General | Line Length
entry box,slider
Adjust the length of thedirectional markers.
Vector Inspector >MriVectorInspectorTool >General | Start color
swatch Change the color at thebase of the directionalmarkers.
Vector Inspector >MriVectorInspectorTool>General | End color
swatch Change the color at the tipof the directional markers.
Vector Inspector >MriVectorInspectorTool >General | VectorSpace
dropdown Set whether the vectorinspector operates inScreenSpace,TangentSpace, orWorldSpace.
Vector Inspector >MriVectorInspectorTool >General | Rotation
entry box,slider
Adjusts the rotation of thedirectional markers. Thiscan be changed using theslider, or by entering aspecific value.
Vector Inspector >MriVectorInspectorTool>General | Translation
entry boxes The exact location in XYspace of the vectorinspector. Entering valuesadjusts the position of theinspector too.
TOOL PROPERTIES PALETTE |
REFERENCE GUIDE 337
Tool Control Type What it does Opensthis dialogbox
Notes
Blur > (Same as Paint.) 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
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 aduplicate of the sectionfrom the Brush EditorPalette.
Add UserAttribute
Paint > Paint | Texture Brush texture details. Thisis a duplicate of the sectionfrom the Brush EditorPalette.
Paint > Paint |Geometry
Brush geometry details.This is a duplicate of thesection from the BrushEditor Palette.
TOOL PROPERTIES PALETTE |
REFERENCE GUIDE 338
Tool Control Type What it does Opensthis dialogbox
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 aduplicate of the sectionfrom the Brush EditorPalette.
Add UserAttribute
Vector Paint > VectorPaint | Texture
addattribute
Brush texture details. Thisis a duplicate of the sectionfrom the Brush EditorPalette.
Add UserAttribute
Vector Paint > VectorPaint | Geometry
addattribute
Brush geometry details.This is a duplicate of thesection from the BrushEditor Palette.
Add UserAttribute
Eraser > (Same asPaint)
addattribute
Click to add attributes. Add UserAttributes
TOOL PROPERTIES PALETTE |
REFERENCE GUIDE 339
Tool Control Type What it does Opensthis dialogbox
Notes
Paint Through > Sameas Paint except:
Texture does notincludeGeometry. And itincludes the following:
TOOL PROPERTIES PALETTE |
REFERENCE GUIDE 340
Tool Control Type What it does Opensthis dialogbox
Notes
Texture > Image |
Filename
entry box,button
TOOL PROPERTIES PALETTE |
REFERENCE GUIDE 341
Tool Control Type What it does Opensthis dialogbox
Notes
Texture > Info |Description
information
TOOL PROPERTIES PALETTE |
REFERENCE GUIDE 342
Tool Control Type What it does Opensthis dialogbox
Notes
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 theimage on the x and y axes.
Texture > Transform |ImageScale
button Locks the currentImageScale values so thatany changes to scale areapplied proportionately toboth axes.
Texture > Transform |Pan Lock
checkbox Locks the image positionrelative to the model. If youpan the model, the imagethat you're painting throughpans too.
Texture > Transform |Scale Lock
checkbox Locks the image sizerelative to the model. If youzoom the model in or out,the image that you'repainting through zooms inor out too.
Texture > Transform |Reset Size
dropdown ToOriginalSize,RelativeToPaintBuffer.
Texture > Transform |Auto Reset
dropdown Reset, DoNotReset.
TOOL PROPERTIES PALETTE |
REFERENCE GUIDE 343
Tool Control Type What it does Opensthis dialogbox
Notes
Texture > Gradient > Info|Width
information
Texture > Gradient >Preview | PreviewAlpha
swatch The alpha value to use forthe gradient “floating” overthe main canvas
Texture > Gradient >Preview | Image
image Preview version of thegradient
TOOL PROPERTIES PALETTE |
REFERENCE GUIDE 344
Tool Control Type What it does Opensthis dialogbox
Notes
Gradient > Same asPaint except:
Texture does notinclude Geometry.And it includes:
TOOL PROPERTIES PALETTE |
REFERENCE GUIDE 345
Tool Control Type What it does Opensthis dialogbox
Notes
Texture > Gradient >Gradient | Description
information
TOOL PROPERTIES PALETTE |
REFERENCE GUIDE 346
Tool Control Type What it does Opensthis dialogbox
Notes
Texture > Gradient >Gradient | Name
information
Texture > Gradient >Gradient | Name
dropdown Selects between Linear orRadial gradient.
Texture > Gradient >Gradient | Out Point
entry box,slider
How far through thegradient the final colorreaches.
0.00 to1.00,highervaluesimply theend colorisreachedlater.
Texture > Gradient >Gradient | In Point
entry box,slider
How far through thegradient the start color lastsfor (before it startsgraduating into the endcolor).
0.00 to1.00,highervaluesimply thestartcolorfinisheslater.
Texture > Gradient >Gradient | End
swatch Final color for the gradient(color that the gradientends up as).
Texture > Gradient >Gradient | Start
swatch First color for the gradient(color the gradient startsout as).
Texture > Gradient > Info| Height
information
TOOL PROPERTIES PALETTE |
REFERENCE GUIDE 347
Tool Control Type What it does Opensthis dialogbox
Notes
Clone Stamp > Sameas Paint Throughexcept it 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 thetexture blends in from theedges of the selected patch.Higher values have sharpertransition to thesurrounding texture, lowervalues blend moresmoothly.
Towbrush >MriTowbrush > General| Value
entry box,slider
Controls how much of thecolor of the original patchto preserve. Higher valueskeep more of the originalcolor, lower values blendthe whole patch in with thebackground as you move it.
TOOL PROPERTIES PALETTE |
REFERENCE GUIDE 348
Tool Control Type What it does Opensthis dialogbox
Notes
Eye Dropper > General |Sample Size
entry box,slider
Radius in pixels that theeyedropper uses whensampling colors off thesurface of the model.
Range: 1to 15
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 youmust select a Type otherthan None.
Eye Dropper > Graph |Color
swatch The color of the gridoverlay.
Eye Dropper > Graph |Type
dropdown The orientation of the EyeDropper guide. When Bothis selected, both axes of theguide are displayed.
TOOL PROPERTIES PALETTE |
REFERENCE GUIDE
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 for managing painting features.
Painting Palette Fields
Control Type What it does Opensthisdialogbox
Notes
Painter > Filtering | Image dropdown The image filtering to use whencopying textures using theclone tools (CloneStamp andPaintThrough). One of:
• Nearest - preserves edgedetail, but gives quite "blocky"textures.
• Bilinear - gives good results,but can produce squareartifacts at extreme zoom.
• Bicubic - provides morerounded results, slightlyblurrier but without thesquare artifacts.
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REFERENCE GUIDE 350
Control Type What it does Opensthisdialogbox
Notes
Painter > SourceGrade |Enabled
checkbox Enables source image grading.
Used this to grade your sourceimage when cloning from orpainting through an image.
Painter > SourceGrade | Rgb entry box,slider
Changes the overall colorsaturation for all three colorcomponents of the sourceimage. Moving this also movesthe separate Red, Green, andBlue sliders.
Painter > SourceGrade | Red entry box,slider
Changes the color saturation inthe Red component of thesource image.
Painter > SourceGrade | Green entry box,slider
Changes the color saturation inthe Green component of thesource image.
Painter > SourceGrade | Blue entry box,slider
Changes the color saturation inthe Blue component of thesource image.
Painter > SourceGrade |Contrast
entry box,slider
Changes the contrast of thesource image.
Painter > SourceGrade |Saturation
entry box,slider
Changes the color saturation ofthe source image. Used inaddition to the RGB sliders.
Painter > SourceGrade | Value curveeditor
Allows you to edit the colorvalue curve for the sourceimage.
PAINTING PALETTE |
REFERENCE GUIDE 351
Control Type What it does Opensthisdialogbox
Notes
PaintBuffer > PaintBuffer |ColorDepth
dropdown Color depth of the paint buffer.8, 16, or 32-bit color.
PaintBuffer > PaintBuffer |BufferSize
dropdown Onscreen resolution of thepaintbuffer. This controls theamount of detail you can usewhen painting, not theresolution of the patches inyour project.
PaintBuffer > PaintBuffer |Clamp
checkbox If this is checked, Mari restrictsthe range of the image tovalues between 0 and 1.
PaintBuffer > Transform |Translation
entryboxes
The amount that the buffer hasbeen translated (movedonscreen) 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 youhave applied.
PAINTING PALETTE |
REFERENCE GUIDE 352
Control Type What it does Opensthisdialogbox
Notes
PaintBuffer > Transform |Resetonbake
dropdown Either:
• Enabled - the paint bufferautomatically resets todefaultsettings every time you bakethe paint.
• Disabled - any changes youhave made to the paint bufferstay until you manually clickthe Resetbutton.
PAINTING PALETTE |
REFERENCE GUIDE
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 how Mari projects the paint onto the model. This includesdetails of the various masks available (edge mask, channel mask, depth mask, ambient occlusionmask, backface mask and fractal noise mask).
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, aicondisplays in thestatus bar.
Projection Settings >Masking |Mask Preview Color
swatch What color to display themasking on-screen.
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REFERENCE GUIDE 354
Control Type What it does Opensthisdialogbox
Notes
Projection Settings >Masking |MaskPreviewEnabled
checkbox Shows the masking. Areasthat are covered by thecurrent defined mask(s)are shown colored. Thisincludes all the maskingcurrently in use – forexample, if you have boththe edge mask and depthmask turned on, Marishows the effects of bothsimultaneously.
When
enabled, aicondisplays in thestatus bar.
Projection Settings > Painting |PaintingMode
dropdown The blending mode usedwhen the paint bakesdown onto the channelsurface. The default isNormal (paint in thebuffer overwrites thesurface), but Marisupports a number ofother blending modes.
Projection Settings > Painting |PaintingOpacity
entry box,slider,reset
How opaque the paint is.This is a multiplier on thepaintbuffer contents. At 1.0, thepaint bakes down to thesurface with the sameopacity as it is in thebuffer. At 0.5, the paintapplied to the surface ishalf as transparent aswhen it's in the buffer.
PROJECTION PALETTE |
REFERENCE GUIDE 355
Control Type What it does Opensthisdialogbox
Notes
Projection Settings > Projection |ProjectionFilter
dropdown The image filtering to usewhen calculating how toapply the paint bufferonto thesurface. One of:
• Nearest - preservesedge detail, but givesquite "blocky" textures.
• Bilinear - gives goodresults, but can producesquareartifacts at extremezoom.
Projection Settings > Projection |BakeBehavior
dropdown One of:
• Manual - you have tobake manually. After abake, the paint stays inthe paintbuffer until youmanually clear it.
• ClearOnly - you have tobake manually. After abake, the paint bufferclearsautomatically.
• AutoBakeAndClear -Mari bakes, and thenclears the paint buffer,whenever you move themodel.
PROJECTION PALETTE |
REFERENCE GUIDE 356
Control Type What it does Opensthisdialogbox
Notes
Projection Settings > Projection |Projection
dropdown One of:
• Front - paint onlyapplies to the front ofthe model, as it is visiblein the current view.
• Through - paint appliesto all surfaces on themodel under yourbrush, whether or notthere is something infront of them.
Projection Settings > Projection |ProjectOn
dropdown Either:
• All - you can paint on allareas on your model(s),selected or not.
• SelectedOnly - you canonly paint on thecurrentlyselected areas.
Projection Settings > EdgeMask toggle Whether the edge mask isturned on or not. If this ison, butMaskPreviewEnabled isoff, the model is maskedbut you won't see themasking. That is, you cansee the mask's effects, butnot the mask itself.
When
enabled, aicondisplays in thestatus bar.
PROJECTION PALETTE |
REFERENCE GUIDE 357
Control Type What it does Opensthisdialogbox
Notes
Projection Settings > EdgeMask >General | FalloffEnd
entry box,slider,reset
Controls where the edgemask ends on the model.The higher the value, thecloser, moreforward facing the maskfinishes.
Range: 0.00 to1.00 Reset:0.00
Projection Settings > EdgeMask >General | FalloffStart
entry box,slider,reset
Controls where the edgemask starts on the model.The higher the value, themoreforward facing themasking starts. If this ishigher than theFalloffEnd, areas facingthe view are paintable,and areas oblique to theview are masked. If this islower, facing areas aremasked and oblique areasare paintable.
Range: 0.00 to1.00 Reset:0.00
Projection Settings >ChannelMask
toggle Whether the channelmask is turned on or not.If this is on, butMaskPreviewEnabled isoff, the model is maskedbut you won't see themasking. That is, you cansee the mask's effects, butnot the mask itself.
When
enabled, aicondisplays in thestatus bar.
PROJECTION PALETTE |
REFERENCE GUIDE 358
Control Type What it does Opensthisdialogbox
Notes
Projection Settings > ChannelMask> General |MaskChannel
dropdown Sets the channel holdingthe mask for the paintbuffer. This mask sets thepaintable area within thebuffer.
Projection Settings > ChannelMask> General |MaskAmount
entry box,slider,reset
The amount that the maskaffects the paint buffer.1.0 means that the maskabsolutely controls whereyou can paint; the effectsof the mask decrease asthe value gets lower.
Projection Settings > ChannelMask> General |MaskContrast
entry box,slider,reset
The contrast applied totheoriginal channel to derivethe mask. At 1.0, the maskcomes directly from theoriginalchannel. Lower valuesmake the mask fuzzierthan the input channel,higher values make itsharper than the inputchannel.
PROJECTION PALETTE |
REFERENCE GUIDE 359
Control Type What it does Opensthisdialogbox
Notes
Projection Settings > ChannelMask> General |Mask Curve
curveeditor,reset
Sets how the channelmasking works.
The x axis is the color ofthe source pixel (black tothe left, white to the right).The y axis is howpaintable the target pixelis. By default, the curveruns from the bottom atthe left up to the top atthe right - so black pixelsare totally masked, whitepixels are totallypaintable, and there's aconstant curve betweenthe two. Use this if youwant to change whichpixel values are masked.
Projection Settings > ChannelMask> General | Invert
check box Whether to invert theinput from the mask. Ifthis isselected, the mask data isblack on white rather thanwhite on black.
PROJECTION PALETTE |
REFERENCE GUIDE 360
Control Type What it does Opensthisdialogbox
Notes
Projection Settings > AmbientOcclusion Mask
toggle Whether the ambientocclusion mask is turnedon or not. If this is on, butMaskPreviewEnabled isoff, the model is maskedbut you won't see themasking. That is, you cansee the mask's effects, butnot the mask itself.
Before using this, youshould calculate theambientocclusion for each objectin the project (Objectsmenu, selectAmbientOcclusion).
When ambientocclusionmasking is
enabled, aicon displaysin the statusbar.
Projection Settings >AmbientOcclusionMask > General|Mask Amount
entry box,slider,reset
The amount of ambientocclusion masking toapply.
Projection Settings >AmbientOcclusionMask > General|MaskContrast
entry box,slider,reset
The contrast applied tothe ambient occlusion toderive the mask. At 1.0,the mask comes directlyfrom thecalculated ambientocclusion. Lower valuesmake the mask fuzzierthan the ambientocclusion, higher valuesmake it sharper.
PROJECTION PALETTE |
REFERENCE GUIDE 361
Control Type What it does Opensthisdialogbox
Notes
Projection Settings >AmbientOcclusionMask > General|MaskCurve
curveeditor,reset
Controls how the ambientocclusion pixel valuesrelate to the degree ofmasking. The horizontalaxis is the darkness of theoccluded pixels (black tothe left, white to the right),the vertical axis is thedegree ofvisibility. By default, this isa direct line, where whitepixels are totally masked,black pixels are totallyunmasked, and 50% grayis 50% masked.
Projection Settings >AmbientOcclusionMask > General|Invert
checkbox If this is selected, themask data is black onwhite rather than white onblack.
Projection Settings > DepthMask toggle Whether the depth maskis turned on or not.
When
enabled, aicondisplays in thestatus bar.
Projection Settings > DepthMask >General | Start
entry box,slider,reset
The depth in the scene forthe depth masking tostart.
Projection Settings > DepthMask >General | End
entry box,slider,reset
The depth in the scene forthe depth masking tofinish.
PROJECTION PALETTE |
REFERENCE GUIDE 362
Control Type What it does Opensthisdialogbox
Notes
Projection Settings > DepthMask >General | Falloff
entry box,slider,reset
How fast the depthmasking applies. Lowervalues make the maskapply slowly, highervalues make it apply morequickly.
Projection Settings >BackfaceMask
toggle Whether the backfacemask is turned on or not.
When
enabled, aicondisplays in thestatus bar.
Projection Settings > FractalNoise Mask
toggle Whether the fractal noisemask is turned on or not.
When
enabled, aicondisplays in thestatus bar.
Projection Settings > Fractal NoiseMask > General | Seed
entry box,slider,reset
Changes the pattern ofthe noise by moving thepattern through 3D space.
Projection Settings > Fractal NoiseMask > General | Contrast
entry box,slider,reset
Controls the level ofcontrast applied to thefractal noisefeatures to derive themask.
Projection Settings > Fractal NoiseMask > General | Roughness
entry box,slider,reset
Determines theroughness of the fractalnoise features.
PROJECTION PALETTE |
REFERENCE GUIDE 363
Control Type What it does Opensthisdialogbox
Notes
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 the maskaffects the paint buffer.1.0 means that the maskabsolutely controls whereyou can paint; the effectsof the mask decrease asthe value gets lower.
ProjectionSettings > Fractal NoiseMask > General |Mask Curve
curveeditor,reset
Controls how the fractalnoise relates to thedegree ofmasking, based on theabove fields. This allowsyou to fine tune thecontrast and patternappearance of the fractalnoise mask.
Projection Settings > Fractal NoiseMask > General | Invert
checkbox If this is selected, themask data is black onwhite rather than white onblack.
PROJECTION PALETTE |
REFERENCE GUIDE
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 ofControls
Select from shelves, click icons toadd new shelf, spawn floatingshelves, delete custom shelves.
Mari saves shelves as .msh files, and itemswithin shelves (which you can save througha right-click option) as .msi files.
Right-click to toggle icon size (for example,to use smaller icons to create colorswatches).
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REFERENCE GUIDE
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 timewhen the snapshotwas taken.
Preview thumbnail A thumbnail previewof the snapshot.
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REFERENCE GUIDE 366
Control Type What it does Opens thisdialog box
Notes
Name info The name of thesnapshot.
User info The name of the userthat created thesnapshot.
button Takes a newsnapshot. Dependingon whether Channels> All, orChannels > Currentis selected, thisbutton behavesdifferently. If All isselected, asnapshot is taken forall channels in aproject. If Current isselected, a snapshotis only taken for thecurrent channel.
SnapshotAllChannels.
SnapshotChannel.
button Extracts the snapshotinto a new channel inthe Channels paletteand populates theLayers palette withthe layers of thesnapshot.
ExtractSnapshot
This optionis onlyavailablewhen theChannels >Currentbutton isactive.
button Loads the selectedsnapshot.
button Deletes the selectedsnapshot.
DeleteSnapshot
SNAPSHOTS PALETTE |
REFERENCE GUIDE
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 your Marichannels mapped to a Modo shader, bake into Mari channels, preview render and bake, and save outthe Mari scene as an .lxo file.
Modo Render Palette Fields
Control Type What it does Dialog Notes
Render Tab
RenderPreset
dropdown The render preset that specifies therender settings used. If you don't yethave any presets, you can specifyNone, or choose Basic for Mari toadjust the render settings to a basiclevel.
ChannelAssignment | +
button Set the channel in Mari and the specificModo effect that you want to assign toit.
AssignChannelDialog
ChannelAssignment | -
button Remove the selected channelassignment.
Mari Channel information The assigned Mari channel.
Modo Effect information The assigned Modo effect.
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REFERENCE GUIDE 368
Control Type What it does Dialog Notes
Preview button Preview the final render in the Previewportion of theModo Render palette, ineither a Flattened or Not Flattenedstate. The preview is sent from Modo.
Flattened/NotFlattened
dropdown When Flattened, the assignedchannels are flattened and sent toModo. Modo sends back the preview.
If Not Flattened, the assignedchannels are sent to Modo as they areand Modo then sends back the preview.
button Prevents Mari from sending cameraupdates to Modo and, thus, the previewfrom updating until it is toggled again.
RenderDimensions
entry box The width and height of the exportedimage in pixels.
Flattened/NotFlattened
dropdown When Flattened, the assignedchannels are flattened and sent toModo. Modo sends back the render.
If Not Flattened, the assignedchannels are sent to Modo as they areand Modo then renders out the image.
Save Renderto
entry box,file browser
The location to which the renderedimage is saved. Modo saves therendered image in a .png or .exr file
Save LXO to entry box,file browser
The location to which the Modo scenerepresenting your Mari scene is savedas an .lxo file.
MODO RENDER PALETTE |
REFERENCE GUIDE 369
Control Type What it does Dialog Notes
Render button Render the scene, in either a Flattenedor Not Flattened state, with Marichannels assigned to Modo shadereffects. Mari sends channels and otherdata to Modo, then Modo renders thescene to an image file specified in theSave Render to field.
The Modo scene representing the Mariscene is saved out to an .lxo specifiedin Save LXO to field. Also, the previewsent from Modo is shown in thePreview pane of theModo Renderpalette.
Bake Tab
Bake Preset dropdown Select the specific preset you want tobake out. Choose from the Maridefaults or custom presets defined in.lxo files.
Name information The parameter name for thecomponent.
Value information The value of the correspondingparameter. This is editable within thetable, and updates the sameparameters within Modo.
Preview | button Prevents Mari from sending cameraupdates to Modo and, thus, the previewfrom updating until it is toggled again.
This is the same as the preview in theRender tab, and the toggled state inone tab matches that in the other.
MODO RENDER PALETTE |
REFERENCE GUIDE 370
Control Type What it does Dialog Notes
BakeResolution
dropdown Specify the resolution of the bakedtexture from 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 thefollowing options:
• Byte (8 bit)
• Half (16 bit)
• Float (32 bit)
Bake button Bakes the result (for example, ambientocclusion) out from an .lxo file to achannel in Mari to use in your project.
Settings Tab
Use dropdown Specify whether to use the DefaultModo - a bundled version of Modo(command line) that ships with Mari -or a copy of a Locally Installed Modo.
Modo Bin entry box If you chose to use a local copy ofModo, specify the location file path forMari to find the application.
CommandPort
entry box Sets the port number through whichMari sends commands to Modo. Thedefault port number is 12377.
Preview Port entry box Sets the port number through whichMari receives previews from Modo. Thedefault port number is 12377.
MODO RENDER PALETTE |
REFERENCE GUIDE
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 DoesThe New Project dialog box lets you select geometries and various options for a new Mari 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 onegeometry, if they are of the same file type. Mari checks the model for any errors that might prevent itfrom processing, for example whether UVs overlap or touch border edges. AMesh Sanity Checkdialog displays any warnings or errors. (Errors cancel opening the model, but you can continue withwarnings.)
Depending on the size and complexity of textures, it can take several minutes the first time you loadthem into a Mari 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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REFERENCE GUIDE 372
New Project Dialog Box Fields
Control Type What it does Opens thisdialog box
Notes
Name entry box Lets you specify thename of the project.
This is for you toidentify the projectonly (this is not afilename).
Geometry
Path entry box,dropdown,button
Opens .obj, .ptx, .abc, or.fbx files. Dropdown liststhe last 10 opened.
Once you select a file,theMesh optionsappear under the RootPath.
Pick Meshdialog
Select by either typingthe Path, selectingfrom the dropdown ofthe last 10 filesselected, or clickingthe icon to browse to afile.
Mesh options |Mapping Scheme
dropdown If there is a UV mapavailable, and you wouldlike to use it, select UV ifavailable, Ptexotherwise. If you preferto use Ptex, select ForcePtex. This option loadsthe selected geometryand replaces the existingUV map with a Ptex map.
Only available whenchoosing .obj, .abc, or.fbx files in the Path.
NEW PROJECT DIALOG | NEW PROJECT DIALOG BOX FIELDS
REFERENCE GUIDE 373
Control Type What it does Opens thisdialog box
Notes
Mesh options |Selection Sets
dropdown Selection sets have twooptions, to either:
• Create From FaceGroups - this is thedefault behavior andallows the use ofselection sets in Mari.
• Don’t Create - if youchoose not to create aselection set, Mari doesnot create any from thefile.
Only available whenchoosing .obj files inthe Path.
Mesh options |MultipleGeometries PerObject
dropdown If your .obj consists ofmultiple geometries, youhave the option toMerge Geometries IntoOne, which is the defaultbehavior, or CreateSeparate Geometries(Ptex Only). If you selectMerge Geometries IntoOne, Mari combines theindividual geometriesinto a single geometry,while selecting CreateSeparate Geometries(Ptex Only) createsindividual geometries.
Only available whenchoosing .obj files inthe Path.
Even if you selectCreateSeparate Geometries(Ptex Only), Mari onlydisplays a singlegeometry on thecanvas. However,when you export achannel you have theoption to exportindividual .ptx files foreach geometry.
Mesh options |Start Frame andEnd Frame
entry box Set the frame range fromthe source file to import.
Only available whenchoosing .obj, .abc, or.fbx file sequences inthe Path.
NEW PROJECT DIALOG | NEW PROJECT DIALOG BOX FIELDS
REFERENCE GUIDE 374
Control Type What it does Opens thisdialog box
Notes
Mesh options |Single Frame
button Sets the other fields toonly import the firstframe from theanimation in the objectfile.
Only available whenchoosing .obj, .abc, or.fbx file sequences inthe Path.
Mesh options | AllFrames
button Sets the other fields toimport the entireanimation from theobject file.
Only available whenchoosing .obj, .abc, or.fbx file sequences inthe Path.
Mesh options |Process eachgeometry file asa
dropdown For Ptex files, there aretwo choices for thegeometry mesh options:
• Separate Object -creates only one objectwith one geometry.
• Separate Geometry InOne Object - createsonly one object, buthas multiplegeometries within it.
Only available whenchoosing .ptx files inthe Path.
The option toSeparateGeometry In OneObject is essentiallythe inverse of the Ptexchannel exportprocess, and allowsproject reconstruction.
NEW PROJECT DIALOG | NEW PROJECT DIALOG BOX FIELDS
REFERENCE GUIDE 375
Control Type What it does Opens thisdialog box
Notes
Mesh options |Merge Type
dropdown Choose whether tomerge selected itemsfrom the objecthierarchy tree as:
• Single Mesh - mergesselected geometry intoone single mesh in aGeoEntity. Note thatthis implies that theinformation about theoriginal geometriescannot be accessedonce the merge isdone.
• Just Merge Nodes -merges selectedgeometry into oneGeoEntity whileretaining the metadataand mesh informationabout the originalindividual geometries.Note, this informationcan only be accessed bymore technical usersusing the C API.
Only available whenchoosing .abc or .fbxfiles in the Path.
NEW PROJECT DIALOG | NEW PROJECT DIALOG BOX FIELDS
REFERENCE GUIDE 376
Control Type What it does Opens thisdialog box
Notes
Mesh options |Take
dropdown,information
If an object has beenexported with animationtakes, the takes areshown in the dropdownmenu. Otherwise,information regardingthe only take available isshown.
Only available whenchoosing .fbx files inthe file browser. Whenadding an object withanimation takes, thetake can only beselected on importand cannot bechanged at a laterpoint.
Mesh options |Scene
information In the object hierarchy,shows all the geometriesor meshes, cameras, andgroups that are part ofthe selected Alembic file.Note, expanding theparent row, reveals thechild geometriesbeneath it.
Only available whenchoosing .abc or .fbxfiles in the Path.
Mesh options |Merge
checkbox Select the checkbox todetermine if a geometryis to be merged withanother on projectcreation.
Only available whenchoosing .abc or .fbxfiles in the Path.
For more informationon merging Alembic orFBX geometry, seeCreate a New Projectunder the Alembic andFBX chapter in the MariUser Guide.
NEW PROJECT DIALOG | NEW PROJECT DIALOG BOX FIELDS
REFERENCE GUIDE 377
Control Type What it does Opens thisdialog box
Notes
Mesh options |Frame Offset
entry box Set by how many framesto offset the loading ofan animated object. Youcan specify a framerange, or simply anumber of frames.
Only available whenchoosing .abc or .ptxfiles in the Path.
Texture
Root Path dropdown,button
Displays the root pathfor the project. This iswhere Mari looks for anyexisting textures toimport as it creates thechannels.
ChooseBase Pathdialog
This is the value thatMarisubstitutes for $PATHin the importtemplates in thebottom list.
Scan button Scans the Root Path forany existing texture files.
After scanning theRoot Path, you shouldalways set the Size ofthe texture filesmanually. The defaultvalues Mari sets maynot be correct aschannels can containmany different patchsizes.
Prefix entry box Filename prefix forexisting texture files, ifapplicable.
Create checkbox Select this to create thelisted channel.
Import checkbox Select this to importexisting textures into thechannel after creating it.
NEW PROJECT DIALOG | NEW PROJECT DIALOG BOX FIELDS
REFERENCE GUIDE 378
Control Type What it does Opens thisdialog box
Notes
Name information Name of the channel tocreate. Mari sets adefault value, but youcan change this.
For example, color,specRough, dispFine,dispBroad, colorDetail,colorDetailMask.
Size dropdown Patch size for the newchannel. Mari sets adefault value, but youcan change this.
256x256, 512x512,1024x1024, 2048x2048,4096x4096, 8192x8192,16384x16384,32768x32768
Colorspace dropdown The colorspace in whichthe colors within yourproject are interpreted.Either select from theshipped config files orallow Mari to set anAutomatic colorspace.
You can change thesesettings within theproject after projectcreation, if necessary.
File Space dropdown The file space used whengenerating vectors. Marisets a default but youcan change this.
Normal or Vector.
Fill swatch Color to fill the newchannel. Mari sets adefault value, but youcan change this.
Click the swatch tochange the color.
Depth dropdown The color depth size.Mari sets a default value,but you can change this.
8bit (Byte), 16bit(Half), or 32bit (Float).
NEW PROJECT DIALOG | NEW PROJECT DIALOG BOX FIELDS
REFERENCE GUIDE 379
Control Type What it does Opens thisdialog box
Notes
Files entry The filename templateused to pick existingtextures to import intothe channel. Mari sets adefault value, but youcan change this, or youcan use the button toopen a dialog allowingyou to manually pick thefiles.
button Opens a dialog boxallowing you to pick thetextures for Mari toimport into the newchannel.
ImportDialog
image Indicates that Mari hasnot found any texturesto import.
If there are textures toimport, Mari displaysthe number of patchesavailable.
Colorspace
All of the following Colorspace options can also be changed after project creation, if you decide youno longer want to use the colorspace setting that was chosen during project creation.
OCIO Config dropdown A list of either user-defined config files(Custom) or shippedOpenColorIO config filesthat handle colorspace.
Custom OCIOConfig
entry box,button
If you chose Custom forthe OCIO Config filechoice, specify thefilepath to the config file.
NEW PROJECT DIALOG | NEW PROJECT DIALOG BOX FIELDS
REFERENCE GUIDE 380
Control Type What it does Opens thisdialog box
Notes
Monitor dropdown The default colorspace,which applies tothumbnails and UIelements.
Typically, this should bethe same colorspace asyou intend to use for thecanvas.
Color Picking dropdown The colorspace for allcolor pickers, swatches,and image viewers.
8 bit Data dropdown The default colorspacefor 8-bit channels, andreading and writingimage files with 8-bitdata.
16 bit Data dropdown The default colorspacefor 16-bit channels, andreading and writingimage files with 16-bitdata.
8 bit Scalar dropdown The default colorspacefor masks, heights,normals, depths and,generally, any non-colorimage with 8-bit data.
16/32 bit FloatData
dropdown The default colorspacefor 16- and 32-bit (float)channels, and readingand writing image fileswith 16- and 32-bit,floating point data.
NEW PROJECT DIALOG | NEW PROJECT DIALOG BOX FIELDS
REFERENCE GUIDE
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 your Mari project afterproject creation. These colorspace options are all presented in the New Project dialog when firstsetting up a project, however, you may wish to change it at a later stage. This dialog provides all thesame options and makes 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-defined configurationfiles (Custom) or shippedOpenColorIOconfiguration files thathandle colorspace.
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Control Type What it does Opens thisdialog box
Notes
Custom OCIOConfig
entry box,button
If you chose Custom forthe OCIO Config filechoice, specify thefilepath to theconfiguration file.
Monitor dropdown The default colorspace,which applies tothumbnails and UIelements.
Typically, this should bethe same colorspace asyou intend to use for thecanvas.
Color Picking dropdown The colorspace for allcolor pickers, swatches,and image viewers.
8 bit Data dropdown The default colorspacefor 8-bit channels, andreading and writingimage files with 8-bitdata.
16 bit Data dropdown The default colorspacefor 16-bit channels, andreading and writingimage files with 16-bitdata.
8 bit Scalar dropdown The default colorspacefor masks, heights,normals, depths and,generally, any non-colorimage with 8-bit data.
PROJECT SETTINGS DIALOG |
REFERENCE GUIDE 383
Control Type What it does Opens thisdialog box
Notes
16/32 bit FloatData
dropdown The default colorspacefor float channels, andreading and writingimage files with floatingpoint data.
PROJECT SETTINGS DIALOG |
REFERENCE GUIDE
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 worktogether - as you change the color through one control, the other controls update to show yourchange.
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 thecolors are interpreted.Automatic is determined by theColor Picking control in theProject Settings, or the samecontrol set at project creation.
OCIO colorspace roles are alsodisplayed in this list.
This colorspace canbe reset to the defaultoption by clicking .
History Swatches swatch These swatches store the 5 mostrecently selected colors. When anew color is selected, it is addedto the top of the list. Clicking on aswatch selects it as the currentcolor.
You can drag anddrop from the currentswatch to the historyswatches to manuallyarrange thecolors.
SELECT COLOR DIALOG |
REFERENCE GUIDE 386
Control Type What it does Notes
HSV tab: field,sliders,optionbuttons
Use this to pick colors from aHue/Saturation/Value field.
To create customcolor spectrums.Adjust the field valuesusing thecontrols on the right,then click in the fieldto set the foregroundcolor.
Values tab: field Use the fields to manually enterRGBA and HSV values for eitherByte (8 Bit), Half (16 bit), orFloat (32 Bit)categories.
This sets the defaultvalues for RGBA andHSV colors whencreating either 8 bit,16 bit, or 32 bitchannels.
Gray tab:sliders,buttons
Use this to pick a gray value fromthe gradient, or one of thepresets.
Intensity entry box,slider
Adjusts the intensity of colors inthe Select Color dialog to selectHDR colors. HDR colors areconsidered to be any color withan intensity that is greater than 1.
From 0 to 4096;defaults to 0.
The maximum rangeof the Intensity slidercan be adjusted in theMari PreferencesDialog under Color >Color ManagementDefaults | ColorPicker Maximum.
button Pick a color from within Mari, aswell as from your desktop orother windows
SELECT COLOR DIALOG |
REFERENCE GUIDE 387
Control Type What it does Notes
Canvas dropdown The type of pixels you want thecolor picker to pick from. EitherPick screen Pixels or Pick rawpixels.
SELECT COLOR DIALOG |
REFERENCE GUIDE
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 DoesThe Advanced Blendingmode pop-up lets you adjust the blended colors before the blending modeis applied to the selected layers and layered shaders. These modes can be applied to each layerindependently, regardless of whether 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 blend mode that you want tomodify with the advanced settings.
Amount entry box,slider
Adjusts the blend mode amount.
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Control Type What it does Notes
AmountEnabled
dropdown Enable or Disable the ability to changethe blend mode amount.
If Amount has alreadybeen modified andAmount Enabled is set toDisable, then the amountis not reset to the default. Itis locked to the amountentered when Disable wasset.
Blending dropdown Choose whether to modify the blendingmode with Basic or Advanced settings. Ifyou select Basic, the Component fieldand the curve editor fields cannot bemodified.
Component dropdown Select either the Grayscale, Red, Green,Blue, or Luminance components toadjust when modifying the curve editorsand applying the blend mode.
This Layer curveeditor
Maps between input and output valuesfor the selected layer.
Drag to move points on thegraph. Add points byclicking on the curve. Edit apoint by right-clicking it.
Below layer curveeditor
Maps between input and output valuesfor the layer stack below the selectedlayer.
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 Redcolor component. This allows you to re-arrange the RGBA values.
By default, the Redcomponent is set to outputred color values.
SwizzleGreen
dropdown Select the component - R, G, B, A, One,or Zero - that is output from the Greencolor component. This allows you to re-arrange the RGBA values.
By default, the Greencomponent is set to outputgreen color values.
ADVANCED BLENDING MODE |
REFERENCE GUIDE 390
Control Type What it does Notes
Swizzle Blue dropdown Select the component - R, G, B, A, One,or Zero - that is output from the Bluecolor component. This allows you to re-arrange the RGBA values.
By default, the Bluecomponent is set to outputblue color values.
SwizzleAlpha
dropdown Select the component - R, G, B, A, One,or Zero - that is output from the Alphacomponent. This allows you to re-arrange the RGBA values.
By default, the Alphacomponent is set to outputalpha values.
ADVANCED BLENDING MODE |
REFERENCE GUIDE
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 boxlets you select from recently created channels. If you select a channel from the dropdown, Mariupdates the rest of the fields with the details you used last time. You can change any of the values ifrequired.
How to Access It• Menubar | Channel > Add Channel
• Right-click | in Channels Palette > Add Channel
• Button | Channels Palette >
• Button | Shaders Palette >
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Add Channel Dialog Fields
Control Type What it does Opensthisdialogbox
Notes
<Previouschannelnames>
dropdown This holds the names of recently createdchannels. Select a channel from the list,and the rest of the dialog box updateswith the details from the last time thechannel was created.
Name information,dropdown
Name of the channel to create.
Size dropdown Patch size for the new channel. Either256x256, 512x512, 1024x1024,2048x2048, 4096x4096, 8192x8192,16384x16384, or 32768x32768.
Depth dropdown Color depth for the new channel. Either8bit (Byte), 16bit (Half), or 32-bit(Float).
File Space dropdown The type of file space used for vectorpainting: Normal, Vector, Vector(flipped Y), or Normal (flipped Y).
Colorspace
Color Data |Colorspace
dropdown The colorspace the channel data isconverted to. Automatic is determinedby the file name, size, and type of data inthe channel. OCIO colorspace roles arealso displayed in this list.
ADD CHANNEL DIALOG | ADD CHANNEL DIALOG FIELDS
REFERENCE GUIDE 393
Control Type What it does Opensthisdialogbox
Notes
Mask Data |Colorspace
dropdown The colorspace the channel mask data isconverted to. Automatic is determinedby the file name, size, and type of data inthe channel.
OCIO colorspace roles are also displayedin this list.
Color swatch Color to fill the new channel. Click theswatch to change the color.
SelectColorDialog
ADD CHANNEL DIALOG | ADD CHANNEL DIALOG FIELDS
REFERENCE GUIDE
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 the Channels palette ormenu. These presets include options such as the color depth size, patch size, file space, andcolorspace. This gives you the opportunity to quickly set up a channel template for channel types youknow 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 Opensthis dialogbox
Notes
Root Path entry box,dropdown,button
Specify the file path for the creation ofnewchannel templates.
The browseand scanbuttons alsoallow you tosearch for thefile location.
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REFERENCE GUIDE 395
Control Type What it does Opensthis dialogbox
Notes
Import dropdown Select which patches to import if achannel is being imported for the creationof the template. Options are: All Patches.
Resize dropdown Select which files should be resized whenpatches are being imported for channeltemplatecreation. Options are: Patches to fitimages or Images to fit patches.
Prefix entry box Specify a prefix for organizing createdchannels.
Create checkbox Select which channel templates you wanttocreate from the list in the dialog.
Import checkbox Select which channel templates you wanttocreate from imported channels. Importsettings were selected from the earlieroption in thedialog.
Name information Name of the channel type; for instance,color,displacement, or specular.
Size dropdown Select a patch size for the channels fromthe options: 256x256, 512x512,1024x1024, 2048x2048, 4096x4096,8192x8192, 16384x16384, 32768x32768.
Channels canbe resizedlater from theChannelsmenu orpalette ifnecessary.
CHANNEL PRESETS DIALOG |
REFERENCE GUIDE 396
Control Type What it does Opensthis dialogbox
Notes
Colorspace dropdown The colorspace in which the colors withinyour project are interpreted. Either selectfrom the shipped configuration files orallow Mari to set an Automaticcolorspace.
File Space dropdown Select a file space for the created channeltemplate. Options are: Normal andVector.
Fill swatch Select a color to use for the backgroundofchannel template.
SelectColorDialog
Depth dropdown Select a color depth size for the createdchannel template. Options are: 8bit(Byte), 16bit (Half), 32bit (Float).
The colordepth size forchannels canbe resizedlater from theChannelsmenu orpalette ifnecessary.
Files entry box Specify a file location to be imported.
button Select a file to import for the channeltemplate. This corresponds to the Fileentry box above.
icon Indicates that Mari has not found anytextures to import.
If there aretextures toimport, Maridisplays thenumber ofpatchesavailable.
CHANNEL PRESETS DIALOG |
REFERENCE GUIDE
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 designated material channel to use when you are creating a layeredshader.
How to Access It• Menubar | Shading > Add New Shader > Layered
• Right-click | in Shaders Palette > Add New Shader > Layered
• Button | Shaders Palette > > Layered
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REFERENCE GUIDE 398
Mask Formats Dialog fields
Control Type What it does Notes
Size dropdown Set the channel size when creating a mask tobe:
• 256x256
• 512x512
• 1024x1024
• 2048x2048
• 4096x4096
• 8192x8192
• 16384x16384
• 32768x32768
Depth dropdown Sets the channel depth when creating a mask tobe:
• 8bit (Byte)
• 32bit (Float)
• 16bit (Half)
MASKS FORMATS DIALOG | MASK FORMATS DIALOG FIELDS
REFERENCE GUIDE
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 depthdetermines the number of pixels per RGB channel. Existing channels set to another color depth canbe converted by simply selecting them and opening the Convert 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 convertingtheselected channel. Depth sizes are: 8bit(Byte), 16bit (Half), and 32bit (Float).
You should only see twooptions in the dropdownmenu, as it does not show thecurrent depth size of yourchannel.
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REFERENCE GUIDE
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 from one layer to another. If you have multiple objects in your project, youcan copy the textures 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 sourcelayer.
SourceRange
entry box The patch numbers of the patches to copy texturesfrom. Enter the patch numbers. You can separatepatch numbers with commas, or enter ranges.
For example: 1001,1003,1005-1008
Target Object dropdown The object to copy the patches onto.
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REFERENCE GUIDE 401
Control Type What it does Notes
Target Layer dropdown The layer to copy the patches onto. If required, thiscan be the 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 patch1001 is copied to 1101. Use this to copy texturesbetween sides of symmetrical models.
The default forthe Offset iszero.
COPY MULTIPLE TEXTURES DIALOG |
REFERENCE GUIDE
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 from one 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 youwant to transfer 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 youwant to transfer channels to.
Options >Destination |Size
dropdown Specifies the texture resolution of thedestination channel.
You can set the Size to be the SameAs Source or to any other supportedchannel sizes, see Channels Palette.
The textureresolutioncan only beset for UVmaps.
button Moves all the channels that appear inthe source channel list to thedestination channel list.
button Moves only the selected channel in thesource channel list to the destinationchannel list.
Multipleselections inthe sourcelist can bemoved to thedestinationlist.
button Moves only the selected channel in thedestination channel list back to thesource channel list.
Multipleselections inthedestinationlist can bemoved to thesource list.
button Moves all the channels that appear inthe destination channel list back to thesource channel list.
Ok button Accepts the channel transferparameters and starts the transfer.
CHANNEL TRANSFER DIALOG |
REFERENCE GUIDE 404
Control Type What it does Opens thisdialog box
Notes
Cancel button Cancels the channel transfer andcloses the Channel Transfer dialog.
Advanced >Source |Frame
entry box,incrementer
For animated objects, select the framenumber you want to transfer channelsfrom.
Advanced >Source |Patches
dropdown,entry box,incrementer
Select All, Selected, or Range tospecify which patches are transferredfrom.
You can only set Patches to Selectedif you have already selected patcheson the model prior to opening theChannel Transfer dialog.
Advanced >Source |Visibility
dropdown If part of an object is hidden, specifywhether to Ignore the visibilitysettings during texture transfer or totransfer from the Visible Only parts ofthe object.
Advanced >Source |Selection
dropdown If faces or patches are selected, specifywhether to Ignore the selectionsettings during texture transfer or totransfer from the Selected Only facesor patches.
Advanced >Destination |Frame
entry box,incrementer
For animated objects, select the framenumber you want to transfer channelsto.
CHANNEL TRANSFER DIALOG |
REFERENCE GUIDE 405
Control Type What it does Opens thisdialog box
Notes
Advanced >Destination |Patches
dropdown,entry box,incrementer
Select All, Selected, or Range tospecify which patches are transferredto.
You can only set Patches to Selectedif you have already selected patcheson the model prior to opening theChannel Transfer dialog.
Advanced >Destination |Visibility
dropdown If part of an object is hidden, specifywhether to Ignore the visibilitysettings during texture transfer or totransfer to the Visible Only parts ofthe object.
Advanced >Destination |Selection
dropdown If faces or patches are selected, specifywhether to Ignore the selectionsettings during texture transfer or totransfer to the Selected Only faces orpatches.
Advanced >Sampling |Search
dropdown Defines the direction of the search:
• Bidirectional - both forwards andbackwards ray casting.
• Forward - forward ray casting only.
• Backward - backward ray castingonly.
• Radial - in a sphere outwards fromeach point.
By default,the searchtype is set toRadial.
CHANNEL TRANSFER DIALOG |
REFERENCE GUIDE 406
Control Type What it does Opens thisdialog box
Notes
Advanced >Sampling |Interpolation
dropdown Interpolation is similar to Photoshop'ssampling functionality. You can selectthe method Mari uses to average outpixels from either:
• Nearest Neighbor - selects thenearest pixel for sampling.
• Inverse Distance Weighted -weights the average on the closestpixels.
• Inverse Distance Weighted(Smoother) - weights the average onthe closest pixels with a priority toproviding smoother sampling.
• Inverse Distance Weighted(Sharper) - weights the average onthe closest pixels with a priority toproviding sharper sampling.
Interpolationin Mari isdistance-based, notsize-based,as samplingis done in 3Dspace.
Advanced >Sampling |Samples
entry box,slider,incrementer
Set the number of points the search isto find and combine when sampling.
By default,the samplesize is set to16.
Advanced >Sampling|Object HasMoved
dropdown Select Yes or No to specify whetherthe object has moved. This is tostipulate where the new object is inrelation to the old object or version.
If the topology of the object haschanged, or the object has beenmoved across the canvas, select Yes.
If the objecthas adifferentorientation,for instance,it has beenrotated, datawon't betransferredcorrectly.
CHANNEL TRANSFER DIALOG |
REFERENCE GUIDE 407
Control Type What it does Opens thisdialog box
Notes
Advanced >Sampling|Flatten
dropdown Select whether or not to Flatten thelayers in the selected channels prior totransferring the channels.
Advanced >Sampling |Bleed Edges
dropdown Choose Yes or No to specify whetheror not to bleed patch edges whenapplying the transfer.
Advanced >Sampling |Range
dropdown,entry box,incrementer
Sets how the range for the searchdistance, when performing thetransfer, is limited:
• Infinite - there is no limit; Mariattempts to find a pixel in the sourceimage data.
• Object Size Percentage - themaximum search distance isexpressed as a percentage of thedestination object's size. Forexample, if the destination object is10 world-space units and you set therange value to 10, then themaximum distance becomes 1world-space unit.
• World Units - the maximum searchdistance expressed directly in worldspace. For example, if you set therange value to 2, then the maximumdistance becomes 2 world spaceunits.
Advanced >Sampling | FillColor
dropdown Sets the fill color for new patches toeither Transparent, Black, White,Mid-gray, Magenta, Foreground, orBackground.
CHANNEL TRANSFER DIALOG |
REFERENCE GUIDE 408
Control Type What it does Opens thisdialog box
Notes
button Resets the dropdown fields in theAdvanced > Sampling tab to thedefault options.
Ok button Accepts the channel transferparameters and starts the transfer.
Cancel button Cancels the channel transfer andcloses the Channel Transfer dialog.
CHANNEL TRANSFER DIALOG |
REFERENCE GUIDE
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 from one 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 layersfrom.
Options > Source|Version
dropdown Select the version of the object you want totransfer layers from.
Options > Source| Channel
dropdown Select the channel you want to transfer layersfrom.
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 totransfer layers to.
Options >Destination |Channel
dropdown Select the channel you want to transfer layersto.
button Moves all the layers that appear in the sourcelayer list to the destination layer list.
button Moves only the selected layer in the sourcelayer list to the destination layer list.
Multipleselections inthe source listcan be movedto thedestination list.
button Moves only the selected layer in the destinationlayer list back to the source layer list.
Multipleselections inthe destinationlist can bemoved to thesource list.
button Moves all the layers that appear in thedestination layer list back to the source layerlist.
Ok button Accepts the layer transfer parameters andstarts the transfer.
Cancel button Cancels the layer transfer and closes the LayerTransfer dialog.
Advanced >Source | Frame
entry box,incrementer
For animated objects, select the frame numberyou want to transfer layers from.
LAYER TRANSFER DIALOG |
REFERENCE GUIDE 411
Control Type What it does Notes
Advanced >Source |Patches
dropdown,entry boxincrementer
Select All, Selected, or Range to specify whichpatches are transferred from.
You can only set Patches to Selected if youhave already selected patches on the modelprior to opening the Layer Transfer dialog.
Advanced >Source |Visibility
dropdown If part of an object is hidden, specify whetherto Ignore the visibility settings during texturetransfer or to transfer from the Visible Onlyparts of the object.
Advanced >Source |Selection
dropdown If faces or patches are selected, specify whetherto Ignore the selection settings during texturetransfer or to transfer from the Selected Onlyfaces or patches.
Advanced >Destination |Frame
entry box,incrementer
For animated objects, select the frame numberyou want to transfer layers to.
Advanced >Destination |Patches
dropdown,entry boxincrementer
Select All, Selected, or Range to specify whichpatches are transferred to.
You can only set Patches to Selected if youhave already selected patches on the modelprior to opening the Layer Transfer dialog.
Advanced >Destination |Visibility
dropdown If part of an object is hidden, specify whetherto Ignore the visibility settings during texturetransfer or to transfer the Visible Only parts ofthe object.
Advanced >Destination |Selection
dropdown If faces or patches are selected, specify whetherto Ignore the selection settings during texturetransfer or to transfer to the Selected Onlyfaces or patches.
LAYER TRANSFER DIALOG |
REFERENCE GUIDE 412
Control Type What it does Notes
Advanced >Sampling |Search
dropdown Defines the direction of the search:
• Bidirectional - both forwards and backwardsray 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 themethod Mari uses to average out pixels fromeither:
• 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 witha priority to providing smoother sampling.
• Inverse Distance Weighted (Sharper) -weights the average on the closest pixels witha priority to providing sharper sampling.
Interpolation inMari isdistance-based,not size-based,as sampling isdone in 3Dspace.
Advanced >Sampling |Samples
entry box,slider,incrementer
Set the number of points the search is to findand combine when sampling.
By default, thesample size isset to 16.
Advanced >Sampling |Object HasMoved
dropdown Select Yes or No to specify whether the objecthas moved. This is to stipulate where the newobject is in relation to the old object or version.
If the topology of the object has changed, orthe object has been moved across the canvas,select Yes.
If the objecthas a differentorientation, forinstance, it hasbeen rotated,data won't betransferredcorrectly.
LAYER TRANSFER DIALOG |
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Control Type What it does Notes
Advanced >Sampling |Flatten
dropdown Select whether or not to Flatten the selectedlayers prior to transferring them.
Advanced >Sampling |Bleed Edges
dropdown Choose Yes or No to specify whether or not tobleed patch edges when applying the texturetransfer.
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 - the maximumsearch 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, thenthe maximum distance becomes 1 world-space unit.
• World Units - the maximum search distanceexpressed directly in world space. Forexample, if you set the range value to 2, thenthe maximum distance becomes 2 worldspace units.
Advanced >Sampling | FillColor
dropdown Sets the fill color for new patches to eitherTransparent, Black, White, Mid-gray,Magenta, Foreground, or Background.
button Resets the dropdown fields in the Advanced >Sampling tab to the default options.
Ok button Accepts the layer transfer parameters andstarts the transfer.
Cancel button Cancels the layer transfer and closes the LayerTransfer dialog.
LAYER TRANSFER DIALOG |
REFERENCE GUIDE
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 a Group node in the Node Properties palette.
How to Access ItGroup node | Node Properties palette | Left-click the p button.
Group Node Knobs Dialog Fields
Control Type What it does Opens thisdialog box
Notes
Pick button Click to expose knobs, from nodeswithin the Group node, in the NodeProperties palette.
Pick Knobs toAdd
Edit button Click to edit knob names exposed usingthe Pick button.
Knob linkedto
Delete button Click to hide knobs exposed using thePick button.
Up button Click to move the selected knob up thelist of exposed knobs.
Down button Click to move the selected knob downthe list of exposed knobs.
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Control Type What it does Opens thisdialog box
Notes
OK button Click to expose the listed knobs for thisGroup node in the Node Propertiespalette.
GROUP NODE KNOBS DIALOG |
REFERENCE GUIDE
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 export flattened layers functions, the Export dialog box lets you specify options for exportingchannels or layers from the current 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 onecolor (such as gray, before anything else has been painted on the patch,) are exported as small 8x8images to save space. Marisupports loading these 8x8 images when importing. These images are scaled up to fill the entirepatch.
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
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Export Dialog Fields
Control Type What it does Notes
Named Files
U information Lists the U texture coordinate for theleft edge of 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 toexport the texture to.
Sequence
Layer information The name of the object, channel, andlayer being exported.
Path entry box,dropdown
The directory to export the files to. Typethe directory, select a recent directoryfrom the dropdown, or use thenavigation controls below.
Reset ToDefaults
button Resets the path to the default location.
button Goes back to the previous directory.
button Goes forward to the next directory thatyou have browsed.
Only available if you havealready browsed back viathe back button.
button Goes up one level in the directoryhierarchy.
EXPORT DIALOG | EXPORT DIALOG FIELDS
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Control Type What it does Notes
button Creates a new folder in the currentdirectory.
button Displays the contents of the directoryas icons and names only.
button Displays the contents of the directoryas a details view, with a sort option atthe top of the listing.
Filter entry box,dropdown
Lets you filter the image sequencesdisplayed in the dialog box. As youenter the filter text, Mari updates thedisplay to only show the imagesequences that match your text.
Full Image Indicates whether the selected imagesequence has a full set of images forthecurrent model. That is, for each patchon the model, there is a correspondingimage in the image sequence. Green ifa full set of images is present,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 selectedimage sequence.
End information Last UDIM number in the selectedimage sequence.
Patch Count information Number of image patches in the imagesequence.
EXPORT DIALOG | EXPORT DIALOG FIELDS
REFERENCE GUIDE 419
Control Type What it does Notes
Frames Information How many frames in the imagesequence.
Modified information Last modified date for the images inthe sequence.
Template entry box,dropdown
Sets the Template for Mari to use whengathering the names of images in theselected sequence. Variables availableare:
• $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 framenumber
• $NUMBER - number of the file withinthe batch (for example, “$NUMBER of$COUNT” gives strings like “22 of 28”)
• $COUNT - total number of files in thechannel
• $COLORSPACE - the chosencolorspace for the selected images.
• $[METADATA VALUE] - any user-defined variables (for example, if apatch has a user attribute called“PROJECT”, with a value of “Project1”,Mari replaces thevariable “$PROJECT” with “Project1”).
Don't use numbers in yourtexture name - if you do,the Import and Exportdialog boxes won'trecognize the sequence.
File Example information Displays an example of the selectedtemplate path and filename.
Formats Information Displays a list of supported export fileformats.
EXPORT DIALOG | EXPORT DIALOG FIELDS
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Control Type What it does Notes
Use TemplateFor
dropdown Specifies whether the template shouldbe used for Only this layer orEverything that is being exported.
Export Dialog: General Controls
Colorspace dropdown The colorspace to which the outputvalues are converted. Automatic isdetermined by the file name, size, andtype of data in file.
In addition to the OCIO roles andcolorspace options, there are alsoSame as Native and Same as Workingoptions available in the dropdownmenu.
These allow you to maintain the samecolorspace as the one that was native tothe data, or as the one you used withinMari when you were working with thedata.
SmallTextures
dropdown With this option enabled, Mari exportsany patches filled with a constant coloras 8x8 pixel textures, no matter whatresolution the patches are in Mari.
Enabling Small Textures saves diskspace if you're exporting a channel thathasn't been fully painted.
Disabling Small Textures lets Marialways export patches at their full size(even if they haven't been painted).
Enabling Small Texturessaves disk space if you'reexporting a channel thathasn't been fully painted.
Disable Small Textures ifyou want Mari to alwaysexport patches at their fullsize (even if they haven'tbeen painted).
EXPORT DIALOG | EXPORT DIALOG FIELDS
REFERENCE GUIDE 421
Control Type What it does Notes
AlphaChannels
dropdown Select Keep or Remove alpha channelswhen exporting textures. This can helpdecrease the resulting file size whenexporting images that don’t need alphachannels.
Export AllPatches
button Exports images from all patches in theproject.
Cancel button Cancels the export and closes thedialog box.
EXPORT DIALOG | EXPORT DIALOG FIELDS
REFERENCE GUIDE
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 youspecify options for importing channels or layers. This can be done by importing textures into existinglayer stacks, layers, or as new channels, however, importing textures as a new channel only opens theImport dialog box after first selecting options 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 leftedge of the 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 toexport the texture to.
Sequence
Channel/Layer
information The name of the channel or layer that isbeing imported.
This name is onlydisplayed if a name hasbeen assigned to theselected layer.
Path entry box,dropdown
The directory containing the files toimport. Type the directory, select a recentdirectory from the dropdown, or use thenavigation controls below.
Make sure you check thepath and name carefully,especially if you havebeen swapping betweenassets - Mari defaults tothe last place youimported from.
Don't risk overwritingyour textures!
Reset ToDefaults
button Resets the path to the default location.
button Goes back to the previous directory.
button Goes forward to the next directory thatyou have browsed.
Only available if you havealready browsed backusing the back button.
button Goes up one level in the directoryhierarchy.
button Creates a new folder in the currentdirectory.
button Displays the contents of the directory asicons and names only.
IMPORT DIALOG |
REFERENCE GUIDE 424
Control Type What it does Notes
button Displays the contents of the directory as adetails view, with a sort option at the topof the listing.
Filter entry box,dropdown
Lets you filter the image sequencesdisplayed in the dialog box. As you enterthe filter text, Mari updates the display toonly show the image sequences thatmatch your text.
Full Image Indicates whether the selected imagesequence has a full set of images for thecurrent model. That is, for each patch onthe model, there is a corresponding imagein the image sequence. Green if theselected image sequence has a full set ofimages for the current model, yellow if theselected image sequence has a partial setof images for the current model, or red ifthe selected image sequence has noimages for the current model.
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.
PatchCount
information Number of image patches in the imagesequence.
Frames information How many frames in the image sequence.
Modified information Last modified date for the images in thesequence.
IMPORT DIALOG |
REFERENCE GUIDE 425
Control Type What it does Notes
Template entry box,dropdown
Specify or select a preset format forautomatically naming and numbering fileson import. 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
• $NUMBER - number of the file within thebatch (for example, “$NUMBER of$COUNT” gives strings like “22 of 28”)
• $COUNT - total number of files in thechannel
• $[METADATA VALUE] - any user-definedvariables (for example, if a patch has auser attribute called “PROJECT”, with avalue of “Project1”, Mari replaces thevariable “$PROJECT” with “Project1”).
Don't use numbers inyour texture name - if youdo, the Import andExport dialog boxes won'trecognize the sequence.
FileExample
information Displays an example of the selectedtemplate path and filename.
Formats Information Displays a list of supported import fileformats.
Import Dialog: General Controls
Colorspace dropdown The colorspace to which the input valuesare converted. Automatic is determinedby the file name, size, and type of data infile.
IMPORT DIALOG |
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Control Type What it does Notes
Resize dropdown How Mari handles patch/image sizemismatches (for example, attempting toimport a 1024x1024 image to a 2048x2048patch). You can select either to resize theImages to match the patches, or to resizethe Patches to match the images.
AlphaChannels
dropdown Choose to either Keep or Remove alphachannels when importing textures. Thiscan help decrease the resulting file sizewhen importing images that don’t needalpha channels.
Import AllPatches
button Imports textures onto all patches in theproject.
ImportSelectedPatches
button Appears instead of Import All Patcheswhen at least one patch is selected.
Cancel button Closes the dialog box without importing.
IMPORT DIALOG |
REFERENCE GUIDE
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 your machine or network for use in environmentlighting and the Image Manager. Image files can be opened in Mari using this dialog, so long as theyare of a valid file format, shown in the File of type field in the table below.
How to Access It• Right-click | Image Manager Palette > Open
• Image Manager 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 toimport. Select a recent directory fromthe dropdown, or use the navigationcontrols described below.
Make sure you check thepath and name carefully.Mari defaults to the lastplace you imported from.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 thatyou have browsed.
Only available if you havealready browsed back usingthe back button.
button Goes up one level in the directoryhierarchy.
button Creates a new folder in the currentdirectory.
button Displays the contents of the directoryas icons and names only.
button Displays the contents of the directoryas a details view, with a sort option atthe top of the listing.
Name information Lists the name of the files or folder inthe selected directory.
The files that are shown areonly those that are of a validfile format.
Size information Lists the file or folder size.
Type information Displays what kind of file the item is,for example, a folder or a .jpg file.
DateModified
information Lists the date that the file was lastopened or modified.
File name entry box Type a file name into the field to openthe image with a specific name in theImage Manager.
File of type dropdown Lists the file formats that are able tobe opened in Mari or brought into theImage Manager.
Advanced Options
OPEN AN IMAGE DIALOG |
REFERENCE GUIDE 429
Control Type What it does Notes
Colorspace dropdown The colorspace the image data isconverted to. Automatic isdetermined by the file name, size, andtype of data in the channel. OCIOcolorspace roles are also displayed inthis list.
Alpha dropdown Control whether the image file's alphais premultiplied or not. By default, theimages are opened in Mari withPreMultiply for the alpha, however,you can change this, by setting theoption to Leave, before opening.
OPEN AN IMAGE DIALOG |
REFERENCE GUIDE
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 your Mari project to somewhere on yourmachine or network.
How to Access It• Right-click | image in the Image Manager Palette > Open
• Image Manager Palette >
Save As Dialog Fields
Control Type What it does Notes
Look in dropdown The directory where the image wasimported from. Select a recentdirectory from the dropdown, or usethe navigation controls describedbelow.
button Goes back to the previous directory.
button Goes forward to the next directory thatyou have browsed.
Only available if you havealready browsed back usingthe back button.
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Control Type What it does Notes
button Goes up one level in the directoryhierarchy.
button Creates a new folder in the currentdirectory.
button Displays the contents of the directoryas icons and names only.
button Displays the contents of the directoryas a details view, with a sort option atthe top of the listing.
Name information Lists the name of the files or folder inthe selected directory.
The files that are shown areonly those that are of a validfile format.
Size information Lists the file or folder size.
Type information Displays what kind of file the item is,for example, a folder or a .jpg file.
DateModified
information Lists the date that the file was lastopened or modified.
File name entry box Type a file name into the field to savethe image with a specific file nameoutside of Mari.
File of type dropdown Lists the file formats that are able tobe saved out of Mari.
Advanced options
SAVE AS DIALOG |
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Control Type What it does Notes
Colorspace dropdown The colorspace the image data isconverted to. Automatic isdetermined by the file name, size, andtype of data in the channel. OCIOcolorspace roles are also displayed inthis list.
In addition to the OCIO roles andcolorspace options, there are alsoSame as Native and Same asWorking options available in thedropdown menu.
These allow you to maintain the samecolorspace as the one that was nativeto the image, or as the one you usedwithin Mari when you were workingwith the image.
SAVE AS DIALOG |
REFERENCE GUIDE
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 achannel from the current Mari project to a Maya .ma file. Exported textures are saved to a user-selected directory and the created .ma file is set up to reference those texture files. The .ma file iscreated with the correct UDIM offsets for the textures so that 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 Opensthisdialog box
Notes
OutputFolder
entry box Displays the selected filepath for theexported files. You can also manuallytype in the file location.
Browse button Allows you to select the file locationfor the exported files from the SelectDirectory for Export dialog.
SelectDirectoryfor Exportdialogbox.
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Control Type What it does Opensthisdialog box
Notes
Channels list Displays the channel(s) for thecurrently selected object.
Multiple channelscan be selected atonce.
+ button Adds the selected channel(s) anddestination directory to the ForExport pane.
- button Removes the selected channel(s) anddestination directory from the ForExport pane.
ForExport
information Displays the channel(s) to beexported.
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, andtiff.
ForceOverwrite
checkbox Forces Mari 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 >MayaProgressdialogbox.
Cancel button Cancels the current channel exportselections and closes theMari ToMaya Export dialog box.
MARI TO MAYA EXPORT DIALOG |
REFERENCE GUIDE
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 lighting options, but instead impacts how the texture on your model looks under the lightingand shader components you’ve selected.
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 the Diffuse component ofthe shader to Lambertian.
Diffuse | Lighting/Diffuse/Minnaert
dropdown Sets the Diffuse component ofthe shader to Minnaert.
Specular
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Control Type What it does Notes
Specular | Lighting/Specular/Phong
dropdown Sets the Specular component ofthe shader to Phong.
By default, the Phongshader in the Add NewShader dropdown menuis Lambertian/Phong.
Specular | Lighting/Specular/CookTorrance
dropdown Sets the Specular component ofthe shader to Cook Torrance.
By default, the CookTorrance shader in theAdd New Shaderdropdown menu isLambertian/Cook Torrance.
Specular | Lighting/Specular/Beckman
dropdown Sets the Specular component ofthe shader to Beckman.
By default, the Beckmanshader in the Add NewShader dropdown menuis Lambertian/Beckman.
Specular | Lighting/Specular/Blinn
dropdown Sets the Specular component ofthe shader to Blinn.
By default, the Blinnshader in the Add NewShaderdropdown menu isLambertian/Blinn.
NEW SHADER DIALOG |
REFERENCE GUIDE
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 DoesThe Create Shader dialog box allows you to create shaders that are not listed in the Shadingmenuor Shaders palette. These shaders are primarily those that do not use Lambertian diffuse shading.However, options forLambertian diffuse shading are still included in the Create Shader dialog, so you can customize yourshadershowever 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 or Minnaertfor Lighting/Diffuse options. Selectingeither option does not limit the optionsyou can select from the Speculardropdown menu.
Selecting Lambertian and aSpecular options gives you thesame result as the namedoptions for Add New Shader onthe menubar.
Specular dropdown Select Phong, Cook-Torrance, Beckman,or Blinn for the Lighting/Specularoptions.
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REFERENCE GUIDE
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 patches may benefit from being able to quickly select patches by their range value as opposedto selecting them manually from the 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 ofpatches by either the UDIM value or theindex 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 selecta range of consecutive values by listing themwith a hyphen (for example, 1-5) and includenon-consecutive values by separating themwith a comma (for example, 1-5, 8).
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REFERENCE GUIDE
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 the Mari project. This relatesprimarily to whether selected objects are merged, and how, and how the object mapping is handled.
How to Access It• Menubar | Objects > Add Object > select object and Open
• Right-click | in Objects Palette > Add Object > select object and Open
• Right-click | object in Objects Palette > Add Child Object > select object and Open
• Button | Objects Palette > > select object and Open
Add Object Settings Dialog Fields
Control Type What it does Notes
MappingScheme
dropdown If there is a UV map available, andyou would like to use it, select UV ifavailable, Ptex otherwise. If youprefer to use Ptex, select Force Ptex.This option loads the selectedgeometry and replaces the existingUV map with a Ptex map.
Only available whenchoosing .obj, .abc, or .fbxfiles in the file browser.
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Control Type What it does Notes
SelectionSets
dropdown Selection sets have two options, toeither:
• Create From Face Groups - this isthe default behavior and allows theuse of selection sets in Mari.
• Don’t Create - if you choose not tocreate a selection set, Mari does notcreate any from the file.
Only available whenchoosing .obj files in the filebrowser.
MultipleGeometriesPer Object
dropdown If your .obj consists of multiplegeometries, you have the option toMerge Geometries Into One, whichis the default behavior, or CreateSeparate Geometries (Ptex Only). Ifyou selectMerge Geometries IntoOne, Mari combines the individualgeometries into a single geometry,while selecting Create SeparateGeometries (Ptex Only) createsindividual geometries.
Only available whenchoosing .obj files in the filebrowser.
Even if you select CreateSeparate Geometries (PtexOnly), Mari only displays asingle geometry on thecanvas. However, when youexport a channel you havethe option to exportindividual .ptx files for eachgeometry.
Processeachgeometryfile as a
dropdown For Ptex files, there are two choicesfor the geometry mesh options:
• Separate Object - creates only oneobject with one geometry.
• Separate Geometry In OneObject - creates only one object,but has multiple geometries withinit.
Only available whenchoosing .ptx files in the filebrowser.
The option to SeparateGeometry In One Object isessentially the inverse of thePtex channel export process,and allows projectreconstruction.
ADD OBJECT SETTINGS DIALOG |
REFERENCE GUIDE 441
Control Type What it does Notes
Merge Type dropdown Choose whether to merge selecteditems from the object hierarchy treeas:
• Single Mesh - merges selectedgeometry into one single mesh in aGeoEntity. Note that this impliesthat the information about theoriginal geometries cannot beaccessed once the merge is done.
• Just Merge Nodes - mergesselected geometry into oneGeoEntity while retaining themetadata and mesh informationabout the original individualgeometries. Note, this informationcan only be accessed by moretechnical users using the C API.
Only available whenchoosing .abc or .fbx files inthe file browser.
Take dropdown,information
If an object has been exported withanimation takes, the takes are shownin the dropdown menu. Otherwise,information regarding the only takeavailable is shown.
Only available whenchoosing .fbx files in the filebrowser. When adding anobject with animation takes,the take can only be selectedon import and cannot bechanged at a later point.
Scene information In the object hierarchy, shows all theobjects, cameras, and lights that arepart of the Alembic file.
Only available whenchoosing .abc or .fbx files inthe file browser.
ADD OBJECT SETTINGS DIALOG |
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Control Type What it does Notes
Merge checkbox Select the checkbox to determine if ageometry is to be merged withanother on project creation.
Only available whenchoosing .abc or .fbx files inthe file browser.
For more information onmerging Alembic or FBXgeometry, see Create a NewProject under the Alembic andFBX chapter in the Mari UserGuide.
Start Frameand EndFrame
entry box Set the frame range from the sourcefile to import.
Only available whenchoosing .obj, .abc, and .fbxfile sequences in the filebrowser.
Single Frame button Sets the start and end frame fields toonly import the first frame from theanimation in the object file.
Only available whenchoosing .obj, .abc, and .fbxfile sequences in the filebrowser.
All Frames button Sets the start and end frame fields toimport the entire animation from theobject file.
Only available whenchoosing .obj, .abc, and .fbxfile sequences in the filebrowser.
FrameOffset
entry box Set by how many frames to offset theloading of an animated object. Youcan specify a frame range, or simplya number of frames.
Only available whenchoosing .abc files in the filebrowser.
Ok button Accepts the object settings andimports the selected objects.
Cancel button Cancels the object import and closesthe Add Object Settings dialog.
ADD OBJECT SETTINGS DIALOG |
REFERENCE GUIDE
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 the Mari project.
How to Access It• Right-click | on object in Objects Palette > Add Version > select object and Open
Add Version 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 theexisting UV map with a Ptex map.
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Control Type What it does Notes
MergeType
dropdown Choose whether to merge selected itemsfrom the object hierarchy tree as:
• Single Mesh - merges selected geometryinto one single mesh in a GeoEntity. Notethat this implies that the informationabout the original geometries cannot beaccessed once the merge is done.
• Just Merge Nodes - merges selectedgeometry into one GeoEntity whileretaining the metadata and meshinformation about the original individualgeometries. Note, this information canonly be accessed by more technical usersusing the C API.
Take dropdown,information
If an object has been exported withanimation takes, the takes are shown inthe dropdown menu. Otherwise,information regarding the only takeavailable is shown.
Only available whenchoosing .fbx files in thefile browser. Whenadding an object withanimation takes, the takecan only be selected onimport and cannot bechanged at a later point.
Scene information In the object hierarchy, shows all theobjects, cameras, and lights that are partof the Alembic file.
Merge checkbox Select the checkbox to determine if ageometry is to be merged with another onproject creation.
For more information onmerging Alembic or FBXgeometry, see Create aNew Project under theAlembic and FBX chapterin the Mari User Guide.
ADD VERSION SETTINGS DIALOG |
REFERENCE GUIDE 445
Control Type What it does Notes
StartFrameand EndFrame
entry box Set the frame range from the source file toimport.
SingleFrame
button Sets the start and end frame fields to onlyimport the first frame from the animationin the object file.
AllFrames
button Sets the start and end frame fields toimport the entire animation from theobject file.
FrameOffset
entry box Set by how many frames to offset theloading of an animated object. You canspecify a frame range, or simply a numberof frames.
Ok button Accepts the object settings and importsthe selected object versions.
Cancel button Cancels the object import and closes theAdd Version Settings dialog.
ADD VERSION SETTINGS DIALOG |
REFERENCE GUIDE
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 forhow an object's mesh is further divided.
How to Access It• Menubar | Objects > Subdivide
• Right-click | Objects Palette > Subdivide
Subdivide Dialog Fields
Control Type What it does Opensthis dialogbox
Notes
Level dropdown Indicates how dense the mesh is,once divided, with 3 being thehighest level of subdivision. Thenumber of subdivided quads ortriangles for each level depends onthe Subdivision Scheme used.
ForceSubdivision
checkbox When enabled, Mari forces thesubdivision of Alembic geometrypieces no matter how the subdivisionflags are set.
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REFERENCE GUIDE 447
Control Type What it does Opensthis dialogbox
Notes
SubdivisionScheme
dropdown The subdivision model that you wantto use when subdividing the object:
• Catmull Clark - Mari uses theCatmull-Clark subdivision modelwhen subdividing a mesh.
• Loop - Mari uses the Loopsubdivision model whensubdividing a mesh. Loopsubdivision supports meshesconsisting of only triangles.
• Bilinear - Mari uses the Bilinearsubdivision model whensubdividing a mesh.
InterpolateBoundary
dropdown How the boundary edges andvertices are interpolated.
• Bilinear (no smoothing) - nosmoothing on interior orboundaries.
• Sharp Edges & Smooth Corners -smooth interior, corners, andcorners with more than two edges,but sharp edges.
• Sharp Edges & Sharp Corners -smooth interior and corners withmore than two edges, but sharpedges and corners.
• Sharp Boundaries & SmoothInteriors - smooth interior, butsharp edges, corners, and cornerswith more than two edges.
SUBDIVIDE DIALOG |
REFERENCE GUIDE 448
Control Type What it does Opensthis dialogbox
Notes
OK button Click to subdivide the object anddisplay a subdivision progress bar.
The subdivision Level chosen isapplied in the Viewer when theprogress bar is finished.
InBackground
button Click to subdivide the object using abackground process, no progress baris displayed.
The subdivision Levelmust beapplied manually in the Objects
palette when the running manicon disappears.
Cancel button Click to close the Subdivide dialog.
SUBDIVIDE DIALOG |
REFERENCE GUIDE
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 the whole object, not just on specific patches.This eliminates seaming 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 wantto apply the blur.
Frame entry box,slider
Set the frame to which you want to applythe blur.
Samples entry box,slider
Set the sample size for the blur effect.
Sampling
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REFERENCE GUIDE 450
Control Type What it does Notes
CenterPositions
checkbox Choose whether or not to center thesampling position for the blur effect. Thisis where the Samples size starts from.
Bleed Edges checkbox Choose whether or not the blur effectbleeds over the edges of patches.
RangeAmount
entry box,slider
The range (distance) to which the blureffect extends. The units in which this ismeasured are determined in Range Units.
Range Units dropdown The unit of measurement for the RangeAmount field:
• Infinite - the range amount is set in thecontext of infinite XYZ space.
• World Units - the range amount is set inworldspace.
• Object Size Percentage - the rangeamount is determined as a percentage ofthe total size of the object.
GAUSSIAN BLUR DIALOG |
REFERENCE GUIDE
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 source model and a low polygondestination model to 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 from whichyou want to calculate the displacementmap.
Version dropdown Select the high polygon object versionfrom which you want to calculate thedisplacement map.
Size dropdown Set the size of the selected channel on thelow polygon object for which you arecreating the displacement map.
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REFERENCE GUIDE 452
Control Type What it does Notes
Frame entry box,slider
Set the frame from which you want tocalculate the displacement map.
Destination
Version dropdown Select the low polygon object version towhich you want to apply the displacementmap.
Frame entry box,slider
Set the frame to which you want to applythe displacement map.
Sampling
Interpolation dropdown Interpolation is similar to Photoshop'ssampling functionality. You can select themethod Mari uses to average out pixelsfrom either:
• Nearest Neighbor- selects the nearestpixel for sampling.
• Inverse Distance Weighted - weightsthe average on the closest pixels.
• Inverse Distance Weighted (Smoother)- weights the average on the closestpixels with a priority to providingsmoother sampling.
• Inverse Distance Weighted (Sharper) -weights the average on the closest pixelswith a priority to providing sharpersampling.
Sample Count entry box,slider
Set the number of points the search findsand combines when sampling.
CenterPositions
checkbox Choose whether or not to center thesampling position for the displacementmap. This is where the Sample Countstarts from.
DISPLACEMENT DIALOG |
REFERENCE GUIDE 453
Control Type What it does Notes
Bleed Edges checkbox Choose whether or not the displacementmap bleeds over the edge of patches.
RangeAmount
entry box,slider
Sets the range for the search distance. Theunits in which this is measured aredetermined in Range Units.
Range Units dropdown The unit of measurement for the RangeAmount field:
• Infinite - there is no limit; Mari attemptsto find a pixel in the source image data.
• World Units - the maximum searchdistance expressed directly in worldspace.
• Object Size Percentage - the maximumsearch distance is expressed as apercentage of the destination object'ssize.
DISPLACEMENT DIALOG |
REFERENCE GUIDE
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 source model and a low polygondestination model to calculate 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 from whichyou want to calculate the height map.
Version dropdown Select the high polygon object versionfrom which you want to calculate theheight map.
Size dropdown Set the size of the selected channel on thelow polygon object for which you arecreating the displacement map.
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REFERENCE GUIDE 455
Control Type What it does Notes
Frame entry box,slider
Set the frame from which you want tocalculate the height map.
Destination
Version dropdown Select the low polygon object version towhich you want to apply the height map.
Frame entry box,slider
Set the frame to which you want to applythe height map.
Sampling
Interpolation dropdown Interpolation is similar to Photoshop'ssampling functionality. You can select themethod Mari uses to average out pixelsfrom either:
• Nearest Neighbor- selects the nearestpixel for sampling.
• Inverse Distance Weighted - weightsthe average on the closest pixels.
• Inverse Distance Weighted (Smoother)- weights the average on the closestpixels with a priority to providingsmoother sampling.
• Inverse Distance Weighted (Sharper) -weights the average on the closest pixelswith a priority to providing sharpersampling.
Sample Count entry box,slider
Set the number of points the search findsand combines when sampling.
CenterPositions
checkbox Choose whether or not to center thesampling position for the height map. Thisis where the Samples size starts from.
Bleed Edges checkbox Choose whether or not the height mapbleeds over the edges of patches.
HEIGHT DIALOG |
REFERENCE GUIDE 456
Control Type What it does Notes
RangeAmount
entry box,slider
The range (distance) to which the heightmap extends. The units in which this ismeasured are determined in Range Units.
Range Units dropdown The unit of measurement for the RangeAmount field:
• Infinite - the range amount is set in thecontext of infinite XYZ space.
• World Units - the range amount is set inworldspace.
• Object Size Percentage - the rangeamount is determined as a percentage ofthe total size of the object.
HEIGHT DIALOG |
REFERENCE GUIDE
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 current Mari 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 tobe loaded into the current project.
button Goes back to the previous directory.
button Goes forward to the next directory thatyou have browsed.
Only available if youhave already browsedback via the backbutton.
button Goes up one level in the directoryhierarchy.
button Creates a new folder in the currentdirectory.
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REFERENCE GUIDE 458
Control Type What it does Notes
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 topof the listing.
File Name entry box Displays the name of the selected file tobe imported into the project.
This field isautomatically filled inwhen a file isselected from the abovedirectory location.
File Type entry box,dropdown
Displays the file formats available toimport the selected file.
By default this shoulddisplay .abc, .fbx or.FBX.
LOAD CAMERA DIALOG |
REFERENCE GUIDE
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 listedto and from existing 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 thelist below to quickly find aparticular action shortcutor information.
button Clear the search bar for theSearch Actions field.
button Go back to the previoussearch result.
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REFERENCE GUIDE 460
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 shortcutsfrom outside Mari.
button Export custom shortcuts toan external source.
Lookup Shortcut entry box Enter the shortcut to lookup what action theshortcut is set to.
(actions) | Name information The name of the action.
(actions) |Description
information A brief description of theaction.
(actions) | Shortcut information,entry
Displays assignedkeyboard shortcuts.
(toolbars)| Visible checkbox Whether the action iscurrently displayed.
Grouped by Default(the standardtoolbars that comewith Mari) andCustom (user-addedtoolbars).
(toolbars)| Add button Add a new toolbar. Make NewToolbarDialog
Opens a dialog boxto name the newtoolbar.
(toolbars)| Remove button Remove selected customtoolbar.
MANAGE TOOLBAR DIALOG |
REFERENCE GUIDE
Manage Keyboard ShortcutsDialog
TheManage Keyboard Shortcuts dialog is described below with functions for how to access it. A listof the controls 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 displaysif that shortcut 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 quicklyfind a particular action shortcut orinformation.
button Clear the search bar for the Search Actionsfield.
button Go back to the previous search result.
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REFERENCE GUIDE 462
Column Type What it does Notes
button If on a previous result, go forward to the nextsearch result.
button Reset all shortcuts to their default entries.
button Import custom shortcuts from outside Mari.
button Export custom shortcuts to an externalsource.
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. Clickand type over new shortcuts.
MANAGE KEYBOARD SHORTCUTS DIALOG |
REFERENCE GUIDE
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 andthe current project in the top left-hand corner of the canvas. For each piece of information, the HUDManager 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 the HUD.
• 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 Code Generator Manager
General | GLSL Generator QString Shows the GLSL for the shader network.
Project
Data | Texture Image Count int Shows the number of texture images(patches) present.
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REFERENCE GUIDE 464
Control Type What it does Notes
Data | Total Image Count int Shows the total number of imagespresent.
Data | Image Tile Count int Shows the total number of image tilespresent.
Data | DDI Hash Count int Debug info.
Project | Current ModularShader
QString Shows the name of the current shadernetwork.
Project | Current Object QString Shows the name of the object currentlyselected.
Project | Current ImageSet QString Shows the name of the image setcurrently selected.
Canvas
Rendering | DeferredTexture Array
bool Debug info.
Rendering | DeferredShading
bool Debug info.
Rendering | Selected Patches int Shows the number of patches currentlyselected.
Rendering | Triangles int Shows the number of triangles on themodel.
Rendering | Current Uniforms int Shows the number of GLSL uniforms forthe currently selected shader.
Rendering | Uniforms int Shows the maximum number of GLSLuniforms used to draw the canvas.
Rendering | FPS float Shows the current Frames Per Second ofthe display. This shows how fast thedisplay is rendering, and how smoothlymovement displays.
HUD MANAGER DIALOG |
REFERENCE GUIDE 465
Control Type What it does Notes
Rendering | FPAnim int Shows the number of frames peranimation.
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
Capabilities | Global CubemapSeams Allowed
bool Debug info.
Capabilities | ThreadedOpenGL OperationsAllowed
bool Debug info.
Capabilities | Cubemap ArraysAllowed
bool Debug info.
Capabilities | TessellationAllowed
bool Debug info.
Capabilities | GeometryShaders Supported
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.
HUD MANAGER DIALOG |
REFERENCE GUIDE 466
Control Type What it does Notes
Driver | Version QString Debug info.
Driver | Vendor QString Debug info.
Resources |Max Uniforms QString Debug info.
Resources |Memory Info QString Shows the memory usage and freememoryinformation for the project.
Resources| Used TextureUnits
int The number of texture units used in theproject.
Resources | Free Offscreen int Debug info.
Resources | OffscreenBuffers
int Debug info.
Resources | Gpu Ram qint64 Debug info.
Resources |Max ImageMemory
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 selectedchannel.
Current Channel QString Shows the name of the current channelon thecurrent object.
Colorspace
HUD MANAGER DIALOG |
REFERENCE GUIDE 467
Control Type What it does Notes
Color Swatches and Pickers QString Displays what colorspace is used for thecolor swatches and color pickers in theproject, as defined by the Color > ColorSwatches and Pickers field in thePreferences.
3D LUT Size QString Displays what size the 3D LUT is, asdefined by the Color > 3D LUT Size field inthe Preferences.
Current OCIO Config QString Displays the OCIO config file name that isbeing used for the project.
Current Colorspace QString Displays the current colorspace for theselected imageset.
Current WorkingColorspace
QString Displays the current colorspace for 16-and 32-bit data.
Current Output Colorspace QString Displays the current colorspace for theoutput.
Layers
Current Layer Path QString Shows the path of the currently selectedlayer.
Current Layer QString Shows the name of the current layer inthe current channel and object.
Shaders
Current Shader QString Shows the name of the shader currentlyselected.
Clock
Animation Frame int The frame number currently displayed, ifapplicable.
HUD MANAGER DIALOG |
REFERENCE GUIDE 468
Control Type What it does Notes
Animation Loop int The number of frames currently beinglooped.
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 theproject.
Debug | Unique ID QString Debug info.
Editing | Last Edited QDate Displays date that the project was lastedited.
Editing | Last Editor QString Displays user who last edited the project.
Geometry |Mesh Creator QString Displays the user who created thegeometry file upon which the project isbased.
Geometry |Mesh Created QString Displays the date and time that thegeometry file was created.
Geometry |Mesh Path QString Displays the path for the mesh file.
Colorspace | OCIO Config QString Displays the OCIO config file name that isbeing used for the project.
Colorspace | Custom OCIOConfig
MriFileList Displays the Custom OCIO config filename, if one is used for the project.Otherwise, the entry is blank.
HUD MANAGER DIALOG |
REFERENCE GUIDE 469
Control Type What it does Notes
Colorspace |Monitor QString Displays theMonitor colorspace used forthe project.
Colorspace | Color Picking QString Displays the Color Picking colorspaceused for the project.
Colorspace | 8 bit Data QString Displays the 8 bit Data colorspace usedfor the project.
Colorspace | 16 bit Data QString Displays the 16 bit Data colorspace usedfor the project.
Colorspace | 8 bit Scalar QString Displays the 8 bit Scalar colorspace usedfor the project.
Colorspace | 16/32 bit FloatData
QString Displays the 16/32 bit Float colorspaceused for the project.
HUD MANAGER DIALOG |
REFERENCE GUIDE
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 how Mari 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
The maximum color intensity thatcan be chosen in the color picker.
From 1 to 65,365;defaults to 4,096.
Color Management Defaults| Enabled
checkbox Sets whether color managementis enabled by default.
Color Management Defaults| Color Profile
dropdown Sets the default color profile fordisplaying colors on yourmonitor.
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REFERENCE GUIDE 471
Setting Type What it does Notes
Display General | ColorSwatches and Pickers
dropdown Specify whether the colorswatches and color pickers withinMari are based on the OCIOcolorspace for the project (foundwithin the File > Settings), thecolorspace listed within the ColorManager palette, or the Rawdata, which has no colorspacetransformation.
Display General | ImageTransform Clamping
dropdown Specify whether the colorspacetransforms that are applied toimages are clamped between thevalues of 0 and 1, with:
Off - not clamping the valuesapplied to any image at all.Clamping can still occur in placeslike the Paint through tool wheneither the paint buffer or targetimage set is 8-bit.
Byte - clamping only when thecolorspace transform is appliedto images that are 8-bit.
All - clamping all imagesregardless of bit depth.
Display General | 3D LUTSize
dropdown Sets the size of the display LUTloaded by the colorspace toolbar.
You maysometimes noticeartifacts on thecanvas when yourLUT size is toosmall. Increase thesize of the LUThere.
MARI PREFERENCES DIALOG |
REFERENCE GUIDE 472
Setting Type What it does Notes
Display General | CenterF-Stop
entry box,slider
Sets the center F-Stop value forwhen the Gain reset button isclicked.
Data
Autosave | AutosaveFrequency (Mins)
entry box,incrementers
Sets how frequently (in minutes)Mari automatically saves yourwork.
Channel Cache |Resolution Mode
dropdown Determines if Mari caches at thegiven channel’s resolution or alower proxy level. Setting this toFixed uses the Defaultresolution and Typelisted below.
This can speed upthe caching processif you don’t requirethe fullresolution of thechannel to becached.
Channel Cache | DefaultResolution
dropdown If the Resolution Mode is set toFixed, Mari caches at the selectedresolution.
This can save timewhen caching largepatches if you don’trequire the fullresolution whileworking.
Channel Cache | DefaultType
dropdown If the Resolution Mode is set toFixed, Mari caches at the selectedbit depth.
This can save timewhen caching largepatches if you don’trequire the fullresolution whileworking.
MARI PREFERENCES DIALOG |
REFERENCE GUIDE 473
Setting Type What it does Notes
Channels | Importer dropdown Sets the mode for the importfunction. One of:
• Fast Importer - takes over yourMari session while it importsthe textures, but works quicker.
• Background Importer - worksin the background, letting youpaint and work on your project,but takes longer.
Channels | Exporter dropdown Sets the mode for the exportfunction. One of:
• Fast Exporter - takes over yourMari session while it exports thetextures, but works quicker.
• Background Exporter - worksin the background, letting youpaint and work on your project,but takes longer.
Channels | Export MaskStacks
dropdown Determines how mask stacks areexported. Either:
• Export Baked Mask Stack andan Invisible Group - exports agroup along with the mask stackin order to group the exportedmasks.
• Export Baked Mask Stack Only- exports on the mask stack withnothing else as part of theexport.
MARI PREFERENCES DIALOG |
REFERENCE GUIDE 474
Setting Type What it does Notes
Channels | Autosnapshot dropdown Sets whether automaticsnapshots are enabled ordisabled. The options availableare:
• Disabled - Disables theAutosnapshot feature.
• Enabled with Limit - EnablestheAutosnapshot feature but limitsthe number of autosnapshotsthat can be stored in theSnapshots palette.
• Enabled - Unlimited - EnablestheAutosnapshot feature withouta limit on the number ofautosnapshots that can bestored in the Snapshots palette.
Channels | AutosnapshotLimit
entry box,slider
When Enabled with Limit isselected, Mari limits the numberofautomatic snapshots that arestored in the Snapshots paletteto thenumber specified by theAutosnapshot Limit. Themaximum value is 20.
General | Fix Edge UVs dropdown Sets whether Mari should “fix”any UVs that sit on the edge ofthe patch. With this on, you canpaint models that have UVs at theedge of the patch.
MARI PREFERENCES DIALOG |
REFERENCE GUIDE 475
Setting Type What it does Notes
General | Channel Input dropdown When creating a new project, setswhether the New Channel dialogbox adds either:
• Single Channel - a singlechannel.
• Channel Presets - a set ofchannels that you select from alist of presets.
Project | Thread Count entry box,slider
Sets the number of free threadsthat are available for backgroundtasks.
These are inaddition to thededicated datamanagementthreads (of whichthere are three perproject directory).
Project |MaxMemory entry box,incrementers
Sets the maximum amount ofmemory Mari uses for the DDIcache blocks. You can't set this toa value higher than 80% of thememory you have available(rounded to the nearest half-GB).For example, if you have 6GB ofmemory available, you can't setMaxMemory to a value higherthan 4.5GB. This is to avoid usingall the physical memory available.
DDI is the datacaching systemused in Mari.
The Reset (R) iconresets themaximum memoryvalue to 2 GB.
Project | Check DriveSpace
entry box,slider
Sets the interval, in seconds, thatthe cache drives are checked forsufficient disk space.
MARI PREFERENCES DIALOG |
REFERENCE GUIDE 476
Setting Type What it does Notes
Project | Project Location entry box,button
Specifies the location where Maristores the project data.
This can only be modified if theMARI_CACHE environmentvariable has not been set, and noproject is loaded.
Do not delete thisdirectory! If you do,you will lose allyour project dataand existing work.
GPU
Baking and Projection |Max Tile Size for TiledRenders
dropdown Sets the maximum tile size fortiled render operations (forexample, unprojections). Settingthis to a lower value improvesaccuracy but may result in slowerrender operations.
Baking and Projection |Max Render Size forBaking
dropdown If baking calculation has to bedivided into sections in order tocontinue efficiently, this specifiesthemaximum square size of thesesections.
Increasing thenumber of squaresper section canincrease bakingtime, but mayimpact stability.
Canvas | DeferredShading
checkbox Specifies whether to use deferredshading. This is on by default andshould increase painting andnavigation speed.
Canvas | DeferredTexture Array
checkbox Turns Deferred Texture Arrayon/off. When this is active, Marimakes more efficient use ofOpenGL.
MARI PREFERENCES DIALOG |
REFERENCE GUIDE 477
Setting Type What it does Notes
Depth Projection | AllowDepth Projections
checkbox Allows the use of shadowrendering in Mari. If the box isticked, shadow-related featuresare available in the Lights andObjects palettes. By default, thispreference is disabled.
Depending on yourhardware andprojectrequirements,shadowprocessing maycause a noticeabledrop in UIresponsiveness.Disabling thisoptiondisables shadowprocessing entirelyand improvesrenderingthroughput.
Depth Projection | UseVariance Maths
checkbox Sets whether variance map mathsare used for shadows. If this boxis ticked, the boundary of theshadows are softer and lessprone to aliasing. For a sharperedge to shadows,unselect this box.
If Allow DepthProjections isunselected,shadows do notdisplay. The UseVariance Mathscheckbox should beunselected as itdepends onshadows beingused.
Depth Projection | DepthProjection Resolution
dropdown Sets the texture resolution ofeach of the array of depthtextures used for shadowrendering. The DepthProjection Texture Array Size islinked to this resolution andimpacts other resolution sizes setin Mari.
MARI PREFERENCES DIALOG |
REFERENCE GUIDE 478
Setting Type What it does Notes
Depth Projection | DepthProjection Texture ArraySize
dropdown Sets the number of depthprojection textures to use forshadow rendering. Increasing thearray size increases the graphicscard memory made available forshadow rendering. The totalgraphics memory used for thesetextures is 8 multiplied by thedepth projection resolution,multiplied by the depthprojection texture array size. Thearray size controls how manyangles each light of the 4 lightsuses. The maximum array size is24, which allows for 6 angles perlight.
Options areavailable for 25-32,but at this timeMari does not usethese additionalangles. Selectingoptions over 24causes wastedcache space.
General | Use ShaderCaches
checkbox If this is enabled, the preferenceuses already-compiled shaders asecond time, otherwise Maricompiles every time shaders,nodes, or layer stacks arechanged.
General |Max ImageMemory
entry box,incrementers
Sets the maximum amount ofadditional GPU memory Mariuses for tasks other thanpainting, for example, filteroperations.
General | Deferred QuadSplit Count
entry box,slider
Sets the quad split count.Increasing this value splits thecanvas intosmaller parts.
Used in conjunctionwith Draw BatchSize, adjusting thisvalue can improvestability andprevent Windowsdriver resets.
MARI PREFERENCES DIALOG |
REFERENCE GUIDE 479
Setting Type What it does Notes
General | ThreadedOpenGL OperationsAllowed
checkbox If this is enabled then operationsrequiring threaded OpenGL canbe executed.
General | TessellationAllowed
checkbox Enables the use of tessellationshaders for hardware able tosupport them.
General | CubemapArrays Allowed
checkbox Enabling cubemap arrays allowsthe use of this OpenGL featurethat the Environment Lightrequires.
General | VSync dropdown Sets the VSync option to Off, On,or System.
If the VSync option is On, thenthis forces the main canvas toonly update at the monitor’srefresh rate. If it is Off, then themain canvas can update at anytime. This could result in tearing,if the canvas is running fasterthan the monitor’s refresh rate.
If the option for System is set,Mari uses the system and driversettings for VSync. Mari needs tobe restarted for this to fully takeeffect.
This setting isdependent ondriver andoperating systemsettings. Hence, thisoption doesn'tappear if you donot have the correctOS or drivers.
Virtual Texture | VirtualTexture Type
dropdown Sets the pixel type of the virtualtexture that Mari uses. Settingthis to Half or Float gives moreprecision when painting orpreviewingdisplacement but requiressignificantly more GPU memory.
MARI PREFERENCES DIALOG |
REFERENCE GUIDE 480
Setting Type What it does Notes
Virtual Texture | VirtualTexture Size
dropdown Sets the size of the virtualtextures Mari uses. Larger sizesmay givebetter results but requiresignificantly more GPU memory.
Virtual Texture | VirtualTexture Depth
entry box,slider
Controls the number of 2Dtexture layers used in the virtualtexture Mari uses for display.Increasing this may resolve issueswith flickering textures.
This value isdependent on thegraphics cardcapabilities.
If you want toenable thispreference for MacOS X platform, go tothe Mari User Guidein the EnvironmentVariables That MariRecognizes section.
Virtual Texture | VirtualTexture Size for PaintBake
dropdown Controls the size of the virtualtexture being used for thedisplay. Increasing this settingmay resolve issues, such asflickering, but takes up morememory.
This is a graphics card-dependentsetting.
MARI PREFERENCES DIALOG |
REFERENCE GUIDE 481
Setting Type What it does Notes
Virtual Texture | GatherScale
entry box,slider
Sets the buffer size Mari useswhen gathering information onwhich image tiles are required forrendering a scene. The defaultvalue of 1.000 halves the canvasresolution and works well in mostsituations, saving processingtime. However, if glitches areappearing in the canvas, you mayneed to increase this value to fixthe problem (at the cost ofreduced painting and navigationspeed).
Virtual Texture | GatherTexture Type
dropdown The pixel format the virtualtexture system uses to completea 'meta' render, in order to verifywhich textures it needs during afull render. The formats are:
• Short - a short/small integervalue; 16 bits.
• Float - a floating point value; 32bits.
Note: With someIntel cards onLinux, the Shortoption does notalways behave as itshould, and it'srecommended thatyou use Float.
Virtual Texture | ThinTriangle Preview Quality
entry box,slider
Controls the texture previewquality of thin triangles. Thedefault value is 0. In cases wherethe geometry has long thintriangles, increasing this valueresults in the use of higherresolution textures.
Misc
Appearance | Use CustomFont Size
checkbox Enabling this allows you tochange the font used in Marifrom the default setting.
MARI PREFERENCES DIALOG |
REFERENCE GUIDE 482
Setting Type What it does Notes
Appearance | CustomFont Size
entry box,slider
Adjusts point size of the customfont.
Use Custom Fontmust be enabled inorder for this tohave an affect.
Appearance | Tool BarSize
entry box,slider
Adjusts the tool bar sizes in Mari.
Appearance | Locator Size entry box,slider
Adjusts the locator size on thecanvas in Mari.
Image Import/Export |Show Summary Dialogon Import
checkbox Sets whether Mari displays animportsummary dialog after importingan image.
The importsummarydialog displaysinformation such ashow many imageswere imported, howlong the operationtook, and if patcheswere resized - thenhow many.
Import/Export Dialogs |Remember Import andExport Paths
checkbox If enabled, Mari automaticallyremembers paths previously setfor importing and exporting, andoffers them again next time youattempt to import or export.
Input | Use HiResPositions
checkbox If this option is enabled, Mariuses high resolution positionvalues from tablets and otherdevices.
Most often this is only noticeableusing Paint and Vector Paint onlarge patch sizes.
In some cases,having this optionenabled can hinderpainting entirely.Disabling it resolvesthe issue.
MARI PREFERENCES DIALOG |
REFERENCE GUIDE 483
Setting Type What it does Notes
Input | Fix WacomINTUOS Pressure Issue
checkbox Enabling this fixes any pressureissues you might experience withthe Wacom Intuos 3.
If you aren'texperiencing anyissues, don't enablethis option, as it canintroduce otherproblems underWindows 8.1.
Input | Use Mouse-Mapping mode
checkbox When using a tablet, determinewhether or not to set your pen tobehave as a mouse, so thatpositions are relative andincremental.
If this is enabled, you can accessscreen areas outside of yourtablet's reach.
Named Files | PatchCutoff
entry box,slider
Sets the maximum number ofpatches objects are allowed tohave for the Named Files tab toappear on the Import and ExportChannel dialogs. You canoverride this setting using theMARI_NAMEDFILEIMPORT_SEQUENCELIMIT environmentvariable.
You can use the Named Files tabto import or export individualfiles rather than a sequence ofpatches with the UDIM number(1001, 1002, etc.) in the filenames.
Scene | Default LightsFixed To
dropdown Sets whether the lights are fixedto acamera or scene by default.
MARI PREFERENCES DIALOG |
REFERENCE GUIDE 484
Setting Type What it does Notes
Shelf | Show Overlay checkbox Specifies whether to show objectinformation over the items withinshelves (for example, color valuesfor color swatches).
Shelf | Show Labels checkbox Specifies whether to show itemlabels in shelves (for example,names for color swatches).
Shelf | Shelves IncludePresets
checkbox Specifies whether to show Mari'spreset brushes in the Shelf tab. Ifoff, only your personal andcustom shelves are displayed.
Shelf | Update IconsAction
button Regenerates Mari's icons for shelfitems. If these have becomecorrupt (for example, if yourbrush icons are all blank), clickingthis forces Mari to re-create allthe icons.
Slider Precision | SliderPrecision
slider Adjusts how many decimal placesarerepresented by Mari’s sliders.Increasing this gives you finercontrol over slider values.
MARI PREFERENCES DIALOG |
REFERENCE GUIDE 485
Setting Type What it does Notes
Toggle Tools | Tool on KeyHold
checkbox Sets how the shortcut keys for theZoom Paint Buffer (Z), ColorPicker (C), and Select (S) toolswork.
If On, these shortcut keys onlyapply while you're holding themdown. Mari switches back to yourprevious tool when you let go ofthe shortcut key.
If this is Off, tapping the shortcutkey quickly switches permanentlyto the tool, and holding it downfor more than a second or twoswitches to the tool while you'reholding the shortcut key (andswitches back as soon as you letit go).
Usage Statistics | SendStatistics
checkbox Allows Mari to send usage data toThe Foundry.
All information issentanonymously.
Navigation
General |MomentumEnabled
checkbox If this is enabled, the model hasmomentum, so when you let goof the mouse button, it slowlycoasts to a stop. If this isdisabled, the model only moveswhen you are holding the mousebutton down.
MARI PREFERENCES DIALOG |
REFERENCE GUIDE 486
Setting Type What it does Notes
General |Minimum FlickSpeed
entry box,slider
Sets the minimum speed at whichyou can move your modelaround. The higher this is set, themoresensitive the movement controlsare.
General | Friction entry box,slider
Affects the momentum of yourmodel as you move it around thecanvas.
Decreasing thisvalue allowsmovement to retainits momentum forlonger. Increasingthe value arrestsmomentum faster.
General | Control Type dropdown Sets up the Mari controls on thecanvas to match the controls ofanother application, specified inthe dropdown list. Applicationsinclude: Nuke, Maya, LightWave,andHoudini.
Orbit | Lock To World Up checkbox If this is on, it locks the y axis toworld up view.
Orbit | Center Mode dropdown Specify the center point to orbitaround from the choice of:
• Look At - what is currentlybeing viewed in the display.
• Objects - the objects in a scene.
• Origin - the scene origin point.
• Selection - the currentselection.
MARI PREFERENCES DIALOG |
REFERENCE GUIDE 487
Setting Type What it does Notes
Roll | Circular MotionEnabled
checkbox If enabled, rolling is achieved bymaking a circular motion in thecenter of the canvas. If this optionis disabled, rolling is only donewith a horizontal motion acrossthe canvas.
Node Graph
General | Advanced View dropdown Set whether Mari displays theAdvanced or Basic view of theNode Graph. The AdvancedView displays all the internalnodes and connections in theNode graph, whereas the Basicdoes not.
If the Advanced View is Enabled,refer to the Node Graph sectionfor more information; ifDisabled, refer to the Add GraphLayers section.
Nuke
General | Use flat lighting checkbox,reset
Modifies the Nuke workflow touse flat lighting.
The reset iconresets the flatlighting option backto default.
Server | Nuke host entry box,reset
Allows you to specify the hostname for the location of Nuke.
Server | Port entry box,slider, reset
Allows you to specify the portnumber, or modify it with theslider.
MARI PREFERENCES DIALOG |
REFERENCE GUIDE 488
Setting Type What it does Notes
Server | Nuke launchpath
entry box Allows you to browse and load alaunch path for accessing Nukefiles.
The path can bewritten manually orinserted using thebrowse and loadicon.
Painting
Cursor | Shape dropdown Allows you to set whether thebrush cursor in Mari is displayedas an outline of the selectedbrush tip or as a standard roundpaint cursor.
Cursor | Opacity entry box,slider
Allows you to set the opacity ofthe brush cursor. This only affectshow opaque the cursor design is,not the opacity of the paint.
Projection | Default ColorDepth
dropdown Sets the default color depth Mariuses: 8, 16, or 32-bit.
Paths
Channel Presets | SearchPaths
list, button Adds or removes directories thatMari checks for channel presetconfiguration files.
See the Mari UserGuide for details onwriting your ownchannelpreset files.
MARI PREFERENCES DIALOG |
REFERENCE GUIDE 489
Setting Type What it does Notes
Environments | HDR Paths list, button Adds or removes directories thatMari checks for environment lightimages.
For each directory provided, aThumbnails sub-directory withinit is looked for that shouldcontain smaller versions of theimages, with matching filenames,for use by the UI.
When Mari scansthe path, it alsosearches for imagethumbnails to usefrom theThumbnailsdirectory.
Shaders | Search Paths list, button Adds or removes directories thatMari checks for compositingshaders.
Ptex
Face Textures |MinimumSize
dropdown Sets the minimum face texturesize. The options provideincrements in powers of two, andallow you to clamp face texturesizes duringproject creation and face resizing.
The default state is1 forquadrangulartextures, and 2 fortriangulartextures.
Scripts
Console | Font Size entry box,slider
The point size of the default Marifont in the Python console.
Mari Command Port | Port entry box,slider
Sets the port number that Marireceives commands from Nukethrough. The default value is6100.
Mari Command Port |Enabled
checkbox If checked, Mari can receivecommands through the specifiedport.
The default state isdisabled.
MARI PREFERENCES DIALOG |
REFERENCE GUIDE 490
Setting Type What it does Notes
Mari Command Port |Local Host Only
checkbox If unchecked, Mari can listen forconnections to its command portfrom any machine.
If this is checked, then Mari onlylistens for connections from thelocal machine.
Only allowing connections fromthe local host is more secure butprevents you from using features,such as the Nuke<>Mari Bridge.
The default state isenabled.
Session
Exporting Image Types |Float
dropdown Sets the file format used toexport 32-bit textures.
Exporting Image Types |Half
dropdown Sets the file format used toexport 16-bit textures.
Exporting Image Types |Byte
dropdown Sets the file format used toexport 8-bit textures.
Currently, the exroption can only beused for Half andFloat types. If youattempt to exportan 8-bit (Byte)texture as an exr,Mari gives an error.
Folder Names | ObjectsFolder
entry box Specify the folder name you wantto use for the Objects folder onexport.
Folder Names | ImagesFolder
entry box Specify the folder name you wantto use for the Images folder onexport.
MARI PREFERENCES DIALOG |
REFERENCE GUIDE 491
Setting Type What it does Notes
Folder Names | TexturesFolder
entry box Specify the folder name you wantto use for the Textures folder onexport.
Folder Names | ProjectorsFolder
entry box Specify the folder name you wantto use for the Projectors folderon export.
MARI PREFERENCES DIALOG |
REFERENCE GUIDE
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 how Mari displays the project - the background behind the model, the overlay usedon locked patches, whether to show wireframes on the model, 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 the Heads Up Displayinformation in the background ofthe canvas (tool tips, etc).
Canvas > Background
Image entry box,button
Select the file to display as theprojectbackground in the canvas. If not set,the colors in the Bottom and Topfields are used for the background.
492
REFERENCE GUIDE 493
Control Type What it does Notes
Bottom swatch Sets the color to display at thebottom of the screen. To use a singlecolor in thebackground, set both the Bottomand Top to the same value.
Top swatch Sets the color to display at the top ofthe screen.
Canvas > Environment
Show Environment checkbox If an Environment light image is setto display as a background on thecanvas, this control applies as aglobal setting for the canvas so thatit can be turned on or off separately.
Canvas > Grid
Color swatch Sets the color for the onscreenreference grid.
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 UVview.
Canvas > Wireframe
Color swatch The color of the wires displayed inthewireframe overlay.
Visible checkbox If this is selected, the model in the3D views are displayed with thewireframevisible on top of the paint.
Canvas > Camera Mask
DISPLAY PROPERTIES DIALOG |
REFERENCE GUIDE 494
Control Type What it does Notes
Opacity entry box,slider
The opacity of the black bars thatindicate the aspect ratio of theperspective camera in the Canvas.
By default, thisis set to 0,which meansthe bars aredisabled.
Canvas > Linked Patches
Color swatch The color of the patches that arelinked together.
Canvas > Rendering
Checker Color A swatch Sets color A of the transparencycheckerboard. This can be selectedusing the color picker.
Checker Color B swatch Sets color B of the transparencycheckerboard. This can be selectedusing the color picker.
Checker Size entry box,slider
The size of the individualcheckerboard squares. This can beadjusted using either the slider orthe entry box.
By default thisis set 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 the UV view asthey appear after export, includingthe overspill areas.
Canvas > UV Label
DISPLAY PROPERTIES DIALOG |
REFERENCE GUIDE 495
Control Type What it does Notes
Text Color swatch The color for the onscreen text onthe UV view, used to show the UVpatch information.
Only visible ifyou haveopened thedialog box fromwithin the UVview.
Visible checkbox Whether to show the onscreen UVpatch information text over eachpatch in the UV view.
Only visible ifyou haveopened thedialog box fromwithin the UVview.
Canvas > Selection
Fill Render dropdown When to show the selection fill color.This appears in the middle ofselected areas. Options are:
• Select - show the selection fillwhile the area is being selected.Once you'vefinished making the selection, thefilldisappears.
• Always - show the selection fill thewhole time the area is selected.
• Never - do not show the selectionfill.
Fill Color swatch The color to use to fill selectedareas. Click on the swatch to set thecolor.
Outline Render dropdown When to show the selection outline.This appears around the outside ofselected areas. The options are thesame as for Fill Render, above.
DISPLAY PROPERTIES DIALOG |
REFERENCE GUIDE 496
Control Type What it does Notes
Outline Color swatch The color to use to outline theselected areas. Click on the swatchto set the color.
DISPLAY PROPERTIES DIALOG |
REFERENCE GUIDE
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 the Mari canvas. If thesesettings have never been adjusted before, the dialog appears the first time you attempt to take ascreenshot from the View menu. 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.Type the directory or click the file browser button tonavigate to it directly.
button Browse to the directory where you want thescreenshots to be saved.
Incremental dropdown If Enabled, multiple screenshots are saved withincremental numbers appended to the filename. IfDisabled, every screenshot overwrites the previousone.
Background dropdown Sets whether the background of the screenshot isGray or Transparent.
497
REFERENCE GUIDE 498
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 which Mari channels and which Modo effects should map to one another.
How to Access It• Button | Modo Render Palette > Add
Assign Channel Dialog Fields
Control Type What it does Notes
MariChannel
dropdown Specify the channel from your project that youwant to map to a Modo effect.
Modo Effect dropdown Specify the Modo effect that you want to mapto a channel in Mari.
ASSIGN CHANNEL DIALOG | WHAT IT DOES
REFERENCE GUIDE
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 showingthe model rotating through an axis. The axis of rotation is a vertical line through the current cameraview, centered in the middle of the visible portion of the model. You can include custom text orthumbnails of reference images in the turntable.
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 generatedimages.
Antialias dropdown Howmuch anti-aliasing to use inthe generated images.
Background dropdown Selects the background for theimages (Gray, Transparent, orFrom Canvas).
From Canvas uses thecurrent background inMari.
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REFERENCE GUIDE 500
Control Type What it does Notes
Frames entry box,slider
Sets the number of frames togenerate - how many imagesshould be in the sequence.
Range: 1 to 1000. Default:360
PlayAnimation
checkbox If you are using animated modelsor textures, lets you render theturntable with the animation.
When you check this, theFrames control abovebecomes disabled. This isbecause the frame range istaken from the PlayControls Palette.
Offset entry box If you are combining multipleturntables, lets you chain togethersequences by offsetting the imagenumbers.
For example, with an offsetof 0, the first image isMariTurntable_1.jpg. Withan offset of 360, the firstimage is MariTurntable_361.jpg. You can use this togenerate one sequence offrames for the x axis, thenanother for the y axis.
Filters dropdown If this is checked, the turntableimages are produced with the LUTand any other applicable viewfilters applied. If this is notchecked, no filters are applied tothe images produced.
Lighting dropdown Specify whether you want torender a turntable with Flat, Basic,or Full lighting.
Info
Comment entry box,dropdown
Sets a comment to include this atthe bottom of the turntable.
Text Size entry box,slider
Sets the text size for the comment. Range: 0.10 to 10.00.Default: 1.00
RENDER TURNTABLE DIALOG |
REFERENCE GUIDE 501
Control Type What it does Notes
Reference entry box,dropdown,button
Selects a reference image toinclude at the top right of yourmodel.
Second dropdown specifieswhether the colorspace issRGB or Linear.
Output
Path entry box,dropdown,button
Specifies where Mari should createthe images.
Default: /local1
Template entry box,dropdown
Sets a template for the filenames. This must include the$FRAME variable, so Mariassigns the frame numberscorrectly to the files. Marican export turntables aseither .tif, .png, .jpg, or.tga files - change the fileextension in the templateto set the file type. Default:MariTurntable_$FRAME.jpg
Command entry box,dropdown
Specifies any commands to run onfiles after creating them.
Preview button Generates the first frame of theturntable, enabling you to checkthe placement of reference imagesand text.
RENDER TURNTABLE DIALOG |
REFERENCE GUIDE
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 avertical line through the current camera view, centered in the middle of the visible portion of thescene. You can export multiple channels at once. Mari creates all the images using the default shaderand 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 inthe generated images.
502
REFERENCE GUIDE 503
Control Type What it does Notes
Background dropdown Selects the background for theimages (Gray, Transparent, orFrom Canvas).
From Canvas uses thecurrent background in Mari.
Frames entry box,slider
Sets the number of frames togenerate - how many imagesshould be in the sequence.
Range: 1 to 1000. Default:360
Play Animation checkbox If you are using animatedmodels or textures, lets yourender the turntable with theanimation.
When you check this, theFrames control abovebecomes disabled. This isbecause the frame range istaken from the Play ControlsPalette.
Filters dropdown If this is checked, the turntableimages are produced with theLUT and any other applicableview filters applied. If this is notchecked, no filters are applied tothe images produced.
Info
Comment entry box,dropdown
Sets a comment to include thisat the bottom of the turntable.
Text Size entry box,slider
Sets the text size for thecomment.
Range: 0.10 to 10.00. Default:1.00
Reference entry box,dropdown,button
Selects a reference image toinclude at the top left of yourmodel.
Second dropdown specifieswhether the colorspace issRGB or Linear.
Output
Path entry box,dropdown,button
Specifies where Mari shouldcreate the images.
Default: /local1
DIAGNOSTIC TURNTABLE DIALOG |
REFERENCE GUIDE 504
Control Type What it does Notes
Template entry box,dropdown
Sets a template for thefilenames.
This must include the$FRAMEvariable, so Mari assigns theframe numbers correctly tothe files.
If you're generatingturntables for multiplechannels, this should includethe $CHANNEL variable, asotherwise the later channelsoverwrite the earlier ones.
Mari can export turntables aseither .tif, .png, .jpg, or .tgafiles - change the fileextension in the template toset the file type.
Command entry box,dropdown
Specifies any commands to runon files after creating them.
Preview button Generates the first frame of theturntable, enabling you to checkthe placement of referenceimages and text.
DIAGNOSTIC TURNTABLE DIALOG |
REFERENCE GUIDE
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 lighting model for thequick project files.
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 theprojected file.
Path entry box,button
Specifies the location and filename for theprojected file.
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REFERENCE GUIDE 506
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 aseparate layer (.psd files only).
QUICK PROJECTION DIALOG |