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REFERENCE GUIDE VERSION 3.1v3

Mari 3.1v3 ReferenceGuide

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Page 1: Mari 3.1v3 ReferenceGuide

REFERENCE GUIDEVERSION 3.1v3

Page 2: Mari 3.1v3 ReferenceGuide

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

Page 3: Mari 3.1v3 ReferenceGuide

ContentsPrefaceAbout this Guide 14

Contact customer support 14

Types of Controls

Project Functions

Preference Functions

Selection Functions

Object Functions

Channel Functions

Layer Functions

Node Graph Functions

Ptex Functions

Patch Functions

Shading Functions

Painting Functions

Filter Functions

Camera Functions

Page 4: Mari 3.1v3 ReferenceGuide

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

Page 5: Mari 3.1v3 ReferenceGuide

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

Page 6: Mari 3.1v3 ReferenceGuide

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

Page 7: Mari 3.1v3 ReferenceGuide

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

Page 8: Mari 3.1v3 ReferenceGuide

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

Page 9: Mari 3.1v3 ReferenceGuide

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

Page 10: Mari 3.1v3 ReferenceGuide

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

Page 11: Mari 3.1v3 ReferenceGuide

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

Page 12: Mari 3.1v3 ReferenceGuide

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

Page 13: Mari 3.1v3 ReferenceGuide

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

Page 14: Mari 3.1v3 ReferenceGuide

REFERENCE GUIDE

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

About this GuideThis guide provides a complete reference for all the functions and fields within Mari. It does not 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

Page 15: Mari 3.1v3 ReferenceGuide

REFERENCE GUIDE

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

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

Add attribute Lets you add 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.

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Page 16: Mari 3.1v3 ReferenceGuide

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 |

Page 17: Mari 3.1v3 ReferenceGuide

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 |

Page 18: Mari 3.1v3 ReferenceGuide

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 |

Page 19: Mari 3.1v3 ReferenceGuide

REFERENCE GUIDE

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

Function How to access it What it does Opens thisdialog box

Notes

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

Page 20: Mari 3.1v3 ReferenceGuide

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 |

Page 21: Mari 3.1v3 ReferenceGuide

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 |

Page 22: Mari 3.1v3 ReferenceGuide

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 |

Page 23: Mari 3.1v3 ReferenceGuide

REFERENCE GUIDE

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

Function How to access it What it does Opens thisdialog box

Notes

Setpreferences

• Menubar | Edit >Preferences

Lets you set generalpreferences 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

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Page 24: Mari 3.1v3 ReferenceGuide

REFERENCE GUIDE

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

Function How to access it What it does Opens thisdialog box

Notes

Objectselectionmode

• Selection toolbar |

• Menubar | Selection >Object Mode

• Right-click | canvas >Object Mode

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.

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Page 25: Mari 3.1v3 ReferenceGuide

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 |

Page 26: Mari 3.1v3 ReferenceGuide

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 |

Page 27: Mari 3.1v3 ReferenceGuide

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 |

Page 28: Mari 3.1v3 ReferenceGuide

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 |

Page 29: Mari 3.1v3 ReferenceGuide

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 |

Page 30: Mari 3.1v3 ReferenceGuide

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 |

Page 31: Mari 3.1v3 ReferenceGuide

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 |

Page 32: Mari 3.1v3 ReferenceGuide

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 |

Page 33: Mari 3.1v3 ReferenceGuide

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.

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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 |

Page 35: Mari 3.1v3 ReferenceGuide

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 |

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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 |

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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 |

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REFERENCE GUIDE

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

Function How to access it What it does Opens thisdialog box

Notes

Add channel • Menubar | Channels >Add Channel

• Right-click | 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.

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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 |

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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 |

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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 |

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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 |

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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 |

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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 |

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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 |

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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 |

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REFERENCE GUIDE

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

Function How to access it What it does Opens thisdialog box

Notes

Add 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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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 |

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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 |

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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 |

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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 |

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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 |

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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 |

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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 |

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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 |

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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 |

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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 |

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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 |

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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 |

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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 |

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REFERENCE GUIDE

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

Function How to access it What it does Opens thisdialog box

Notes

Add 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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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 |

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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 |

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REFERENCE GUIDE

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

Function How to access it What it does 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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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 |

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REFERENCE GUIDE

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

Function How to access it What it does Opens thisdialog box

Notes

Extract patch • Menubar | Patches >Extract Selected

• Right-click | canvas >Patches > ExtractSelected

Extracts the selectedpatches as images,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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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 |

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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 |

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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 |

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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 |

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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 |

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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 |

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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 |

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REFERENCE GUIDE

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

Function How to access it What it does Opens thisdialog box

Notes

Add newshader

• Menubar | Shading >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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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 |

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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 |

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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 |

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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 |

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REFERENCE GUIDE

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

Function How to access it What it does Opens thisdialog box

Notes

Undo allunbakedpainting

• Menubar | Painting >Clear Painting

• Toolbar |

• Mouse |

Undo all painting notyet baked into themodel (still in 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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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 |

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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 |

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REFERENCE GUIDE

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

Function How to access it What it does Opens thisdialog box

Notes

Apply Invertfilter

• Menubar | Filters >Invert

Inverts the colors 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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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 |

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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 |

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Function How to access it What it does Opens thisdialog box

Notes

Apply Huefilter

Menubar | Filters >Hue

Changes the hue,saturation, and 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 |

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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 |

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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 |

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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 |

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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 |

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Function How to access it What it does Opens thisdialog box

Notes

Apply ColorCurves filter

• Menubar | Filters >Color Curves

Changes the 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 |

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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 |

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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 |

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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.

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Function How to access it What it does Opens thisdialog box

Notes

Apply ColorCorrectionfilter

• Menubar | Filters >Color Correction

Applies a colorspacecorrection to 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.

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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 |

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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)

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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).

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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.

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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)

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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

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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.

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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.

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

Function How to access it What it does Opens thisdialog box

Notes

Set thedisplayproperties

• Right-click | 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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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 |

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

Function How to access it What it does Opens thisdialog box

Notes

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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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 |

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

Function How to access it What it does Notes

Execute examplescripts

• Menubar | Python >Examples

Executes 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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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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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 |

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

Project Toolbar

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

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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Tool Properties Toolbar Control

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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.

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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.

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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.

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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.

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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 |

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Tool Control Type What it does Opens thisdialog box

Notes

Mode button How drawing a new selectionaffects the current marqueeselection:

• Replace - the new selectionreplaces the 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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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 .

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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.

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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.

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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.

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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.

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

What it looks like What it does

Displays status icons that 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.

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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.

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

What It 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.

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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

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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.

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

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

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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.

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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.

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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

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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

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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.

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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.

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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.

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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.

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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

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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.

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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.

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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

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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.

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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.

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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

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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

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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

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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.

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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

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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

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Node Graph PaletteThe Node Graph palette doesn't have any controls as such, rather it's a dedicated area designed tohold nodes.

What It 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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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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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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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 |

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

What It 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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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 |

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

What It DoesThe Shaders palette displays the lighting shaders and allows you to toggle between the shader 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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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 |

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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

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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.

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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Control Type What it does Dialog Notes

Inputs |DiffuseRoughness

dropdown The channel specifying areas ofroughness on the shadedsurface, so that the diffuse 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.

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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.

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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.

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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.

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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.

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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.

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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.

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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

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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

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

What It DoesThe Lights palette displays the lights in your project, and allows you to:

• Customize the lights.

• Turn each light on or off.

• Move the lights around.

• Reposition a light to the current camera position.

• Render shadows for individual lights.

Lights Palette Fields

Control Type What it does Notes

Sorted by dropdown Lets you specify whether to list lights by 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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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.

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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.

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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.

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

What It DoesThe Projectors palette displays the projectors in your project, and allows you to:

• Create, load, save, and delete projectors.

• Use a projector to take a snapshot of the current view.

• Use a projector to project an edited snapshot back onto 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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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.

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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.

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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.

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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.

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Control Type What it does Opens thisdialog box

Notes

<projector name> ><projector name> >Perspective | FoV

entry box,slider

Enter the value for the 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.

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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.

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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.

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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.

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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.

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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.

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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.

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Control Type What it does Opens thisdialog box

Notes

<projector name> >Ambient OcclusionMask > General |Mask Amount

entry box,slider

The amount of 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.

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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.

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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.

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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.

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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.

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Control Type What it does Opens thisdialog box

Notes

<projector name> >Fractal Noise Mask >General |MaskAmount

entry box,slider

The amount that 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.

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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.

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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 |

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Selection Groups PaletteThe Selection Groups palette and the controls that can be found on it are described in the tablebelow. When controls also bring up additional dialogs, these are referenced for more information.

What It DoesThe Selection Groups palette lets you switch between saved selection groups. You can also 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.

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

What It 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.

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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.

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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).

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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.

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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

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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

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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

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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).

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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

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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

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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.

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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

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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

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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.

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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.

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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.

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Image Manager PaletteThe Image Manager palette and the controls that can be found on it are described in the tablebelow. When controls also bring up additional dialogs, these are referenced for more information.

What It DoesThe Image Manager lets you store and work with images in your project, including using them 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.

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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

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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.

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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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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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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

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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).

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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

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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

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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

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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.

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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 |

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

What It DoesThe Play Controls palette allows you to play animations. You can set keyframes, which allows you 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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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 |

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

What It DoesThe Python Console palette is divided into three sections:

• a Script Path entry box that loads Python scripts from a defined location

• an input pane that is used to enter and execute Python statements in the lower half of the palette

• an output pane that displays statements and their outputs in the upper half of the palette.

Python Console Palette Fields

Control Type What it does Notes

Output Pane information Displays Python statements and theiroutputs.

Input Pane entry box Click inside to enter 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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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 |

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

What It DoesThe Pixel Analyzer displays information about pixels selected with 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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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 |

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

What It 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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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 |

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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)

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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 |

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

What It DoesThe Tool Properties palette displays information about the selected tool.

Tool Properties Palette Fields

Tool Control Type What it does 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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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.

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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 |

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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.

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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.

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Tool Control Type What it does Opensthis dialogbox

Notes

No properties.

No properties.

TOOL PROPERTIES PALETTE |

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Tool Control Type What it does Opensthis dialogbox

Notes

Vector Inspector |MriVectorInspectorTool

addattribute

Click to add attributes. Add UserAttribute

TOOL PROPERTIES PALETTE |

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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 |

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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.

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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

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Tool Control Type What it does Opensthis dialogbox

Notes

Paint Through > Sameas Paint except:

Texture does notincludeGeometry. And itincludes the following:

TOOL PROPERTIES PALETTE |

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Tool Control Type What it does Opensthis dialogbox

Notes

Texture > Image |

Filename

entry box,button

TOOL PROPERTIES PALETTE |

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Tool Control Type What it does Opensthis dialogbox

Notes

Texture > Info |Description

information

TOOL PROPERTIES PALETTE |

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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 |

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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 |

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Tool Control Type What it does Opensthis dialogbox

Notes

Gradient > Same asPaint except:

Texture does notinclude Geometry.And it includes:

TOOL PROPERTIES PALETTE |

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Tool Control Type What it does Opensthis dialogbox

Notes

Texture > Gradient >Gradient | Description

information

TOOL PROPERTIES PALETTE |

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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 |

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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.

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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 |

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

What It DoesThe Painting palette displays information and controls 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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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.

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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.

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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 |

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

What It DoesThe Projection palette holds controls for 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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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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 |

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

What It DoesThe Shelf stores sets of brushes and colors. These include:

• Menu shelf - the content of the F9menu.

• Personal shelf (with customized items) - selected items you use regularly.

• Basic Brushes shelf - a set of predefined basic brushes.

• Hard Surface Brushes shelf - a set of predefined hard surface brushes.

• Organic Brushes shelf - a set of predefined organic brushes.

• Project - shelf items for just the current project.

Shelf Palette Fields

Control What it does Notes

Types 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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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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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

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Modo Render PaletteTheModo Render palette and the controls that can be found on it are described in the table below.When controls also bring up additional dialogs, these are referenced for more information.

What It DoesTheModo Render palette allows you to render a final image of your scene in Modo with 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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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.

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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.

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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 |

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New Project DialogThe New Project dialog is described below with functions for how to access it. A list of the controlson the dialog box can be found in the table below.

What It 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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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.

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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.

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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.

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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.

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Control Type What it does Opens thisdialog box

Notes

Mesh options |Take

dropdown,information

If an object has beenexported with animationtakes, the takes 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.

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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.

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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).

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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.

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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

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Project Settings DialogThe Project Settings dialog is described below with functions for how to access it. A list of thecontrols on the dialog box can be found in the table below.

What It DoesThe Project Settings dialog box lets you change the colorspace options for 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.

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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 |

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Select Color DialogThe Select Color dialog is described below with functions for how to access it. A list of the controls onthe dialog box can be found in the table below.

What It DoesThe Select Color dialog box lets you view and change colors. The controls on this palette all 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.

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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

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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 |

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Advanced Blending ModeThe Advanced Blendingmode pop-up from within the Layers palette is described below withfunctions for how to access it. A list of the controls in the pop-up can be found in the table below.

What It 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.

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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 |

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Add Channel DialogThe Add Channel dialog is described below with functions for how to access it. A list of the controlson the dialog box can be found in the table below.

What It DoesThis allows you to add a single channel to your project. The dropdown at the top of the dialog 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

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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

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Channel Presets DialogThe Channel Presets dialog is described below with functions for how to access it. A list of thecontrols on the dialog can be found in the table below.

What It DoesAllows you to set up preferences for quickly creating channels through 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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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 |

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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 |

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Masks Formats DialogTheMasks Formats dialog is described below with functions for how to access it. A list of thecontrols on the dialog box can be found in the table below.

What It DoesThis allows you to set up a 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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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

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Convert Type DialogThe Convert Type dialog is described below with functions for how to access it. A list of the controlson the dialog can be found in the table below.

What It DoesConverts the color depth of the selected channel into a different bit depth. The color 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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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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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 |

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Channel Transfer DialogThe Channel Transfer dialog is described below with functions for how to access it. A list of thecontrols on the dialog can be found in the table below.

What It DoesLets you transfer channels 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 |

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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 |

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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 |

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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 |

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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 |

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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 |

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Layer Transfer DialogThe Layer Transfer dialog is described below with functions for how to access it. A list of the controlson the dialog can be found in the table below.

What It DoesLets you transfer layers 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 |

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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 |

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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 |

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Group Node Knobs DialogThe Group Node Knobs dialog is described below with functions for how to access it. A list of thecontrols on the dialog can be found in the table below.

What It DoesLets you expose controls from 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 |

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Export DialogThe Export dialog is described below with functions for how to access it. A list of the controls on thedialog can be found in the table below.

What It DoesInvoked by the export channel functions, export flattened channel functions, export layer functions,or 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

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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

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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

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Import DialogThe Import dialog is described below with functions for how to access it. A list of the controls on thedialog can be found in the table below.

What It DoesInvoked by the import channel functions and import layer functions, the Import dialog box lets 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.

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Control Type What it does Notes

button Displays the contents of the directory as adetails view, with a sort option at the 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.

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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.

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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 |

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Open an Image DialogThe Open Image dialog is described below with functions for how to access it. A list of the controlson the dialog can be found in the table below.

What It DoesAllows you to choose an image from somewhere on 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

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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.

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 |

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Save As DialogThe Save As dialog is described below with functions for how to access it. A list of the controls on thedialog can be found in the table below.

What It DoesAllows you to save images in the Image Manager palette in 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

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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 |

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Mari to Maya Export DialogTheMari to Maya Export dialog is described below with functions for how to access it. A list of thecontrols on the dialog can be found in the table below.

What It DoesTheMari To Maya Export dialog box lets you specify the file type and destination for exporting 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 |

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New Shader DialogThe New Shader dialog is described below with functions for how to access it. A list of the controlson the dialog can be found in the table below.

What It DoesSpecify what lighting shader you want to set up for your project. This does not affect your Flat, Basic,or Full 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 |

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Create Shader DialogThe Create Shader dialog is described below with functions for how to access it. A list of the controlson the dialog can be found in the table below.

What It 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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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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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 |

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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.

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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 |

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Add Version Settings DialogThe Add Version Settings dialog is described below with functions for how to access it. A list of thecontrols on the dialog box can be found in the table below.

What It DoesSpecifies the settings of the imported object version that is being added to 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.

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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 |

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Subdivide DialogThe Subdivide dialog is described below with functions for how to access it. A list of the controls onthe dialog can be found in the table below.

What It DoesInvoked by the object subdivision commands, the Subdivide dialog box lets you specify options 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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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.

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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 |

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Gaussian Blur DialogThe Gaussian Blur dialog is described below with functions for how to access it. A list of the controlson the dialog can be found in the table below.

What It DoesAllows you to apply an object-based blur effect across 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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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 |

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Displacement DialogThe Displacement dialog is described below with functions for how to access it. A list of the controlson the dialog can be found in the table below.

What It DoesAllows you to generate a displacement map, using a high polygon 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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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.

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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 |

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Height DialogThe Height dialog is described below with functions for how to access it. A list of the controls on thedialog can be found in the table below.

What It DoesAllows you to generate a height map, using a high polygon 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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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.

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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.

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Load Camera DialogThe Load Camera dialog is described below with functions for how to access it. A list of the controlson the dialog can be found in the table below.

What It DoesThe Load Camera dialog box comes up whenever you attempt to load or import a camera fromoutside the 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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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.

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Manage Toolbar DialogTheManage Toolbar dialog is described below with functions for how to access it. A list of thecontrols on the dialog can be found in the table below.

What It DoesLets you add, edit and remove toolbars for quick access to Mari functions.

Click Add to add a new toolbar, Remove to remove the selected toolbar. Drag icons for actions 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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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.

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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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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.

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HUDManager DialogThe HUD Manager dialog is described below with functions for how to access it. A list of the controlson the dialog can be found in the table below.

What It DoesLets you select what appears on the “Head Up Display” (HUD) that shows information about Mari 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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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.

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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.

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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

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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.

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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.

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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 |

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Mari Preferences DialogTheMari Preferences dialog is described below with functions for how to access it. A list of thecontrols on the dialog can be found in the table below.

What It DoesLets you set preferences for 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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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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Display Properties DialogThe Display Properties dialog is described below with functions for how to access it. A list of thecontrols on the dialog can be found in the table below.

What It DoesAllows you to set 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.

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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

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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

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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.

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Control Type What it does Notes

Outline Color swatch The color to use to outline theselected areas. Click on the swatchto set the color.

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Screenshot Settings DialogThe Screenshot Settings dialog is described below with functions for how to access it. A list of thecontrols on the dialog can be found in the table below.

What It DoesAllows you to specify the settings for any screenshots that you take of 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.

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Assign Channel DialogThe Assign Channel dialog is described below with functions for how to access it. A list of thecontrols on the dialog can be found in the table below.

What It DoesAllows you to specify 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.

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Render Turntable DialogThe Render Turntable dialog is described below with functions for how to access it. A list of thecontrols on the dialog can be found in the table below.

What It DoesTakes the scene as you can see it through the selected shader, and creates a series of images 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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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

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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.

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Diagnostic Turntable DialogThe Diagnostic Turntable dialog is described below with functions for how to access it. A list of thecontrols on the dialog can be found in the table below.

What It DoesCreates a series of images showing the scene rotating through an axis. The axis of rotation is 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.

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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

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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.

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Quick Projection DialogThe Quick Projection dialog is described below with functions for how to access it. A list of thecontrols on the dialog can be found in the table below.

What It DoesSets the details that the quick projection tools use - the filename, file size, and 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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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).

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