Foundry VERSION 2.0V1, Mari Reference Manual

REFERENCE GUIDE
VERSION 2.0
V1
Mari™ Reference Guide. Copyright © 2013 The Foundry Visionmongers Ltd. All Rights Reserved. Use of this Reference Guide and the Mari software is subject to an End User License Agreement (the "EULA"), the terms of which are incorporated herein by reference. This Reference Guide and the Mari software may be used or copied only in accordance with the terms of the EULA. This Reference Guide, the Mari software and all intellectual property rights relating thereto are and shall remain the sole property of The Foundry Visionmongers Ltd. ("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 this Reference 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 any form or by any means, electronic, mechanical, recording or otherwise, without the prior written permission of The Foundry. To the extent that the EULA authorizes the making of copies of this Reference Guide, such copies shall be reproduced with all copyright, trademark and other proprietary rights notices included herein. The EULA expressly prohibits any action that could adversely affect the property rights 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 © 2013 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 Reference Guide (including, but not the to, those set forth below) may be the trademarks or service marks, or registered trademarks or service marks, of their respective owners in the United States and/or other countries. No association with any company or product is intended or inferred 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.
Adobe ® and Photoshop ® are either registered trademarks or trademarks of Adobe Systems Incorporated in the United States and/or other countries.
Maya ® is a registered trademark of Autodesk, Inc., in the USA and other countries.
Mari software engineering: Jack Greasley, Kiyoyuki Nakagaki, Marcus Shoo, Kevin Atkinson, Tim Ebling, Jed Soane, Daniel Lond, Robert Fanner, Duncan Hopkins, Mark Final, Chris Bevan, Carl Rand, Phil Hunter and Tim Smith Product testing: Michael Zannetou, Mark Titchener, Robert Elphick, Antoni Kujawa and Chris Hiess Writing and layout design: Jack Elder, Jon Hertzig, Eija Närvänen, Charles Quinn and Erica Cargle Proof reading: Jack Elder and Eija Närvänen
Mari includes Disney technology licensed from Walt Disney Animation Studios.
The Foundry 6th Floor, Communications Building, 48 Leicester Square, London WC2H 7LT
Rev: March 8, 2013
Mari 2.0v1The Foundry
Contents
PREFACE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
TYPES OF CONTROLS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
PROJECT FUNCTIONS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .11
PREFERENCE FUNCTIONS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .12
SELECTION FUNCTIONS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
OBJECT FUNCTIONS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .19
CHANNEL FUNCTIONS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .20
LAYER FUNCTIONS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
PTEX FUNCTIONS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
PATCH FUNCTIONS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
SHADING FUNCTIONS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .36
PAINTING FUNCTIONS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
FILTER FUNCTIONS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
CAMERA FUNCTIONS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .46
VIEW FUNCTIONS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50
TOOL FUNCTIONS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .51
PYTHON FUNCTIONS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .52
HELP FUNCTIONS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .53
TOOLBARS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54
STATUS BAR. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77
CHANNELS PALETTE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 79
LAYERS PALETTE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82
PATCHES PALETTE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .100
OBJECTS PALETTE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .101
SHADERS PALETTE. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 103
4
LIGHTS PALETTE. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .120
PROJECTORS PALETTE. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .122
SELECTION GROUPS PALETTE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .132
COLOR MANAGER PALETTE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .133
IMAGE MANAGER PALETTE. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .143
HISTORY VIEW PALETTE. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .145
BRUSH EDITOR PALETTE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .146
PLAY CONTROLS PALETTE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 151
PYTHON CONSOLE PALETTE. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 153
PIXEL ANALYZER PALETTE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .155
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Mari 2.0v1
COLORS PALETTE. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .156
TOOL PROPERTIES PALETTE. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 158
PAINTING PALETTE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .166
PROJECTION PALETTE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .168
SHELF PALETTE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .174
HSV PALETTE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 175
SNAPSHOTS PALETTE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 176
NEW PROJECT DIALOG BOX . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 178
5
SELECT COLOR DIALOG BOX . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .182
ADD CHANNEL DIALOG BOX . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 184
ADD MULTIPLE CHANNELS DIALOG BOX . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .186
CHANNEL PRESETS DIALOG BOX. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 188
CONVERT TYPE DIALOG BOX . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .190
COPY MULTIPLE TEXTURES DIALOG BOX . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .191
EXPORT DIALOG BOX . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .192
IMPORT DIALOG BOX . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .196
MARI TO MAYA EXPORT DIALOG BOX . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .200
CREATE SHADER DIALOG BOX. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 202
The Foundry
Mari 2.0v1
CREATE SHADER DIALOG BOX. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 204
MASK CHANNEL TO ALPHA DIALOG BOX . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .205
SELECT PATCHES BY RANGE DIALOG BOX. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 206
LOAD CAMERA DIALOG BOX . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .207
MANAGE TOOLBAR DIALOG BOX . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .209
MANAGE KEYBOARD SHORTCUTS DIALOG BOX . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 211
HUD MANAGER DIALOG BOX . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .213
MARI PREFERENCES DIALOG BOX. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .216
6
DISPLAY PROPERTIES DIALOG BOX . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .225
SCREENSHOT SETTINGS DIALOG BOX. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 228
RENDER TURNTABLE DIALOG BOX . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .229
DIAGNOSTICS TURNTABLE DIALOG BOX. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 231
QUICK PROJECTION DIALOG BOX . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .233
The Foundry
Mari 2.0v1
1 PREFACE
Mari is a creative texture-painting tool that can handle extremely complex or texture heavy projects. It was developed at Weta Digital and has been used on films such as The Adventures of Tintin: The Secret of the Unicorn, District 9, The Day the Earth Stood Still, The Lovely Bones and Avatar.
The name Mari comes from the Swahili 'Maridadi', meaning 'beautiful' and carrying connotations of 'usefulness'.
About this guide
Contact customer support
This guide provides a complete reference for all the functions and fields within Mari. It does not give you any instructions on using Mari. For details on installing Mari, read the using Mari, read the
The first part of this document describes all the functions within Mari, broken up by functional area.
Should questions arise that this manual fails to address, you can contact Customer Support directly via e-mail at support@thefoundry.co.uk or via telephone to our London office on +44 (0)20 7968 6828 or to our Los Angeles office on (310) 399 4555 during office hours.
User Guide
Getting Started Guide
.
. For full instructions on
2 TYPES OF CONTROLS
Control What it looks like What it does How to use it Notes
Add attribute Lets you add an
attribute to a prop­erty.
Buttons
Checkbox
Control sphere
Curve editor Maps between input
Dropdown list
,
unselected, selected
Lets you select a function.
Lets you select an option.
Lets you move a light
around the scene.
and output values (45° = the same). Bar along the bottom displays the effect at each point.
Lets you select from a list of valid values.
Click the icon, and fill in the Add User Attribute dialog box.
Click it. May show an icon or a word.
Click to select. An “x” displays when selected.
Click and drag to pull the light around.
Drag to move points on the graph. Add points by clicking on the curve or bar. Edit a point by right-click­ing it.
You can also remove a point by clicking on it while holding Ctrl.
Click the down arrow on the right, then click to select an option.
For more information, see the Extending Mari chapter in the Mari User Guide.
Entry box Lets you type an
Horizontal slider
Incrementers Lets you increment a
entry.
Slides along a range of valid values.
value up or down.
Click inside the box and type a valid entry.
Click and drag left (more) or right (less).
Click up or down arrows to increment up or down.
Often combined with a slider and reset button.
Often combined with an entry box (that shows the value) and reset button.
Control What it looks like What it does How to use it Notes
TYPES OF CONTROLS
9
List Lets you select from
a list of valid values.
On/Off Indi­cator
Option buttons
Remove attribute
Reset button Reset to the default. Click the icon. Often combined with an entry box
Swatch
Switch Turns an option on
on, off
Shows whether an option is on or off
Lets you select mutually exclusive options.
Lets you remove an attribute from a property.
Displays the currently selected color, and lets you select a different color.
or off.
Click to select an option.
Look at it. Often combined with a switch.
Click to select which option you want.
Click the icon, then click Remove to con­firm.
Click to select a color from the
Colors Palette
Click and drag right (on) or left (off).
.
Circle is filled when selected. Sometimes called “radio buttons”.
and slider.
Often combined with an On/Off indicator.
The Foundry
Mari 2.0v1
Control What it looks like What it does How to use it Notes
TYPES OF CONTROLS
10
Tabs Displays several
groups of the same kind of information, such as different categories of brush tips in the
Brush Editor Palette
Thumbnail Displays a thumbnail
preview of a selected feature or function.
Click:
• a tab to view it
to view the previous or next tab
.
to add a tab
to delete a
tab
to open the
current tab in a separate window
Look at it.
The Foundry
Mari 2.0v1
3 PROJECT FUNCTIONS
Function How to access it What it does
New project
Menubar Keyboard
Projects tab
Projects tab
• New
Toolbar
| File > New
| Ctrl+N
| New button
|
Right-click
|
Creates a new project. New Project Dialog
>
Opens this dialog box
Box
Notes
Name the project, select options, and add geometry.
Open a project
Open recent project
Save project
Close project
Delete project
Open Archive
Archive Project
Copy (Duplicate) Project
Projects tab
Open
Projects tab
Menubar
<project name>
Menubar Keyboard
Toolbar
Menubar Keyboard
Toolbar
| File > Open >
| File > Save
| Ctrl+S
|
| File > Close
| Ctrl+W
|
Projects tab Projects tab
• Delete
Projects tab
button
Projects tab
• Open Archive
Projects tab
button
Projects tab
• Archive
Projects tab
Projects tab
• Copy
|
Right-click
|
Double-click
| Delete button
|
Right-click
| Open Archive
|
Right-click
| Archive
|
Right-click
| Copy button
|
Right-click
>
>
>
>
>
Opens the selected project (the project you right­clicked on).
Opens a project, from a list of the last 10 projects opened.
Saves the current project.
Closes the current project. Save Changes
Before Closing? (if unsaved changes)
Deletes the selected project from disk.
Opens a project from an archive file.
Saves the selected project to disk as a Mari archive (.mra) file.
Creates a copy of the selected project. The new copy appears in the Projects tab.
Import Archive
The archive includes all the supporting files required for the project.
4 PREFERENCE FUNCTIONS
Function How to access it What it does
Set preferences
Menubar
| Edit > Preferences Lets you set general prefer-
ences for Mari — cache size, plug-ins, autosave fre­quency, and so on.
Opens this dialog box
Mari Preferences Dialog Box
Notes
Edit toolbars
Edit shortcuts
Configure Heads-Up Display
Menubar
Menubar
Menubar
| Edit > Toolbars Lets you create and edit cus-
tom toolbars.
| Edit > Shortcuts Lets you add or edit keyboard
shortcuts.
| Edit > HUD Manager Lets you set what information
Mari shows in the Heads-Up Display (HUD) behind the model on the canvas.
Manage Toolbar Dialog Box
Manage Keyboard Shortcuts Dialog Box
HUD Manager Dialog Box
5 SELECTION FUNCTIONS
Function How to access it What it does
Object selection mode
• Selection toolbar |
Menubar
• Object Mode
•Right-click
Object Mode
| Selection >
| canvas >
Sets Mari to select whole objects.
Opens this dialog box
Notes
Patch selection mode
Faces selection mode
Hide unselected areas
• Selection toolbar |
Menubar
• Patch Mode
Right-click
• Patch Mode
• Selection toolbar |
Menubar
• Face Mode
Right-click
• Face Mode
Menubar
• Hide Unselected
Right-click
• Visibility > Hide Unselected
Right-click
ette > Hide Unselected
Keyboard
Mouse
| Selection >
| canvas >
| Selection >
| canvas >
| Selection >
| canvas >
| Patches Pal-
| Shift+H
|
Sets Mari to select patches on objects.
Sets Mari to select areas on the objects.
Hides the unselected areas on the canvas.
For the mouse gesture: press and hold \, click and drag in the direc­tion indicated. (A thin red line traces gestures onscreen. Mari
1.2v1
Function How to access it What it does
Hide selected areas
Menubar
• Hide Selected
Right-click
• Visibility > Hide Selected
Right-click
ette > Hide Selected
Patches
Keyboard
Mouse
| Selection >
| canvas >
| Patches Pal-
| H
|
Hides the selected areas on the canvas.
Opens this dialog box
SELECTION FUNCTIONS
Notes
For the mouse gesture: press and hold \, click and drag in the direc­tion indicated. (A thin red line traces gestures onscreen.
14
Show selected areas
Show all areas
Show whole object
Menubar
• Show Selected
Right-click
• Visibility > Show Selected
Right-click
ette > Show Selected
Patches
Menubar
Show All
Right-click
• Visibility > Show All
Right-click
ette > Show All Patches
Keyboard
Mouse
Menubar
Show Entire Object
Right-click
• Visibility > Show Entire Object
| Selection >
| canvas >
| Patches Pal-
| Selection >
| canvas >
| Patches Pal-
| Ctrl+Shift+H
|
| Selection >
| canvas >
Shows the selected areas on the canvas.
Displays all areas, selected or not, on the canvas.
Shows all area, selected or not, on only the selected object.
For the mouse gesture: press and hold \, click and drag in the direc­tion indicated. (A thin red line traces gestures onscreen.
The Foundry
Mari 2.0v1
Function How to access it What it does
Select all areas
Menubar
Select All
Right-click
• Selection > Select All
Right-click
ette > Select All Patches
Button
>
| Selection >
| canvas >
| Patches Pal-
| Patches Palette
Selects all areas in the model, depending on your current selection mode (objects, patches, or faces)
Opens this dialog box
Notes
SELECTION FUNCTIONS
15
De-select all areas
Invert selection of areas
Select visible areas
Lock unselected areas
Keyboard
Menubar
• Select None
Right-click
• Selection > Select None
Right-click
ette > Select None
Keyboard
Menubar
Select Invert
Right-click
• Selection > Select Invert
Right-click
ette > Select Invert
Patches
Keyboard
Menubar
• Select Visible
Right-click
• Selection > Select Visible
Right-click
ette > Select Visible
Patches
•Menubar
Lock Unselected
•Right-click
Locking > Lock Unselected
•Right-click
ette > Lock Unselected
Patches
| Ctrl+A
| Selection >
| canvas >
| Patches Pal-
| Ctrl+E
| Selection >
| canvas >
| Patches Pal-
| Ctrl+I
| Selection >
| canvas >
| Patches Pal-
| Selection >
| canvas >
| Patches Pal-
De-selects all areas on the model.
De-selects the current selection and selects every­thing currently unselected.
Selects only areas that aren't hidden.
Locks unselected patches so they cannot be edited.
Depends on your current selection mode (either objects, patches, or faces) for the scope of inversion. For example, in face mode, the unselected faces become selected and vice versa.
The Foundry
Mari 2.0v1
Function How to access it What it does
Lock selected areas
Menubar
• Lock Selected
Right-click
• Locking > Lock Selected
Right-click
ette > Lock Selected
Patches
Button
>
| Selection >
| canvas >
| Patches Pal-
| Patches Palette
Locks selected areas, so they cannot be painted.
Opens this dialog box
Notes
SELECTION FUNCTIONS
16
Unlock selected areas
Lock all areas
Unlock all areas
Unlock everything •
Menubar
• Unlock Selected
Right-click
• Locking > Unlock Selected
Right-click
ette > Unlock Selected
Patches
Button
>
Menubar
Lock All
Right-click
• Locking > Lock All
Right-click
ette > Lock All Patches
Menubar
Unlock All
Right-click
• Locking > Unlock All
Right-click
ette > Unlock All Patches
Menubar
Unlock Entire Object
Right-click
• Locking > Unlock Entire Object
| Selection >
| canvas >
| Patches Pal-
| Patches Palette
| Selection >
| canvas >
| Patches Pal-
| Selection >
| canvas >
| Patches Pal-
| Selection >
| canvas >
Unlocks selected locked areas, so they are again paintable.
Locks all areas, so they can­not be painted.
Unlocks all locked areas, so they are again paintable.
Unlocks everything on the current object, regardless of whether it’s a face, patch, or channel.
Create selection group for patches
The Foundry
Right-click
• Create Patch Selection Set
| canvas >
Creates a new selection set consisting of whichever patches you currently have selected.
Creates a new selection set in the
Patches Palette
Mari 2.0v1
Function How to access it What it does
Create selection group
Right-click
• Create Selection Group
Button
Palette >
| canvas >
| Selection Groups
Creates a new selection group to save your selec­tion modes.
Opens this dialog box
SELECTION FUNCTIONS
Notes
You can create selection groups in any selection mode (objects, patches, or faces).
17
Reselect selection group
Lock the selection group
Unlock the selection group
Hide the selection group
Right-click
• group in Selection
Groups Palette > Select
Selection Group
Button
Palette >
Right-click
• group in Selection
Groups Palette > Lock
Selection Group
Button
Palette >
Right-click
• group in Selection
Groups Palette > Unlock
Selection Group
Button
Palette >
Right-click
• group in Selection
Groups Palette > Hide
Selection Group
Button
| selection
| Selection Groups
| selection
| Selection Groups
| selection
| Selection Groups
| selection
| Selection Groups
Reselects the current selec­tion group.
Locks the selection group.
Unlocks the selection group.
Hides the contents of the selection group.
Palette >
The Foundry
Mari 2.0v1
Function How to access it What it does
Show the selection group
Right-click
• group in Selection
Groups Palette > Show
Selection Group
Button
Palette >
| selection
| Selection Groups
Shows the contents of the selection group.
Opens this dialog box
Notes
SELECTION FUNCTIONS
18
Remove the selection group
•Right-click
group in Selection
Groups Palette > Remove
Selection Group
• Button
Palette >
| selection
| Selection Groups
The Foundry
Mari 2.0v1
6 OBJECT FUNCTIONS
Function How to access it What it does
Add object
Menubar
Object
Right-click
• Add Object
Button
| Objects > Add
| Objects Palette >
| Objects Palette >
Adds a new object to the project.
Opens this dialog box
Add Objects
Notes
Remove object
Add object version
Rename object version
Remove object version
Calculate ambient occlusion
Reset Move Object - single object
Reset Move Object - all objects
Menubar
Object
Right-click
• Remove Object
Button
Right-click
Add Object Version
Right-click
Rename Object Version
Right-click
• Remove Object Version
Menubar
Occlusion
Right-click
• Ambient Occlusion
Mouse | Shift-click
• object
Keyboard
| Objects > Remove
| Objects Palette >
| Objects Palette >
| Objects Palette >
| Objects Palette >
| Objects Palette >
| Objects > Ambient
| Objects Palette >
| ’ Pressing the apostrophe key
on the
Removes the selected object from the project.
Lets you select a file con­taining the new object ver­sion data.
Renames the current object version.
Deletes the current object version.
Calculates the ambient occlusion for the object. This is required for any opera­tions that use the ambient occlusion data (such as using ambient occlusion masking).
Shift-click on the object resets that object to its original position.
resets all objects back to their original positions.
Projects must always have at least one object.
Add Version
Objects must always have at least one version.
This can take a long time, depending on the complexity of the model.
7 CHANNEL FUNCTIONS
Function How to access it What it does
Add channel
Menubar Right-click
• Add Channel
Button
| Channels > Add Channel
| in Channels Palette >
| Channels Palette >
Adds a new channel to the current project.
Opens this dialog box
Add Channel Dialog Box
Notes
Create channel presets
Remove channel
Convert channel
Flatten channel
Cut channel
Menubar
sets
Right-click
• Channel Presets
Menubar
Channel
Right-click
• Remove Channel
Button
Menubar
Channel
Right-click
• Convert Channel
Button
•Menubar Right-click
• Flatten
•Menubar Right-click
• Cut
Keyboard
| Channels > Channel Pre-
| Channels > Remove
| Channels Palette >
| Channels > Convert
| Channels Palette >
| Channels > Flatten
| Channels > Cut
| Ctrl+X
| in Channels Palette >
| in Channels Palette >
| in Channels Palette >
| in Channels Palette >
| in Channels Palette >
Allows you to create a new channel preset to use as a template for new channels.
Removes the selected channel, and any layers associated with it, from the channels list.
Changes the color depth of the channel to either 8bit (Byte), 16bit (Half), or 32bit (Float).
Cuts the channel and all asso­ciated layers from the chan­nels list and places it in the clipboard.
Channel Pre­sets Dialog Box
Convert Type Dialog Box
Click the checkbox for channels you want to add, and click OK. You can customize avail­able categories of channel presets using an XML file in a folder specified in your pref­erences.
Determines number of pixels per RGB channel.
Copy channel
•Menubar
| Channels > Copy
•Right-click
Copy
•Keyboard
| Ctrl+C
| in Channels Palette >
Copies the channel, and all associated layers from the channels list and places it in the clipboard.
CHANNEL FUNCTIONS
21
Paste channel
Export current channel
Export all chan­nels
Export everything •
Flatten and export the cur­rent channel
•Menubar
•Right-click
Paste
•Keyboard
Menubar
rent Channel
Right-click
• Export Current Channel
Right-click
• Export Current Channel
Menubar
Export All Channels
Right-click
• Export All Channels
Right-click
• Export > Export All Channels
Menubar
Export Everything
Right-click
• Export Everything
Right-click
• Export > Export Everything
Menubar
tened > Export Current Channel Flattened
Right-click
• tened > Export Current Channel Flattened
Right-click
Export Flattened > Export Current Channel Flattened
| Channels > Paste
| in Channels Palette >
| Ctrl+V
| Channels > Export Cur-
| canvas > Export >
| in Channels Palette >
| Channels > Export >
| canvas > Export >
| in Channels Palette >
| Channels > Export >
| canvas > Export >
| in Channels Palette >
| Channels > Export Flat-
| canvas > Export Flat-
| in Channels Palette >
Pastes any cut or copied channel and associated layers from the clipboard to the channels list.
Exports the current channel to a series of files.
Exports all the channels in the channels palette to a series of files.
Exports the channels for all the objects in your project to a series of files.
Flattens the current channel and exports it to a series of files.
Export Dialog Box
Export Dialog Box
Export Dialog Box
Export Dialog Box
Flatten and export all chan­nels
The Foundry
Menubar
tened > Export All Channels Flat­tened
Right-click
• tened > Export All Channels Flat­tened
Right-click
• Export Flattened > Export All Chan­nels Flattened
| Channels > Export Flat-
| canvas > Export Flat-
| Channels Palette >
Flattens all the channels in the channels palette and exports it to a series of files.
Export Dialog Box
Mari 2.0v1
CHANNEL FUNCTIONS
22
Flatten and export everything
Import into a layer stack
Import into a new channel
Resize channel
Lock channel
Menubar
tened > Export Everything Flat­tened
Right-click
• tened > Export Everything Flat­tened
Right-click
• Export Flattened > Export Every­thing Flattened
Menubar
Import into Layer Stack
•Right-click
Import into Layer Stack
Right-click
• Import > Import into Layer Stack
Menubar
Import into New Channel
Right-click
• Import into New Channel
Right-click
• Import > Import into New Channel
•Menubar Right-click
• Resize
•Menubar
•Right-click
Palette > Lock Channel
• Button
| Channels > Export Flat-
| canvas > Export Flat-
| Channels Palette >
| Channels > Import >
| canvas > Import >
| in Channels Palette >
| Channels > Import >
| canvas > Import >
| in Channels Palette >
| Channels
| in Channels Palette >
| Channels > Lock Channel
| channel in Channels
| Channels Palette >
>
Resize
Flattens the channels for all objects in your project and exports them to a series of files.
Imports the file as layers into the layer stack of your cur­rent, selected channel.
Import the file as a new chan­nel in the Channels palette.
Resize options are:
• 256x256
• 512x512
• 1024x1024
• 2048x2048
• 4096x4096
• 8192x8192
• 16384x16384
• 32768x32768
•Half Size
•Double Size
Lock the selected channel so that the channel nor any of the layers in the associated layer stack can be edited or deleted.
Export Dialog Box
Import Dialog Box
Import Dialog Box
Lock icons in the Chan-
nels Palette show the
current state of the channel.
The Foundry
Mari 2.0v1
CHANNEL FUNCTIONS
23
Unlock channel
Lock all channels
Unlock all chan­nels
View the Next Channel
•Menubar
nel
•Right-click
Palette > Unlock Channel
• Button
•Menubar
Channels
•Right-click
Lock All Channels
Menubar
Channels
Right-click
• Unlock All Channels
Menubar Right-click
• Next Channel
Keyboard
Mouse
| Channels > Unlock Chan-
| channel in Channels
| Channels Palette >
| Channels > Lock All
| Channels Palette >
| Channels > Unlock All
| Channels Palette >
| Channels > Next Channel
| in Channels Palette >
| Page Down
|
Unlocks the selected channel so that the channel or the lay­ers within the layer stack can be edited.
Locks all the channels in the Channels palette, regardless of what is selected.
Unlock all the channels in the Channels palette, regardless of what is selected.
Selects the next channel in the list.
Lock icons in the Chan-
nels Palette show the
current state of the channel.
In addition to the unlock options listed here, you can also unlock channels by selecting Unlock Entire Object.
View the Previous Channel
Snapshot all channels
Snapshot the cur­rent channel
•Menubar
Channel
•Right-click
Previous Channel
•Keyboard
•Mouse
Menubar
Snapshot All Channels
Right-click
• Snapshots > Snapshot All Channels
Menubar
Snapshot Current Channel
Right-click
• Snapshots > Snapshot Current Channel
| Channels > Previous
| in Channels Palette >
| Page Up
|
| Channels > Snapshots >
| in Channels Palette >
| Channels > Snapshots >
| in Channels Palette >
Selects the previous channel in the list.
Takes snapshots of all the channels in the channels pal­ette.
Takes snapshots of only the current selected channel.
The Foundry
Mari 2.0v1
CHANNEL FUNCTIONS
24
Manage snap­shots
Delete all snap­shots
Menubar
Manage Snapshots
Right-click
• Snapshots > Manage Snapshots
•Menubar
Delete All Snapshots
•Right-click
Snapshots > Delete All Snapshots
| Channels > Snapshots >
| in Channels Palette >
| Channels > Snapshots >
| in Channels Palette >
Opens the Snapshots Palette.
Deletes all the snapshots taken for the current project.
The Foundry
Mari 2.0v1
8 LAYER FUNCTIONS
Function How to access it What it does
Add new layer
•Menubar
Layer
Right-click
• Add New Layer
Button
| Layers > Add New
| in Layers Palette >
| Layers Palette >
Adds a new layer to the layers list.
Opens this dialog box
Notes
Add adjustment layer
Add procedural layer
Cut layer or layer mask
Copy layer or layer mask
•Menubar
ment Layer
•Right-click
ette > Add Layer Adjustment
•Button
•Menubar
dural Layer
Right-click
• Add Procedural Layer
Button
•Menubar
•Right-click
ette > Cut
•Menubar
> Cut
•Right-click
Palette > Layer Mask > Cut
•Menubar
•Right-click
ette > Copy
•Menubar
> Copy
•Right-click
Palette > Layer Mask > Copy
| Layers > Add Adjust-
| layer in Layers Pal-
| Layers Palette >
| Layers > Add Proce-
| in Layers Palette >
| Layers Palette >
| Layers > Cut
| layer in Layers Pal-
| Layers > Layer Mask
| layer mask in Layers
| Layers > Copy
| layer in Layers Pal-
| Layers > Layer Mask
| layer mask in Layers
Adds the selected filter as an Adjustment layer to the layers list.
Adds the selected Basic, Environment, Geometry, or Procedural layer to the layers list.
Cuts the layer from the layers list to allow you to paste it elsewhere in the project or temporarily remove it.
Copies the layer from the layers list to allow you to paste it elsewhere in the project.
Following the arrows in the Add Adjust­ment Layer menu leads to a choice of 25 adjustment layers.
Following the arrows in the Add Proce­dural Layer menu leads to a choice of 27 procedurals.
Function How to access it What it does
Paste layer or layer mask
• Menubar
•Right-click
ette > Paste
• Menubar
> Paste
•Right-click
Palette > Layer Mask > Paste
| Layers > Paste
| layer in Layers Pal-
| Layers > Layer Mask
| layer mask in Layers
Pastes a cut or copied layer into the selected location in the project’s
Layers Palette. Layers can
be paste as a copy in the layer list, or as a new layer in a mask group or adjustment stack.
Opens this dialog box
LAYER FUNCTIONS
Notes
26
Duplicate layer
Remove layers
Merge layers
Add empty layer group
Group layers
Flatten layer group
Button
•Right-click
•Button
•Right-click
| Layers Palette >
Right-click
ette > Remove Layers
Button
Right-click
ette > Merge Layers
Add Layer Group
Right-click
ette > Group Layers
ette > Flatten Layer Group
| layer in Layers Pal-
| Layers Palette >
| layer in Layers Pal-
| in Layers Palette >
| Layers Palette >
| layer in Layers Pal-
| layer in Layers Pal-
Creates an exact copy of the selected layer.
Removes the selected layer from the current project.
Merges two or more lay­ers together into a single new layer.
Adds an empty layer group, which allows you to add layers, masks, adjustments or procedur­als within a single layer group.
Gathers multiple selected layers together under a single group.
Reduces multiple layers into a single layer, where all the textures are still present.
’Copy’ is added to the layer name to denote which layer is the duplicate.
Any masks or layer groups contained in the selection will also be merged into the layer and are no lon­ger displayed as masks or groups.
These layer groups can be flattened to create a single layer.
Selected layers are located under a par­ent layer, which is given a ‘group’ name.
The Foundry
Mari 2.0v1
Function How to access it What it does
Add mask
• Menubar
> Add Mask
•Right-click
ette > Layer Mask > Add Layer
Mask
| Layers > Layer Mask
| layer in Layers Pal-
Adds a layer mask to the selected layer. Choose to Reveal All, Hide All, or to create From Alpha.
Opens this dialog box
LAYER FUNCTIONS
Notes
27
Bake mask
Remove mask
Make mask group
Flatten mask group
Enable mask
•Button
• Menubar
•Right-click
• Menubar
•Right-click
• Menubar
•Right-click
| Layers Palette >
Menubar
> Bake Mask
Right-click
ette > Layer Mask > Bake Mask
Menubar
> Remove Mask
Right-click
ette > Layer Mask > Bake Mask
> Make Mask Group
ette > Layer Mask > Make Mask
Group
> Make Mask Group
ette > Flatten Mask Group
> Enable Mask
Layer Mask > Enable Mask
| Layers > Layer Mask
| layer in Layers Pal-
| Layers > Layer Mask
| layer in Layers Pal-
| Layers > Layer Mask
| layer in Layers Pal-
| Layers > Layer Mask
| layer in Layers Pal-
| Layers > Layer Mask
| in Layers Palette >
Bakes the mask into the layer, essentially flatten­ing it.
Remove the mask from the layer.
Creates a mask layer group from a single mask on a layer. Requires the selected layer to have a mask.
Reduces the masks in a mask group back into a single mask on the layer.
Enables the mask to be viewed on the model.
Clicking the mask
group icon opens an undocked
mask group palette.
Disable mask
Add secondary adjust­ment
The Foundry
• Menubar
> Disable Mask
•Right-click
Layers Mask > Disable Mask
• Menubar
Adjustment > Add Secondary Adjustment
•Right-click
Layers Palette
Adjustment
| Layers > Layer Mask
| in Layers Palette >
| Layers > Secondary
| adjustment layer in
> Secondary
Disables the mask from being viewed on the model. Disabling the mask only temporarily removes it from view.
Allows you to add another type of adjustment to the selected adjustment layer.
To remove the mask entirely, simply Remove Mask in the same menu.
This only applies to adjustment layers. The option appears grayed out if the selected layer isn’t an adjustment.
Mari 2.0v1
Function How to access it What it does
Remove secondary adjustment
Add adjustment stack
Bake adjustment stack
• menubar
Adjustment > Remove Second­ary Adjustment
•Right-click
Layers Palette > Remove Sec-
ondary Adjustment
• Menubar
Stack > Add Adjustment Stack
•Right-click
ette > Adjustment Stack > Add
Adjustment Stack
• Menubar
Stack > Bake Adjustment Stack
•Right-click
ette > Adjustment Stack > Bake
Adjustment Stack
| Layers > Secondary
| adjustment layer in
| Layers > Adjustment
| layer in Layers Pal-
| Layers > Adjustment
| layer in Layers Pal-
Removes any secondary adjustment that has been applied to the selected adjustment layer
Adds an adjustment stack to the selected layer. Add adjustment layer from the menu of 21 Filter adjust­ment layers.
Bakes an adjustment stack down, essentially flattening the stack into a single adjustment layer.
Opens this dialog box
LAYER FUNCTIONS
Notes
This only applies to adjustment layers. The option appears grayed out if the selected layer isn’t an adjustment.
This only applies to layers other than adjustment layers.
28
Remove adjustment stack
Enable adjustment stack
Disable adjustment stack
Convert to paintable
• Menubar
Stack > Remove Adjustment Stack
•Right-click
ette > Adjustment Stack >
Remove Adjustment Stack
• Menubar
Stack > Enable Adjustment Stack
•Right-click
ette > Adjustment Stack >
Enable Adjustment Stack
• Menubar
Stack > Disable Adjustment Stack
•Right-click
ette > Adjustment Stack > Dis-
able Adjustment Stack
• Menubar
Paintable
•Right-click
ette > Convert to Paintable
| Layers > Adjustment
| layer in Layers Pal-
| Layers > Adjustment
| layer in Layers Pal-
| Layers > Adjustment
| layer in Layers Pal-
| Layers > Convert to
| layer in Layers Pal-
Removes any adjustment stack that has been applied to the selected layer.
If an adjustment stack has been disabled, this option re-enables the adjustment stack.
Disables an adjustment stack to show the paint layer result as it is with­out the stack. Useful for comparing the model with and without the adjust­ment stack.
This only applies to layers other than adjustment layers.
This only applies to adjustment stacks that have been dis­abled. If a layer does not have an adjust­ment stack, or if the stack is already enabled, the option appears grayed out.
This only applies to adjustment stacks that have been added to a layer. If a layer does not have an adjustment stack, the option appears grayed out.
The Foundry
Mari 2.0v1
Function How to access it What it does
Share As channel
• Menubar
Share As Channel
•Right-click
ette > Sharing > Share As Chan-
nel
| Layers > Sharing >
| layer in Layers Pal-
Copies the selected layer into the Channels Palette as a new Channel. Clicking on the channel icon opens a new palette with the shared layer already listed.
Opens this dialog box
LAYER FUNCTIONS
Notes
29
Unshare layer
Make shared channel current
Cache layer
Cache up to here
Uncache layer
Uncache layer up to here
• Menubar
Unshare Layer
•Right-click
ette > Sharing > Unshare Layer
• Menubar
Make Shared Channel Current
•Right-click
ette > Sharing > Make Shared
Channel Current
• Menubar
•Right-click
ette > Cache Layer
• Menubar
Here
•Right-click
ette > Cache Up To Here
• Menubar
Layer
•Right-click
ette > Uncache Layer
• Menubar
To Here
•Right-click
ette > Uncache Up To Here
| Layers > Sharing >
| layer in Layers Pal-
| Layers > Sharing >
| layer in Layers Pal-
| Layers > Cache Layer
| layer in Layers Pal-
| Layers > Cache Up To
| layer in Layers Pal-
| Layers > Uncache
| layer in Layers Pal-
| Layers > Uncache Up
| layer in Layers Pal-
If you have shared a layer as a channel, you can undo the shared state by selecting this option.
Bakes the layer to speed up layer performance. Caching a layer caches it to the hard-disk.
Caches up to the current selected layer in the layer stack.
Release the cached files and unlocks the layer stack, allowing it to be edited again.
Releases the cached files and unlocks the layer stack up to the selected layer, allowing those lay­ers to be edited again.
Unsharing the layer to remove the shared state doesn’t remove the channel from the
Channels Palette. This
need to be done man­ually.
Export selected layers
• Menubar
Export Selected Layers
•Right-click
ette > Export > Export Selected
Layers
The Foundry
| Layers > Export >
| layer in Layers Pal-
Exports the selected layer to an external source.
Export Dialog Box
Mari 2.0v1
Function How to access it What it does
Export all layers
• Menubar
Export All Layers
•Right-click
ette > Export > Export All Lay-
ers
| Layers > Export >
| layer in Layers Pal-
Exports all the layers in the layer stack to an external source.
Opens this dialog box
Export Dialog Box
LAYER FUNCTIONS
Notes
30
Export selected layers flattened
Export all layers flat­tened
Import into layer
Import into layer stack
Inspect layer properties •
Refresh layer view
• Menubar
tened > Export Selected layers Flattened
•Right-click
ette > Export > Export Selected
Layers Flattened
• Menubar
tened > Export All Layers Flat­tened
•Right-click
ette > Export > Export All Lay-
ers Flattened
• Menubar
Import into Layer
•Right-click
ette > Import > Import into
Layer
• Menubar
Layer Stack
•Right-click
ette > Import > Import into
Layer Stack
Right-click
ette > Layer Properties
•Right-click
Refresh Layer View
| Layers > Export Flat-
| layer in Layers Pal-
| Layers > Export Flat-
| layer in Layers Pal-
| Layers > Import >
| layer in Layers Pal-
| Layers > Import into
| layer in Layers Pal-
| layer in Layers Pal-
| in Layers Palette >
Exports the selected layer or layers flattened into a single file to an external source.
Exports all the layers in the layer stack flattened into a single file to an external source.
Selects a file with paint or mask data to be imported into the selected layer.
Selects a file with paint or mask data to be imported into the current layer stack.
Opens a separate win­dow to display the prop­erties of the selected layer.
Refreshes the entire layer stack.
Export Dialog Box
Export Dialog Box
Import Dialog Box
Import Dialog Box
The Foundry
Mari 2.0v1
9 PTEX FUNCTIONS
Function How to access it What it does Notes
Double face resolu­tion
Halve face resolution •
Set the world space face resolution for the selected face
Set the face resolu­tion for the selected face
Fill selected faces with foreground color
Fill selected faces with background color
Menubar
Button
Menubar
Button
Menubar
• lution
Button
Menubar
Button
Menubar
Button
Menubar
Button
| Ptex > Double Face Resolution
| Ptex Toolbar >
| Ptex > Halve Face Resolution
| Ptex Toolbar >
| Ptex > World Space Face Reso-
| Ptex Toolbar >
| Ptex > Set Face Resolution
| Ptex Toolbar >
| Ptex > Fill Faces Foreground
| Ptex Toolbar >
| Ptex > Fill Faces Background
| Ptex Toolbar >
Double the selected face resolu­tion.
Halve the selected face resolu­tion.
Set the world space face resolu­tion for the selected face.
Set the face resolution for the selected face.
Fill the selected faces with the foreground color.
Fill the selected faces with the background color.
10 PATCH FUNCTIONS
Function How to access it What it does
Extract patch
Select patches by number
Copy selected patches to sys­tem clipboard
Paste selected patch
Copy selected patch
Menubar
Selected
Right-click
• Extract Selected
Menubar Right-click
• Select Range
Menubar
• to Clipboard
Right-click
• Copy Indexes to Clipboard
Right-click
• Copy Indexes to Clipboard
Menubar
Right-click
• Quick Paste
Keyboard
Menubar
Right-click
• Quick Copy
Keyboard
| Patches > Extract
| canvas > Patches >
| Patches > Select Range
| canvas > Patches >
| Patches > Copy Indexes
| canvas > Patches >
| Patches Palette >
| Patches > Quick Paste
| canvas > Patches >
| Ctrl+V
| Patches > Quick Copy
| canvas > Patches >
| Ctrl+C
Extracts the selected patches as images, and dis­plays them in the Image
Manager Palette.
Lets you enter a series of patch numbers in order to select those patches.
Copies selected patch IDs to the system clipboard.
Pastes a copied patch (from the clipboard).
Copies the selected patch. Only copies the paint
Opens this dialog box
Select Patches
Notes
You can only extract images up to 8K in res­olution.
Copies the UDIM of the selected patch(es) to the system clipboard, for use in other applica­tions.
baked onto the patch (does not copy unbaked paint).
Copy textures
Fill patches with black
Fill patches with gray
Fill patches with white
Menubar Right-click
• Copy Textures
Menubar Right-click
• > Black
Menubar
Right-click
• > Gray
•Menubar
| Patches > Copy Textures
| Patches > Fill > Black
| Patches > Fill > Gray
| Patches > Fill > White
•Right-click
> White
| canvas > Patches >
| canvas > Patches > Fill
| canvas > Patches > Fill
| canvas > Patches > Fill
Copies multiple textures from selected patches.
Fills the patch with black paint.
Fills the patch with gray paint.
Fills the patch with white paint.
Copy Multiple Textures Dia­log Box
Function How to access it What it does
Fill patches with foreground color
Fill patches with background color
Fill with patches with transparency
Copy the patch mask
Menubar
• ground
Right-click
• > Foreground
Menubar
• ground
Right-click
• > Background
Menubar
• parent
Right-click
• > Transparent
Menubar
• Image Manager
Right-click
• Mask to Image Manager
Right-click
ette > UV Mask to Image Manager
| Patches > Fill > Fore-
| canvas > Patches > Fill
| Patches > Fill > Back-
| canvas > Patches > Fill
| Patches > Fill > Trans-
| canvas > Patches > Fill
| Patches > UV Mask to
| canvas > Patches > UV
| patch in Patches Pal-
Paints the selected patch(es) with the current foreground color.
Paints the selected patch(es) with the current background color.
Makes the selected patch(es) transparent.
Copies the outline (mask) of the UVs on the patch to the Image Manager.
Opens this dialog box
PATCH FUNCTIONS
Notes
33
Copy the patches wireframe
Extend the patch bleed area
Flip patch verti­cally
Flip patch hori­zontally
Rotate patch 90 degrees counter­clockwise
Menubar
• to Image Manager
Right-click
• Wireframe to Image Manager
Menubar
Edges
Right-click
• Bleed Patch Edges
Right-click
• Bleed Patch Edges
Menubar
Flip Vertical
Right-click
• Transform > Flip Vertical
Menubar
• Flip Horizontal
Right-click
• Transform > Flip Horizontal
Menubar
• Rotate 90 CCW
Right-click
• Transform > Rotate 90 CCW
| Patches > UV Wireframe
| canvas > Patches > UV
| Patches > Bleed Patch
| canvas > Patches >
| in Patches Palette >
| Patches > Transform >
| canvas > Patches >
| Patches > Transform >
| canvas > Patches >
| Patches > Transform >
| canvas > Patches >
Copies the wireframe of the UVs on the patch to the Image Manager.
Extends the bleed area at the edges of the UV patches out to the edge of the entire patch.
Flips the paint on the selected patch(es) vertically.
Flips the paint on the selected patch(es) horizon­tally.
Rotates the paint on the selected patch(es) 90 degrees counterclockwise.
The Foundry
Mari 2.0v1
Function How to access it What it does
Rotate patch 90 degrees clockwise
Rotate patch 180 degrees
Mirror patch from left to right
Mirror patch from right to left
Mirror patch from top to bottom
Mirror patch from bottom to top
Link selected patches
Unlink selected patches
Menubar
• Rotate 90 CW
Right-click
• Transform > Rotate 90 CW
Menubar
• Rotate 180
Right-click
• Transform > Rotate 180
Menubar
• ror Left to Right
Right-click
• Mirror > Mirror Left to Right
Menubar
• ror Right to Left
Right-click
• Mirror > Mirror Right to Left
Menubar
• ror Top to Bottom
Right-click
• Mirror > Mirror Top to Bottom
Menubar
• ror Bottom to Top
Right-click
• Mirror > Mirror Bottom to Top
Menubar
• Selected Patch Images
Right-click
• Selected Patch Images
Right-click
• Selected Patch Images
Menubar
• Selected Patch Images
Right-click
• Selected Patch Images
Right-click
• Unlink Selected Patch Images
| Patches > Transform >
| canvas > Patches >
| Patches > Transform >
| canvas > Patches >
| Patches > Mirror > Mir-
| canvas > Patches >
| Patches > Mirror > Mir-
| canvas > Patches >
| Patches > Mirror > Mir-
| canvas > Patches >
| Patches > Mirror > Mir-
| canvas > Patches >
| Patches > Link > Link
| canvas > Link > Link
| Patches Palette > Link
| Patches > Link > Unlink
| canvas > Link > Unlink
| Patches Palette >
Rotates the paint on the selected patch(es) 90 degrees clockwise.
Rotates the paint on the selected patch(es) 180 degrees.
Mirrors the paint on the selected patch(es) from left to right.
Mirrors the paint on the selected patch(es) from right to left.
Mirrors the paint on the selected patch(es) from top to bottom.
Mirrors the paint on the selected patch(es) from bot­tom to top.
Links patches that have been selected in the Patches pal­ette. This allows you to quickly replicate changes from one patch across multi­ple patches.
Unlinks any linked patches that have been selected in the Patches palette.
Opens this dialog box
PATCH FUNCTIONS
Notes
A colored box highlights linked patches in the UV view.
Removes the colored box from the unlinked patches in the UV view.
34
The Foundry
Mari 2.0v1
Function How to access it What it does
Selects all patches linked to a specific patch
Menubar
• Linked Patch Images
Right-click
• Linked Patch Images
Right-click
• Select Linked Patch Images
| Patches > Link > Select
| canvas > Link > Select
| Patches Palette >
Selects all of the patches that have been linked to the specified patch selection, and highlights them in the Patches palette.
Opens this dialog box
PATCH FUNCTIONS
Notes
35
Unlinks all linked patches
Resize patches
Menubar
• All Linked Patch Images
Right-click
• All Linked Patch Images
Right-click
• Unlink All Linked Patch Images
Menubar
Selected > Size
Right-click
• Selected > Size
Right-click
• Resize Selected > Size
| Patches > Link > Unlink
| canvas > Link > Unlink
| Patches Palette >
| Patches > Resize
| canvas > Resize
| Patches Palette >
Unlinks all linked patches for the entire project.
Resizes the selected patches to the chosen size, including options to double or halve the size.
The Foundry
Mari 2.0v1
11 SHADING FUNCTIONS
Function How to access it What it does
Add new shader
Duplicate shader •
Menubar
Add New Shader
Right-click
• Add New Shader
Button
Menubar
Shader
Right-click
• Duplicate Shader
Button
| Shading >
| in Shaders Palette >
| Shaders Palette >
| Shading > Duplicate
| in Shaders Palette >
| Shaders Palette >
Adds a new shader from the choices:
•Phong
• Cook Torrance
•Beckman
•Blinn
•Flat
• Standard Lighting, and
• Choose Diffuse and Specular.
Makes a copy of the selected shader.
Opens this dialog box
Create Shader Dialog Box when
selecting Choose Diffuse and Specular.
Notes
The Choose Diffuse and Specular option allows you to create a custom shader. Refer to the
Create Shader Dialog Box for more informa-
tion.
Delete shader
Cut shader
Copy shader
Paste shader
Set lighting on main mesh to flat
•Menubar
Shader
Right-click
• Remove Shader
Button
| Shading > Remove
| Shaders Palette >
Right-click
Palette > Cut
• Ctrl+X
Right-click
Palette > Copy
• Ctrl+C
Right-click
Palette > Paste
• Ctrl+V
Menubar
Toolbar
| Shading > Flat
|
| in Shaders Palette>
| on shader in Shaders
| on shader in Shaders
| on shader in Shaders
Deletes the selected shader from the project.
Cuts the shader from the Shaders palette list and places it in the clipboard.
Copies the shader from the Shaders palette list and places it in the clip­board.
Pastes the cut or copied shader from the clipboard into the Shaders palette list.
Shades all pixels with the same value.
Default shaders cannot be cut or pasted.
Default shaders cannot be copied or pasted.
Function How to access it What it does
Set lighting on main mesh to basic
Menubar
Toolbar
| Shading > Basic
|
Applies a basic lighting model.
Opens this dialog box
SHADING FUNCTIONS
Notes
37
Set lighting on main mesh to full
Toggle shadows in the display
Toggle wireframe view
Toggle UV image rendering
Menubar
Toolbar
Menubar
Toolbar
Menubar
Wireframe
Keyboard
Toolbar
Menubar
• UvImage
Toolbar
| Shading > Full
|
| Shading > Shadows
|
| Shading > Toggle
| Shift+W
|
| Shading > Toggle
|
Applies a full, configu­rable lighting model.
Toggles whether to show the shadows in the dis­play.
Toggles whether to show the wireframes on the model.
Shows the patches in the UV view as they appear after export, including the overspill areas.
From within the Lighting palette, you can also adjust the four basic lights.
Mari saves these light­ing values with the proj­ect.
This does not enable or disable shadow pro­cessing. To enable shadow processing, enable Depth Projec­tions in the Preferences. By default this prefer­ence is disabled.
Toggle whole patch project
The Foundry
Menubar
Patch Project
Toolbar
| Shading > Toggle Whole
|
Enables painting outside geometry shell boundar­ies in UV patches.
This is only available in UV views.
Mari 2.0v1
12 PAINTING FUNCTIONS
Function How to access it What it does
Undo all unbaked painting
Menubar
• Painting
• Toolbar |
Mouse
| Painting > Clear
|
Undo all painting not yet baked into the model (still in the paint buffer).
Opens this dialog box
Notes
For the mouse gesture: press and hold \, click and drag in the direc­tion indicated. (A thin red line traces gestures onscreen.)
Undo
Redo
Bake painting into the model
Show or hide painting
Show or hide paintable areas (not currently masked out)
Menubar Keyboard
Toolbar
Mouse
Menubar Keyboard
Toolbar
Mouse
Keyboard
Menubar
Mouse
Statusbar
Keyboard
Menubar
• Toggle Mask Preview
Keyboard
Projection Palette Preview | MaskPreview Enabled
| Edit > Undo
| Ctrl+Z
|
|
| Edit > Redo
| Ctrl+Y
|
|
| B
| Painting > Bake
|
|
| . Shows or hides the contents
| Painting >
| ,
| Mask
Undo the last action. For the mouse gesture: press and
hold \, click and drag in the direc­tion indicated. (A thin red line traces gestures onscreen.)
See also the History View Palette
Redo the last (undone) action.
Saves the painting as part of the project.
of the paint buffer (that is, the unbaked paint).
Shows or hides the current masking (including all mask­ing currently turned on – the edge mask, channel mask, ambient occlusion mask, depth mask, and backface mask). When this is on, this shows paintable areas nor­mally, and unpaintable areas are colored.
For the mouse gesture: press and hold \, click and drag in the direc­tion indicated. (A thin red line traces gestures onscreen.)
See also the History View Palette
For the mouse gesture: press and hold \, click and drag in the direc­tion indicated. (A thin red line traces gestures onscreen.)
.
.
Function How to access it What it does
Save current painting as a file
Load previously saved painting files
Draw straight line between two points
Draw straight line horizontally or vertically
Toggle Last Brush Tip
Menubar
• Painting
Menubar
• Painting
Mouse
• click
Mouse
• drag
Mouse
Keyboard
| Painting > Save
| Painting > Load
| Click, then Shift-
| Shift-click and
|
| N
Saves the current unbaked paint (the contents of the paint buffer) as an .exr file.
Loads an .exr file and proj­ects it onto the model as the current painting.
Draws a line with the current brush between the two selected points.
Constrains painting to straight horizontal or verti­cal lines.
Switches to the last brush tip used.
Opens this dialog box
Save Window Painting
Load Window Painting
PAINTING FUNCTIONS
Notes
Saves the paint buffer as an .exr file, and puts it in the Image Man-
ager Palette.
39
The Foundry
Mari 2.0v1
13 FILTER FUNCTIONS
Function How to access it What it does
Apply Invert filter •
Apply Luminosity filter
Apply In Blur filter
Apply Soften Blur filter
Menubar
Invert
Menubar
• Luminosity
Menubar
• Blur > Blur
Menubar
• Blur > Soften
| Filters >
| Filters >
| Filters >
| Filters >
Inverts the colors in the selection’s alpha channel. Replaces colors with their “opposite” in the color chart. For example, replaces a color with a float value of
0.3 with a color with float value 0.7.
Outputs just the luminosity value of each pixel in the selection. That is, it outputs a grayscale image based on the brightness of every pixel in the original image.
Applies a standard blur to the selection.
Applies a subtle softening blur. This is a quick, pre­defined blur filter. If you need more control over the degree or type of blurring, use either the standard Blur or Gaussian Blur filters.
Opens this dialog box
Apply Invert
Apply Luminosity
Apply Blur You can select the blur radius — the
Apply Soften This filter is not supported with Ptex
Notes
number of pixels Mari uses when cal­culating the blur value for each pixel. The higher the radius, the more blurred the results. If you use a larger blur radius, you may get slight lines on the boundaries between patches. This is an artifact of the way that Mari handles patch edges.
This filter is not supported with Ptex channels.
channels.
Apply Gaussian Blur filter
Menubar
• Blur > Gaussian
| Filters >
Applies a Gaussian blur. Compared to the standard Blur filter, this gives you much finer control over the degree of blurring, and the option of using much higher blur values.
Apply Gaussian
You can select the blur radius. The higher the radius, the more blurred the results. If you use a higher blur radius, you may see artifacts along the boundaries of geometry shells and UV patches.
This filter is not supported with Ptex channels.
Function How to access it What it does
Apply Gamma filter
Menubar
• Gamma
| Filters >
Changes the gamma levels in the selection.
FILTER FUNCTIONS
Opens this dialog box
Apply Gamma Do Inverse reverses the gamma con-
Notes
version. That is, a higher setting for Gamma results in a more washed-out looking image.
41
Apply sRGB To Linear Filter
Apply Hue filter
Menubar
sRGB To Linear
Menubar
Hue
| Filters >
| Filters >
Applies an sRGB to linear colorspace conversion.
Changes the hue, saturation, and value of the colors on the model.
Apply sRGB To Linear
Apply Hue To change the hue of the colors, set
Checking Invert applies a linear to sRGB colorspace conversion.
the value for Hue. This moves the col­ors around the color wheel. The rota­tion value is the degree around the color wheel that each color shifts, between 0 and 360 (which both cor­respond to the original colors). The options to change the Saturation are:
• Saturation — how much saturation is applied. Select a multiplier from 0 to 2, where 1.00 is the original sat­uration value.
• Offset — an offset value to add to the initial saturation value, before applying the scale.
You can also edit the Saturation curve. This controls how the filter translates current saturation values to new values. For each input value along the bottom of the graph, the output value is set from the position of the line above that point. Edit the curve by:
• pulling the anchor points
• clicking between anchor points to add a new point
• right-clicking to select from a set of preset values.
You can edit the Scale, Offset and Value curve for the value of the colors in the same way.
Apply Brightness filter
The Foundry
Menubar
• Brightness
| Filters >
Changes the brightness of the paint, either overall or for specific color channels. You can also change the contrast.
Apply Bright­ness
You can either change the brightness of all color channels at once, or one­by-one. Changing the main Brightness control changes (overwrites) any changes you make to brightness val­ues for individual color channels.
Mari 2.0v1
Function How to access it What it does
Apply Contrast filter
Apply Clamp filter •
Apply Levels filter •
Menubar
• Contrast
Menubar
Clamp
Menubar
Levels
| Filters >
| Filters >
| Filters >
Changes the contrast of the paint.
Clamps color values to lie within the specified upper and lower values.
Changes the color levels in the paint, by setting the white point, midtone, and black point.
FILTER FUNCTIONS
Opens this dialog box
Apply Contrast You can select the amount of contrast
Apply Clamp Set the Upper Value and Lower Value
Apply Levels You can change the levels of all color
Notes
using the slider.
by adjusting the sliders or entering values in the entry boxes.
Select the individual Color Component to clamp in the dropdown menu.
components or each color component separately. You can set the:
• Color Component - whether this affects all color components, or a specific one (Red, Green, or Blue).
• White Point - the upper limit of dis­played color intensity. Areas with a value higher than this are mapped to 1 (white).
• Midtone - the middle point between white and black. Mari remaps the values so that this is the middle of the range between the white point and black point. Moving this pushes the values towards that end of the spectrum.
• Black Point - the lower limit of dis­played color intensity. Areas with a value lower than this are mapped to 0 (black).
• White Output Level - how strongly to output the white in the filtered image. Higher values show the entire white output, lower values show decreasing amounts.
• Black Output Level - how strongly to output the black in the filtered image. Higher values show the entire black output, lower values show decreasing amounts.
42
The Foundry
Mari 2.0v1
Function How to access it What it does
Apply Color Curves filter
Apply Color Switches filter
Menubar
• Color Curves
Menubar
• Color Switches
| Filters >
| Filters >
Changes the color curve for each color component (RGB) in the painting.
Turns individual color com­ponents on or off.
Opens this dialog box
Apply Color Curves
Apply Color Switches
FILTER FUNCTIONS
Notes
You can also edit each color curve, controlling how each color component appears on-screen. This controls how the filter translates current color val­ues to new values. For each input value along the bottom of the graph, the output value is set from the posi­tion of the line above that point. Edit the curve by:
• pulling the anchor points
• clicking between anchor points to add a new anchor point
• right-clicking to select from a set of preset values.
Use the checkboxes to select which color components are displayed. When Mari applies the filter, it removes any unchecked color compo­nents from the painting.
43
Apply Tone Mapping filter
Apply Copy Channel filter
Menubar
Tone Mapping
Menubar
• Copy Channel
| Filters >
| Filters >
Varies the “exposure” of the painting.
Copies the value from one RGB color component to the other two. The result is a grayscale image with the intensity values from the selected component.
Apply Tone Mapping
Apply Copy Channel
You can set the:
• White Point — the upper limit of color intensity displayed; any colors of greater intensity map to white.
• Exposure — lower exposures give darker images; higher exposures give lighter ones.
Select the source component from the list. When you apply the filter, Mari copies the selected component over the other two components.
The Foundry
Mari 2.0v1
Function How to access it What it does
Apply Premultiply Alpha filter
Apply Edge Detect filter
Apply Emboss filter
Apply Sharpen filter
Apply High Pass Filter
Menubar
• Premultiply Alpha
Menubar
• Edge Detect
Menubar
• Emboss
Menubar
• Sharpen
Menubar
• High Pass
| Filters >
| Filters >
| Filters >
| Filters >
| Filters >
Either pre- or post- multi­plies the alpha in the selected image. If you are painting using an image without pre-multiplied alpha onto one with it, use this fil­ter to perform the pre- mul­tiplication, so the images match and you avoid lines around the outside of the patch. Post-multiply works the same, but in reverse [removes pre- multiplication to match images that do not have pre-multiplied alpha].
Finds “edges” (transitions between colors) in the image and heightens them.
Applies an “emboss” effect, so that textures look “raised” on the surface.
Removes 'fuzziness' and clarifies detail in the image.
Removes low frequency information from the image while maintaining higher fre­quency detail.
This can be useful for quickly creating specular maps where only the higher frequency image highlights are maintained.
FILTER FUNCTIONS
Opens this dialog box
Apply Premul­tiply Alpha
Apply Edge Detect
Apply Emboss This filter is not supported with Ptex
Apply Sharpen You can set the amount of sharpen-
Apply High Pass
Notes
If the Postmultiply box is checked, the pre-multiplied alpha is removed.
This filter is not supported with Ptex channels.
channels.
ing. Higher values mean more sharp­ening, while a value of 0.00 is the picture without the filter applied.
This filter is not supported with Ptex channels.
You can set the kernel size (the amount of filtering) by adjusting the Radius.
If you use a large radius, you may get slight lines on the boundaries between patches. This is an artifact of the way that Mari handles patch edges.
This filter is not supported with Ptex channels.
44
The Foundry
Mari 2.0v1
Function How to access it What it does
Apply Color Cor­rection filter
Menubar
• Color Correction
| Filters >
Applies a colorspace correc­tion to the current channel or painting.
Opens this dialog box
Apply Color Correction
FILTER FUNCTIONS
Notes
You have the option to use Mari’s default Configuration File or a custom one.
Set the colorspace of the current channel or painting in the Input Color­Space dropdown.
Set the colorspace correction to apply to the current channel or painting in the Output ColorSpace dropdown.
45
Apply Add Noise filter
Menubar
• Add Noise
| Filters >
Applies noise to the current channel or painting.
Apply Add Noise
Use the Amount slider to adjust how much noise is applied and select the component you want to affect from the Color Component dropdown.
For additive grayscale noise that modifies the intensity while retaining the original color, check the Grayscale checkbox.
You can regenerate the noise using different random samples by dragging on the Seed slider.
Adjust the size of the noise applied by dragging on the Size slider.
The Foundry
Mari 2.0v1
14 CAMERA FUNCTIONS
Function How to access it What it does
View all selected areas
Menubar
Keyboard
Mouse
| Camera > View All
| A
|
Fills the canvas with all selected areas (or all objects in the project if nothing is selected).
Opens this dialog box
Notes
For the mouse gesture: press and hold \, click and drag in the direction indi­cated. (A thin red line traces gestures onscreen.)
Load FBX Camera
Project onto the front patches from the current view
Project onto all images from the current view
Unproject from the current view
Set up quick projection
Menubar
Camera
Menubar
• Project Front
Menubar
• Project Through
Menubar
• Unproject
Menubar
• Projection Settings
| Camera > Load
| Camera > Quick
| Camera > Quick
| Camera > Quick
| Camera > Quick
Loads a 3rd party .fbx cam­era view point of the current model.
(The view point may seem arbitrary, depending on the model)
Loads the data from the file set in the Quick Projection dialog. The result is pro­jected onto the patches of the model visible from the current view, and baked on.
Loads the data from the file set in the Quick Projection dialog. The result is pro­jected onto all patches of the model (whether visible in the current view or not) and baked on.
Saves the current baked painting, as visible in the current view, to an image file (as set in the Quick Projection properties dialog box).
Lets you set the image Res­olution, Path and Lighting setup for the projected file.
Load Camera File format is .fbx
Quick Projection (if details have not already been set)
Quick Projection (if details have not already been set)
Quick Projection (if details have not already been set)
Quick Projection
View left side of model
View right side of model
Menubar
Left
Keyboard
Menubar
Right
Keyboard
| Camera > Camera
| 1
| Camera > Camera
| 2
Changes the view to show the “left” side of the model.
Changes the view to show the “right” side of the model.
Model's “left” (may seem arbitrary, depending on the model).
Model's “right” (may seem arbitrary, depending on the model).
Function How to access it What it does
View top of model •
View bottom of model
Menubar
Top
Keyboard
Menubar
• Bottom
Keyboard
| Camera > Camera
| 3
| Camera > Camera
| 4
Changes the view to show the “top” of the model.
Changes the view to show the “bottom” of the model.
Opens this dialog box
CAMERA FUNCTIONS
Notes
Model's “top” (may seem arbitrary, depending on the model).
Model's “bottom” (may seem arbitrary, depending on the model).
47
View front of model
View back of model
Create a projector •
Use the view saved in a particular projector
Save the current camera view
Save all projectors defined in the project
Menubar
Front
Keyboard
Menubar
Rear
Keyboard
Right-click
Projectors Palette > Create
Projector
Button
• >
Right-click
Projectors Palette > Make
Projector Current
Right-click
Projectors Palette > Save
Projector
Button
• >
Right-click
Projectors Palette
Projectors
| Camera > Camera
| 5
| Camera > Camera
| 6
| in
| Projectors Palette
| Projector in
| Projector in
| Projectors Palette
| in
> Save All
Changes the view to show the “front” the model.
Changes the view to show the “rear” the model.
Sets the current camera and paintable region, to frame a particular view on the model.
Changes the current view to the view set in the selected projector.
Saves the current projector (including all details of the view) to disk.
Saves all the projectors cur­rently defined in the project. Mari saves all the projectors as a single file.
Model's “front” (may seem arbitrary, depending on the model).
Model's “back” (may seem arbitrary, depending on the model).
Save
File format is .mpc (Mari Projector Collection).
Load projectors from disk
Save a snapshot from a projector to a file
The Foundry
Right-click
Palette > Load Projector
Button
• >
Right-click
Projectors Palette
Unproject
| in Projectors
| Projectors Palette
| Projector in
>
Loads one or more projec­tors from a file, and changes the current view to the first projector in the file.
Saves the current baked painting from the selected projector to an image file.
Load
Save Unpro­jected Image (if Output Path has not been set yet)
Mari 2.0v1
Function How to access it What it does
Load image data from the current projector
Right-click
Projectors Palette
| Projector in
> Project
Loads the data from the file specified for that projector, projects it onto the model, and bakes it on.
Opens this dialog box
Pick Path (if Input Path has not been set yet)
CAMERA FUNCTIONS
Notes
48
Load image data into the paint buf­fer from the cur­rent projector
Load a projector
Remove a projec­tor
Generate a render turntable from a projector
Generate a diag­nostic turntable from a projector
Rotate
Zoom
Right-click
Projectors Palette > Import
Image
Right-click
Projectors Palette > Make
Projector Current
Right-click
Projectors Palette > Remove
Projector
Button
>
Right-click
Projectors Palette > Render
Turntable
Right-click
Projectors Palette > Diag-
nostic Turntable
Mouse
Mouse
left or right
| Projector in
| Projector in
| Projector in
| Projectors Palette
| Projector in
| Projector in
| Alt and drag Drag to rotate the model in
| Alt+Ctrl and drag
Loads the data from the file specified for that projector, and puts it into the paint buffer.
Displays the current project with that projector (camera and paintable region).
Deletes that projector.
Takes the scene as viewed through the selected projec­tor, and creates a series of images showing the scene rotating through an axis. You can include custom text or thumbnails of reference images in the turntable.
Takes the scene as viewed through the selected projec­tor, and creates a turntable for a set of channels. The turntable has flat lighting and uses the default shader.
different directions.
Drag left to zoom out, right to zoom in.
Pick Path (if Input Path has not been set yet)
Render Turnta­ble Dialog Box
Diagnostics Turntable Dialog Box
Keys plus mouse movement; uses last mouse click as pivot point.
Keys plus mouse movement.
Pan
Spin
The Foundry
Mouse
| Alt+Shift and drag Drag the model to a differ-
Mouse
| Ctrl+R and drag Drag up to spin the model
Keys plus mouse movement
ent place on the canvas.
Keys plus mouse movement. clockwise, left to spin coun­terclockwise
Mari 2.0v1
Function How to access it What it does
Focus
Switch to Ortho Camera
Switch to Perspective Camera
Switch to UV Camera
Reset the model position
Keyboard
Keyboard
Keyboard
Keyboard
Keyboard
| F Re-centers view on selected
patch(es).
| F10 Switches the canvas view to
Orthographic mode.
| F11 Switches the canvas view to
Perspective mode.
| F12 Switches the canvas view to
UV mode.
| 1 In the UV view, resets the
model to its default position.
Opens this dialog box
CAMERA FUNCTIONS
Notes
If no patches are selected,
focuses on the center of the
model.
Enables the Near, Far, and
FoV fields. See Projectors
palette fields for more
information.
49
Rotate the model 90 degrees coun­ter-clockwise
Rotate the model 180 degrees coun­ter-clockwise
Rotate the model 270 degrees coun­ter-clockwise
Keyboard
Keyboard
Keyboard
| 2 In the UV view, rotates the
model 90 degrees counter­clockwise from the default position.
| 3 In the UV view, rotates the
model 180 degrees counter­clockwise.
| 4 In the UV view, rotates the
model 270 degrees counter­clockwise.
The Foundry
Mari 2.0v1
15 VIEW FUNCTIONS
Function How to access it What it does
Set the dis­play properties
Save the cur­rent layout
Open a saved layout
Revert to the default layout
Right-click
• > Display Properties
Menubar
• Properties
Menubar
Layout
Menubar
• Layout
Menubar
• Layout
| main canvas
| View > Display
| View > Save
| View > Load
| View > Default
Opens a dialog box allowing you to control how the main canvas displays.
Saves the current layout of your Mari workspace as a *.mws file.
Opens a saved layout (*.mws file).
Resets the layout back to the Mari default.
Opens this dialog box
Display Properties Dialog Box
Save Window Layout
Load Window Layout
Notes
Saves the position of palettes and other elements of the GUI.
By default, Mari starts with the last-used layout.
Save image of current canvas
Adjust the screenshot settings
Hide docked palettes
Hide GUI components on canvas
View a particular palette
Enter full screen mode
Menubar
Screenshot
Menubar
• shot Settings
Menubar
• Palettes
Keyboard
Keyboard
Menubar
• ><palette name>
Right-click
• Toolbar > <palette name>
Menubar
• Screen
| View > Take
| View > Screen-
| View > Hide
| Home
| / Hides displayed information
| View > Palettes
| Menubar or
| View > Full
Saves the current view of the canvas as an image file.
Opens a dialog box that allows you to set how screenshots are saved.
Hides all docked palettes, so the canvas takes up the entire workspace.
(such as the histogram, heads-up display, etc) from the canvas.
Displays the selected pal­ette.
Enters full screen mode Click View > Full Screen to exit
Screenshot Set­tings
Various image formats available.
The Home key cycles between showing all palettes, hiding undocked palettes, and hiding all palettes.
The palette re- displays in its last position.
full screen mode.
16 TOOL FUNCTIONS
Function How to access it What it does
View installed plug-ins
Imports Custom Brushes
Menubar
• ins
Menubar
• Brushes
| Tools > Plug-
| Tools > Import
Displays a list of installed plug-ins.
Allows you to select the cus­tom Photoshop brush file that you want to import into Mari
Opens this dialog box
Plug-ins Drag the edge of the dialog box, and
Import Brushes
Notes
column headings within, to display full content.
Photoshop custom brush files must be in the .abr file format.
Set the Mari cache location
Make changes to your license
Menubar
Location Setup
Menubar
| Tools > Cache
| Tools > License Lets you:
Lets you set the area to hold the Mari cache.
• purchase, activate, and install licenses,
• tell Mari where to find a license server,
• obtain 15-day trial licenses,
• see how many days remain before your license expires (if you are using a temporary license),
• see your System ID (if you are using a node locked license), and
• see your server name (if you are using a floating license).
Cache Location
Mari Licens­ing
You can only add or remove addi­tional cache locations when there are no projects. Once projects have been created for a given set of cache locations, that set must not be changed or project corruption will occur.
You can only obtain a trial license for a major Mari release once on each machine. For example, if you had a trial license for Mari 1.1v1, you can’t get another one for Mari
1.1v2 on the same machine.
17 PYTHON FUNCTIONS
Function How to access it What it does Notes
Execute example scripts
View Python API docu­mentation
View Software API Over­view documentation
Display Python Console
Menubar
Menubar
tion
Menubar
Menubar
| Python > Examples Executes example scripts and displays
results in the output pane of the Python Console.
| Python > Documenta-
| Python > Readme Displays the Software API Overview doc-
| Python > Show Console Displays the Python Console
Displays the Python API documentation in a web browser.
umentation.
An introduction to Python in Mari and GLSL shaders
18 HELP FUNCTIONS
Function How to access it What it does Notes
View information about Mari
View the Mari Getting Started Guide
View the Mari User Guide •
View the Mari Reference Guide
View the Mari Release Notes
View the Mari Training Resources web page.
View Software API Over­view documentation
View the Python API doc­umentation and examples.
View the C API documen­tation and examples.
Menubar
Menubar
Menubar
Menubar
Menubar
Menubar
• Tutorials
Menubar
Overview
Menubar
Menubar
| Help > About Displays the Mari info screen. About this release,
credits, and so on.
| Help > Getting Started Displays the basic guide to working with
Mari.
| Help > User Guide Displays the comprehensive, step-by-
step guide to all Mari's functions.
| Help > Reference Guide Displays the overall Mari reference guide.
| Help > Release Notes Displays a web page that links to the
release notes
| Help > Training and
| Help > SDK > API
| Help > SDK > Python Displays the Python API documentation
| Help > SDK > C API Displays the C API documentation and a
Displays a web page with links to user guide assets and video tutorials.
Displays the Software API Overview doc­umentation.
and a list of examples.
list of examples.
An introduction to Python in Mari and GLSL shaders.
19 TOOLBARS
Project Toolbar
What it looks like What it does
Lets you perform common project functions, such as creating, closing and saving proj­ects.
Project Toolbar Controls
Control Type What it does
button Create a new project. New Project
button Close the current project. Save Changes
Opens this dialog box
Dialog Box
Before Clos­ing? (if unsaved changes)
Notes
Name the project, select options, and add geometry.
button Save the current project.
button Undo the last action. See also History View
Palette.
button Redo the last action. See also History View
Palette.
Lighting Toolbar
What it looks like What it does
Lets you change the lighting on the object. You can choose from three lighting presets: flat, basic, or full, and toggle the use of shadows in the display.
By default, lighting is relative to the scene, not the view. You can set individual lights to move with the view.
Mari saves custom lighting with the project. If you need the same lights in another project, you need to set them up 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 lights has no
effect.
TOOLBARS
Lighting Toolbar
55
button Set the lighting on the object to "basic". In this mode, you can move lights around on the
button Set the lighting on the object to "full". In this mode, you can move lights around on the
button Toggles shadows on or off. This does not enable or disable shadow processing.
Painting Toolbar
What it looks like What it does
Clears all painting not yet baked into the model (still in the paint buffer).
canvas or make fine adjustments to lighting using
Lights Palette.
the
canvas or make fine adjustments to lighting using
Lights Palette.
the
It simply controls whether the shadows are dis played or not. To enable shadow processing, enable Depth Projections in the Preferences. By default, this preference is disabled.
-
The Foundry
Mari 2.0v1
Tools Toolbar
What it looks like What it does
Lets you select a tool for painting.
Tools Toolbar Controls
Opens this
Control Type What it does
button Activate the Select tool. This tool lets you select
areas on the model(s) in your project.
button Activate the Marquee Select tool. This tool lets you
select areas on the screen, to control where you can apply paint.
button Activate the Transform Paint Buffer tool. This tool
lets you resize, rotate, and move the paint buffer (and any unbaked paint in the buffer). It works on the entire paint buffer at once.
dialog box
Notes
You can select whole objects, patches, or areas on the surface of the objects. Once you have made a selection, you can choose to show or hide the selected areas, or to lock them for editing.
When you've made a selection, paint only bakes down within the selected areas.
You can also make these transfor­mations by manually editing the val­ues under Transform in the Paint Buffer section of the Painting Pal-
ette.
TOOLBARS
Tools Toolbar
56
The Foundry
button Activate the Zoom Paint Buffer tool. This tool lets
you zoom in and out of the scene with the paint buffer locked to the object and without baking the paint.
button Activate the Pan Object tool. This tool lets you
move objects and lights around on the canvas.
button Activate the Vector Inspector tool. This tool lets
you control the appearance of the directional markers for painted vectors.
You can also enable this tool by pressing Z. Zooming is reset when paint is baked.
You can opt to enable or disable the visibility of the directional markers in the Vector Inspector toolbar. If the markers don’t appear when you select the tool, ensure that this option is set to enabled.
Mari 2.0v1
Control Type What it does
button Activate the Blur tool. This tool lets you blur paint
already baked on a model.
button Activate the Warp tool. This tool lets you warp a
selected area within your paint buffer. You create a warp box — a rectangle with between 4 and 64 control points.
button Activate the Slerp tool. This tool works like the
Liquify tool in Adobe® Photoshop®. It lets you “pull” the contents of the paint buffer around.
Opens this dialog box
TOOLBARS
Tools Toolbar
Notes
If you want to blur large areas of the surface, you may want to use the
Filter Functions instead. These
blur apply a controlled blur to entire patches or objects. Mari includes several blur filters, including a con trollable Gaussian blur.
As well as pulling, Slerp lets you grow, shrink, and rotate the paint. You can also use it to selectively erase distortions you've already applied.
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57
button Activate the Pinup tool. This tool lets you works
like the Warp tool, but lets you set your own con­trol points (pins) wherever you want.
button Activate the Paint tool. This tool lets you draw
paint strokes in the paint buffer.
button Activate the Vector Paint tool. This tool lets you
draw vector paint strokes in the paint buffer.
button Activate the Eraser tool. This tool lets you erase
paint from the paint buffer. It does not affect any underlying paint baked onto the model.
button Activate the Paint Through tool. This tool lets you
position an image over an object, and then as you paint, paints the image "through" onto your model.
button Activate the Paint Gradient tool. This lets you cre-
ate a color gradient floating over your model, which you can paint through to stamp onto your model (like the Paint Through tool).
button Activate the Clone Stamp tool. This tool lets you
clone from an existing image, shown in a separate window. You set a source point on the image. As you paint, Mari copies the texture around that source point onto your model.
Shift-click to create a pin.
To clear the entire paint buffer, click
the button in the Painting
Toolbar.
You can also clone stamp from painting already on an object, in the paint buffer, or in another channel.
The Foundry
Mari 2.0v1
Control Type What it does
button Activate the Towbrush tool. This tool lets you lets
you select areas of paint and drag them around the surface of your model. As you tow the paint around, it blends the edges of your selection with the surrounding paint. It works like the Clone Stamp tool, but blends in the edges of the cloned selection.
button Activate the Color Picker / Pixel Analyzer tool. This
tool lets you pick a color from the paint on the model.
Opens this dialog box
Notes
TOOLBARS
Selection Toolbar
58
Color swatch
Color swatch
button Select a foreground color. Select Color
button Swap the foreground and background colors.
button Select a background color. Select Color
button Set the foreground color to white and the back-
ground color to black.
Selection Toolbar
What it looks like What it does
Lets you switch between three selection modes (objects, patches, and faces) when using the Select tool.
The Foundry
Mari 2.0v1
Selection Toolbar Controls
Control Type What it does Notes
button Set Mari to select whole objects.
button Set Mari to select patches on objects. You can hold down Shift to add to the
selection, Ctrl to remove from the selection, and Meta (Windows) to intersect the selec tion.
button Set Mari to select areas on objects. You can hold down Shift to add to the
selection, Ctrl to remove from the selection, and Meta (Windows) to intersect the selec tion.
TOOLBARS
Selection Toolbar
-
-
59
The Foundry
Mari 2.0v1
Canvas Toolbar
What it looks like What it does
Lets you set the view options for the UV and 3D views.
Canvas Toolbar Controls
Control Type What it does Notes
button Toggle whether to show the wireframes on the model. You can also press Shift+W to do this.
button Toggle between showing the patches in the UV view:
• as they appear as part of the model, and
• as they appear when exported (that is, as square images, with overpaint areas around the corners of the patches).
button Toggle whether paint can be projected onto UV patches located
outside the shells of the original geometry.
This control is only available in UV view.
TOOLBARS
Canvas Toolbar
60
button Switch to the orthographic camera view.
button Switch to the perspective camera view. In this view, you can set the near and far
button Switch to the UV camera view (the UV tab). This gives you a
“flat” view of the patches in the model.
Near entry box Set the value for the near clipping plane. Mari doesn’t display
parts of the scene that are closer than the Near plane.
Far entry box Set the value for the far clipping plane. Mari doesn’t display
parts of the scene that are further than the Far plane.
FoV entry
box, slider
Set the value for the field of vision. This controls how much Mari distorts the view when applying perspective. At 0, the perspec­tive camera gives exactly the same view as the ortho camera. As the value increases, the distortion increases.
clipping planes and the field of view.
This control is only available in the per­spective camera view.
This control is only available in the per­spective camera view.
This control is only available in the per­spective camera view.
The Foundry
Mari 2.0v1
Tool Properties Toolbar
What it looks like What it does
Displays information about the selected tool.
Tool Properties Toolbar Controls
Opens this
Tool Control Type What it does
Facing dropdown Set whether the selection only applies to the
Front of the model as you can see it, or if the selection goes Through the model and includes the other side.
button Activate Rectangle Selection mode. This lets you
draw a rectangular selection.
button Activate Lasso Selection mode. This lets you
draw the outline of your selected area. You can draw any shape you want.
button Activate Smart Selection mode. This lets you cre-
ate selections based on the surface of the model.
dialog box
TOOLBARS
Tool Properties Toolbar
Notes
This control only works in Face selec tion mode.
This control only works in Face selec tion mode.
Smart selection only works in Face selec tion mode.
-
-
-
61
Smart SelType dropdown Choose whether to base your smart selection on:
The Foundry
• Connectedness — selects the areas on the model connected to the selected face. When you look at the area in the UV view, this selects the whole connected area within the current UV patch. If the UV patch holds several different areas, only those areas you click on are selected.
• Edge Angle — selects based on the degree of change between neighboring faces. The selec­tion goes until it hits an angle higher than the Smart Sel Angle.
• Orientation — selects the area that faces in the same direction as your initial selection.
This control only works in Smart Selec­tion mode.
Mari 2.0v1
Tool Properties Toolbar
Opens this
Tool Control Type What it does
Smart Sel Angle entry box,
slider
All button Select all items.
None button Unselect all items.
Invert button Invert the current selection. Unselected areas
Grow button Grow the current selection. This control only
Shrink button Shrink the current selection. This control only
Grow/Shrink by dropdown Choose whether to grow or shrink the current
button Activate Rectangle Selection mode. This lets you
Set the maximum angle for the smart selection.
• For Edge Angles, this sets the maximum angle
between areas on the model surface. For exam ple, if the angle is set to 30, this selects areas up to a 30 degree change of facing.
• For Orientation, this sets how far from the fac-
ing of your original selection the selection goes to. For example, if the angle is set to 30, this selects areas up to 30 degrees away from the facing of your original selection.
become selected, and vice versa.
selection by Vertex or Edge.
draw a rectangular selection.
dialog box
-
Notes
This control only works in Smart Selec tion mode.
works in Face selec tion mode.
works in Face selec tion mode.
This control only works in Face selec tion mode.
TOOLBARS
-
-
-
-
62
The Foundry
button Activate Lasso Selection mode. This lets you
draw the outline of your selected area. You can draw any shape you want.
button Activate Ellipse Selection mode. This lets you
draw an elliptical selection.
button Activate MagicWand Selection mode. This lets
you select by color. When you click, Mari creates a selection around the point you clicked. The selection is based on color – areas with a similar color to the original point are selected. You can change the color threshold for the selection.
Mari 2.0v1
Tool Control Type What it does
Mode button How drawing a new selection affects the current
marquee selection:
• Replace — the new selection replaces the existing selection.
• Transform — this lets you move your selection area around (move, rotate, or scale the selec­tion).
Invert button Invert the current selection. Unselected areas
become selected, and vice versa.
Clear button Clear the current selection.
Opens this dialog box
TOOLBARS
Tool Properties Toolbar
Notes
In Replace mode (the default), you can:
• hold down Shift, click and drag to add to the current selection, or
• hold down Ctrl, click and drag to remove from the current selection.
In Transform mode, you can:
• hold down Shift, click and drag to move the current selection,
• hold down Ctrl, click and drag to rotate the current selec­tion, or
• hold down Shift+Ctrl, click and drag to scale the current selection.
63
Feathering entry box Soften the edges of the selection. Higher values
Reset Buffer button Reset any transformations (moves, rotations,
Reset button Reset the zoom level of the paint buffer.
Zoom In button Zoom in on the paint buffer.
Zoom Out button Zoom out of the paint buffer.
No properties.
The Foundry
give the selection a softer, fuzzier edge. At 0, the selection has a hard edge.
scales) applied to the paint buffer (and any unbaked paint in the buffer).
Mari 2.0v1
Tool Properties Toolbar
Opens this
Tool Control Type What it does
Reset button Reset the settings of the vector inspector. Can also be done by
Enabled checkbox Enable (or disable) the visible directional markers
for the vector paint tool.
Line spacing entry box,
slider
Adjust the spacing between the directional mark­ers.
dialog box
Notes
using the ’ (apostro phe) shortcut when the vector inspector is active.
Can also be done by using the Shift+I shortcut.
Can also be done by Shift+dragging the mouse when the vec tor inspector is active.
TOOLBARS
-
-
64
Line length entry box,
slider
Line width entry box,
slider
Start Color button Change the color at the base of the directional
End Color button Change the color at the tip of the directional
Vector Space dropdown Set whether the vector inspector operates in
Same as Paint, plus the following:
Blur entry box,
slider
Clear button Remove the current warp.
+ button Increase the number of control points (up to 64)
- button Decrease the number of control points in the
Toggle Grid button Toggle between hiding and displaying the grid
Adjust the length of the directional markers.
Adjust the width (thickness) of the directional markers.
markers.
markers.
ScreenSpace, TangentSpace, or WorldSpace.
Set the blur strength. The higher the value, the more blur is produced.
in the warp grid.
warp grid.
lines connecting the control points.
The Foundry
Mari 2.0v1
Tool Control Type What it does
Mode dropdown Select how to use the Slerp tool:
• Pull — pulls paint around.
• Grow — makes the paint in a specific area larger.
• Shrink — makes the paint in a specific area smaller.
• Rotate — rotates paint around.
• Erase — lets you undo the distortion in a spe­cific area of the painting.
Opens this dialog box
TOOLBARS
Tool Properties Toolbar
Notes
You can also:
•press ’ (apostrophe) to undo all the dis­tortions you've applied, or
•press ; (semicolon) to apply your changes to the paint buffer (that is, make them so you can't erase the distortions).
65
Radius entry box,
slider
Opacity entry box,
slider
Reset Pins button Undo all the distortions you've applied, moving
Clear Pins button Remove all the current pins. You can also press
+ button Increase the strength of the currently selected
- button Decrease the strength of the currently selected
Apply button Apply your changes to the paint buffer and
Set the slerp radius (that is, how big the brush tip is).
Set the strength of the Slerp effect.
the pins back to their original positions.
pin. Stronger pins pull more of the surrounding texture towards them.
pin.
remove all current pins.
You can also press ’ (apostrophe) to do this.
Ctrl+’ (apostrophe) to do this.
You can also press the Up arrow key to do this.
You can also press the Down arrow key to do this.
You can also press ; (semicolon) to do this.
The Foundry
Mari 2.0v1
Tool Properties Toolbar
Opens this
-
dialog box
Notes
the opacity by press­ing R and clicking and dragging.
You can also adjust the opacity by press­ing O and clicking and dragging.
Tool Control Type What it does
Painting Mode dropdown The blending mode used when the paint bakes
down onto the channel surface. The default is Normal (paint in the buffer overwrites the sur face), but Mari supports a number of other blending modes.
Colors checkbox Whether more pressure causes the color to vary
(from slightly darker to the target color).
Alpha checkbox Whether more pressure increases the opacity.
Radius checkbox Whether more pressure increases the radius.
Flow checkbox Whether more pressure increases the flow.
Radius entry box Set how big the brush tip is (in pixels). You can also adjust
Opacity entry box How opaque the paint is. This is a multiplier on
the paint buffer contents. At 1.0, the paint bakes down to the surface with the same opacity as it is in the buffer. At 0.5, the paint applied to the surface is half as transparent as when it's in the buffer.
Flow entry box Mimics how quickly paint is applied, by setting
the maximum opacity in a splat.
TOOLBARS
66
Same as Paint
Same as Paint.
The Foundry
Mari 2.0v1
Tool Properties Toolbar
Opens this
Tool Control Type What it does
Same as Paint, plus the following:
Mode dropdown Select from two modes:
• Paint through — you hover the image preview over the model and stamp it down onto the surface.
• Image clone — you hover the image next to the model, set a source point, and clone from that point.
Stamp button Stamp the image straight onto the model. You can also press ’
dialog box
Notes
The Image clone mode is like the normal Clone Stamp tool, but you have more control over the source image (you can resize, stretch, and rotate it).
(apostrophe) to do this.
TOOLBARS
67
Toggle Repeat button Toggle source image tiling on and off. If this is
on, when you paint off the edge of the image, Mari repeats the image (so you always have source data).
You can also press ; (semicolon) to toggle this.
The Foundry
Mari 2.0v1
Tool Control Type What it does
Tint button Tint combines the foreground color with the
paint through texture.
Stencil dropdown Stencil uses the Paint Through texture’s alpha
channel as a mask and paints the foreground color. There are three options available:
• No Stencil - if this is selected, Mari ignores the stencil color and follows the alpha value.
• Stencil - if this is selected, paint is applied to the foreground color.
• Inverted Stencil - if this is selected, paint is applied in everything that is transparent.
Luminance dropdown Luminance uses the Paint Through texture’s lumi-
nance instead of the alpha, but works similarly to Stencil. The following options exist within the same dropdown menu as the Stencil options:
• Luminance - Works well for dirt, noise, and other similar images by using the luminance value of an image instead of the alpha.
• Inverted Luminance - Similar to the luminance option, but the calculated luminance value is inverted before use.
Opens this dialog box
TOOLBARS
Tool Properties Toolbar
Notes
By default the option is set to No Stencil.
By default, the option in the dropdown menu is set to No Stencil.
68
Reset Image button Reset any transformations (such as moving,
resizing, or rotating) you have made to the source image that you're cloning.
Pan Lock checkbox Lock the image position relative to the model. If
you pan the model, the image that you're painting through pans too.
Scale Lock checkbox Lock the image size relative to the model. If you
zoom the model in or out, the image that you're painting through zooms in or out too.
The Foundry
Mari 2.0v1
Tool Control Type What it does
Same as Paint, plus the following:
Color swatch Select the start color for the gradient. Select Color
Color swatch Select the end color for the gradient. Select Color
In Point entry box How far through the gradient the start color
lasts (before it starts graduating into the end color).
Out Point entry box How far through the gradient the end color
reaches.
Type dropdown Select between Linear or Radial gradient. A linear
gradient has a color at one end grading into the other color. A radial gradient has a color in the middle, radiating out in a circle to the other color on the outside.
Same as Paint, plus the following:
Opens this dialog box
TOOLBARS
Tool Properties Toolbar
Notes
69
Source dropdown Clone from:
• Current Paint Target - the model's surface (baked paint) in the active channel.
• Painting - the current (unbaked) paint in the paint buffer.
• Image - an external image (selected from the Image Manager, optionally zoomed in or out).
• Any of the other channels in the project.
button Clone from the selected region to another part of
the surface.
button Overwrite the selected region with another part
of the surface.
button Swap the contents of the selected region with
another area on the surface.
Sample Size entry box,
slider
Radius in pixels that the eyedropper uses when sampling colors off the surface. The eyedropper takes the average value of all the pixels in this area, and sets this as the foreground color.
The Foundry
Mari 2.0v1
Ptex Toolbar
What it looks like What it does
Displays a number of options for manag­ing Ptex faces within your project.
This toolbar is only available for Ptex channels.
Ptex Toolbar Controls
Control Type What it does Notes
button Double the selected face resolution.
TOOLBARS
Ptex Toolbar
70
button Halve the selected face resolution.
button, entry box
button, dropdown
dropdown Fill the selected faces with the foreground color.
button Fill the selected faces with the background color.
Set the world space face resolution for the selected face. Enter the Texel Density and then click
Set the face resolution for the selected face.
.
Select the Size and then click .
The Foundry
Mari 2.0v1
ColorSpace Toolbar
What it looks like What it does
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.
TOOLBARS
ColorSpace Toolbar
71
button Select a custom colorspace configuration file.
button Select a custom LUT to apply to the scene.
button Clear the current LUT applied to the scene.
Extrapolate checkbox Sets whether the GPU extrapolates the grid values or
clamps to the maximum value of the LUT.
InputColor Space
Display Device
View Trans­form
Component dropdown View the individual color channels for the scene.
Gain incre-
Gamma entry box,
dropdown Set the colorspace of the scene.
dropdown Set the colorspace of the display device used to view the
scene.
dropdown Select a colorspace transform to apply to the scene.
Set the amount of exposure adjustment applied before the menter, entry box, slider
slider
display transform.
Set the amount of gamma correction applied after the dis-
play transform.
You can boost or reduce Gain by entering a multiplier (exposure value), dragging on the slider, or adjusting the F-Stop value.
You can boost or reduce Gamma by entering a gamma level or dragging on the slider.
The Foundry
Mari 2.0v1
Navigation Toolbar
What it looks like What it does
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 the Navigation toolbar to the
default settings.
TOOLBARS
Navigation Toolbar
72
button, dropdown
button, dropdown
button, dropdown
Provides the following options for panning:
•Pan All - allows panning in any direction.
•Pan X - allows panning on the x axis only.
•Pan Y - allows panning on the y axis only.
• Pan Disabled - disables all panning.
Provides the options to either enable or disable zooming. The button changes to reflect the
Provides the options to either enable or disable rolling. The button changes to reflect the
The button changes to reflect the selected option.
selected option.
selected option.
The Foundry
Mari 2.0v1
Control Type What it does Notes
TOOLBARS
Paint Buffer Symmetry Toolbar
73
button, dropdown
button, dropdown
Paint Buffer Symmetry Toolbar
Provides the following options for orbiting:
• Orbit All - allows orbiting around the model in any direc­tion.
• Orbit X - allows orbiting around the model on the x axis only.
• Orbit Y - allows orbiting around the model on the y axis only.
• Orbit Disabled - disables all orbiting.
Provides the following options:
• Snap 45 degrees - when rotating the model it snaps at 45 degree angles.
• Snap 90 degrees - when rotating the model it snaps at 90 degree angles.
• Snap angle disabled - when rotating the model it does not snap to any angle.
The button changes to reflect the selected option.
The button changes to reflect the selected option.
What it looks like What it does
Displays the four options for the Paint Buffer Symmetry functionality.
The Foundry
Mari 2.0v1
Paint Buffer Symmetry Toolbar Controls
Control Type What it does Notes
button This is the default setting. When mirroring is disabled, the
paint buffer acts as normal and the paint strokes are not mirrored.
button Mirroring left and right splits the paint buffer down the
center vertically. Any paint strokes made on either the left or right side of the divider are mirrored on the opposite side.
This applies to paint strokes only.
TOOLBARS
Paint Buffer Symmetry Toolbar
74
button Mirroring top and bottom splits the paint buffer down the
center horizontally. Any paint strokes made on either the top or bottom of the divider are mirrored on the opposite side.
button Mirroring four ways splits the paint buffer into quarters
around the center of the canvas. Any paint strokes made in one of the quadrants are mirrored in the other three.
This applies to paint strokes only.
This applies to paint strokes only.
The Foundry
Mari 2.0v1
Vector Painting Toolbar
What it looks like What it does
Displays the option to toggle the vector inspector on or off and to create default vector shaders. When the tool is active, the vector inspector markers are shown, regardless of whether you toggle the option on or off.
Vector Painting Toolbar Controls
Control Type What it does Notes
button Quickly enables the vector inspector so that the directional
markers are visible. To quickly turn off the directional mark­ers, click the button again.
button Sets up two default vector shaders with default channels and
layers for painting flow or normal maps. Also changes the tool to Vector Paint and switches the Painting Mode to Paint Flow Vectors.
Can also be done by using the Shift+I shortcut.
Can also be done by navigating to Python | Examples > Setup Vector Brush
TOOLBARS
Vector Painting Toolbar
75
Default Shaders Toolbar
What it looks like What it does
Displays one of the four default shader in the Shaders palette: Current Channel, Current Layer and Below, Current Layer, and Current Paint Target. Selecting a custom created shader in the Shaders palette won’t highlight any of the shaders in the toolbar, but selecting a default shader from either the palette or the toolbar activates the shader and highlights the icon in the toolbar.
The Foundry
Mari 2.0v1
Default Shaders Toolbar Controls
Control Type What it does Notes
button Selects the default Current Channel shader from the Shaders
palette and displays only the paint in the current channel.
button Selects the default Current Layer and Below shader from the
Shaders palette and displays only the paint in the current layer stack.
button Selects the default Current Layer shader from the Shaders
palette and displays only the paint in the current layer.
button Selects the default Current Paint Target shader from the
Shaders palette and displays only the paint of the currently selected target.
TOOLBARS
Default Shaders Toolbar
76
The Foundry
Mari 2.0v1
20 STATUS BAR
What it looks like What it does
Displays status icons that indicate which features are active, whether an error has been encountered, and information about the current project. This includes progress bars on running processes.
Status Bar Icons
Icon What it does Notes
Displays the UDIM number of the patch you have selected. If nothing is selected, then there is nothing listed after Udim.
Notifies you that there is paint to bake. Click on the icon to bake.
Notifies you that background jobs are currently running. Clicking on this icon displays a dialog
for the progress bar.
Notifies you that the project has changed and allows you to save. Click on the icon to save changes.
Notifies you that your painting is hidden.
Notifies you that color management is active.
Notifies you that you are currently projecting on the front of objects. Clicking on this icon toggles between
projecting through objects and project ing on the front of objects. The icon takes the default icon’s place when switching to project through.
Notifies you that you currently have edge masking enabled. Clicking on this icon disables edge
masking.
Notifies you that you currently have channel masking enabled. Clicking on this icon disables channel
masking.
Notifies you that you currently have ambient occlusion masking enabled. Clicking on this icon disables ambient
occlusion masking.
Notifies you that you currently have depth masking enabled. Clicking on this icon disables depth
masking.
-
Icon What it does Notes
Notifies you that you currently have backface masking enabled. Clicking on this icon disables backface
masking.
Notifies you that you currently have fractal noise masking enabled. Clicking on this icon disables fractal
noise masking.
Notifies you that you currently have the global mask preview enabled. Clicking on this icon disables the global
mask preview.
STATUS BAR
78
Warns you that a low memory status has been detected. Low memory affects Mari’s performance and may make it unstable.
Notifies you that there are warning messages present. Clicking on this icon displays these
Warns you that the cache disk is critically full. If you don’t free disk space, data loss
Warns you that there is no disk space left for the operation you are try­ing to run.
Warns you that channels are a higher bit-depth than what the virtual texture is configured for.
Notifies you that Mari is currently loading data from the disk.
Notifies you that Mari is currently loading data from the RAM to GPU memory.
Notifies you that Mari is listening for commands on [COMPUTER NAME] port [PORT NUMBER].
Notifies you that there was an error while Mari was listening for com­mands.
Try freeing memory or closing and restarting Mari to clear this issue.
warnings.
may occur. A simple way to free disk space is to close the project and re­open it. Mari saves your session history, but closing your project clears this used disk space up for use.
Hovering over this icon displays the computer name and port number on which Mari is listening for commands.
Notifies you that Nuke is connected to send commands to Mari on [COM­PUTER NAME] port [PORT NUMBER].
The Foundry
Hovering over this icon displays the computer name and port number from which Nuke is connected.
Mari 2.0v1
21 CHANNELS PALETTE
What It Does
The 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 are built on. These channels can be diffuse, bump, or spec channels, to name only a few. Channels are assigned to lighting shaders, and sliders in that palette give you fine control over aspects of each channel.
Below are the controls you can expect to find on the Channels palette.
Channels Palette Fields
Control Type What it does Dialog Notes
button Adds a new channel to the channels list. Add Channel
Dialog Box
button Duplicate the selected channel.
Quick Channel
button Converts the channel into either 8bit (Byte), 16bit
(Half), 32bit (Float).
button Removes the channel.
| swatch Creates a channel filled in black. The created channel is
Convert Type Dialog Box
named Quick Channel. If there are multiple Quick Channels, then the name is followed with a number.
CHANNELS PALETTE
Channels Palette Fields
80
Quick Channel
Quick Channel
Quick Channel
Quick Channel
Quick Channel
| swatch Creates a channel filled in white. The created channel is
named Quick Channel. If there are multiple Quick Channels, then the name is followed with a number.
| swatch Creates a channel filled in mid-grey. The created channel is
named Quick Channel. If there are multiple Quick Channels, then the name is followed with a number.
| swatch Creates a channel filled in transparent. The created channel is
named Quick Channel. If there are multiple Quick Channels, then the name is followed with a number.
| dropdown Sets the channel size used when creating a Quick
Channel, from the options:
• 256x256
• 512x512
• 1024x1024
• 2048x2048
• 4096x4096
• 8192x8192
• 16384x16384
• 32768x32768
| dropdown Sets the channel depth used when creating a Quick
Channel, from the options:
•8bit (Byte)
• 32bit (Float)
• 16bit (Half)
button Opens an individual palette that displays the layers
of that channel only.
Ensure this is set to the size you want before cre ating Quick Channels.
Ensure this is set to the depth you want before creating Quick Channels.
-
button Indicates an unlocked state. Clicking the icon
changes the channel state to locked.
button Indicates a locked state. Clicking the icon changes
button Adds user attributes for the channel.
<channel name> >
General
| File Space
The Foundry
information Sets whether the channel is Normal, Vector, Vector
the channel state to unlocked.
(flipped Y)
Mari 2.0v1
CHANNELS PALETTE
Channels Palette Fields
81
<channel name> >
General
| Color
Space
<channel name> >
General
| Size
<channel name> >
General
| Depth
information Sets whether the channel is Color or Scalar.
information Lists the size of the patches in the channel.
information Lists the color depth of the channel.
The Foundry
Mari 2.0v1
22 LAYERS PALETTE
What It Does
The Layers palette lets you view, create and alter layers. You can also add the following to individual layers, or layer groups:
•masks
• adjustments
•procedurals
Layers Palette Fields
Control Type What it does Notes
dropdown, switch
Filter bar function that gives the choices: Name, Type, Attribute, and Color Tag. Depending on which filter option you choose, the filter bar shows one of the following:
- filter for the type of layers by clicking on the associated icons.
- filter for the attributes of layers by clicking on the associated icons.
Both Type and Attribute provide icons that allow you to set the parameters for your filter.
Quickly clear the entry box by press-
ing the icon.
dropdown Click to select from the blend mode options avail-
button Opens the Advanced Blending menu, which gives
icon Click to toggle the selected layers’ visibility on the
- filter for the color tags of the selected color icon.
able for individual layers. To adjust the blend amount, enter the value into the entry box, or adjust the slider located to the right of the blend mode menu.
- adjusts the blend mode amount.
options for blend modes and components, blend amount, and whether the blend applies to only the selected layer.
canvas.
This list does not include the advanced blend mode options.
Control Type What it does Notes
icon Denotes whether the layer is a paint layer and,
when lit, whether it is selected as the current paint target.
LAYERS PALETTE
Layers Palette Fields
83
icon Denotes whether the layer is a mask layer and,
when lit, whether the mask is selected as the cur­rent paint target.
icon Denotes whether the layer has a mask group and,
when lit, whether the mask group is selected as the current layer.
icon Denotes whether the layer is an adjustment layer,
or has an adjustment as part of the layer and, when lit, whether the adjustment is selected as the current layer.
icon Denotes whether the layer is a procedural layer
and, when lit, whether the procedural is selected as the current layer.
You can Shift+click on the mask to disable it, or right-click on the layer and select Layer Mask > Disable
Mask. The disabled mask icon
indicates the disabled state.
To enable it, either Shift+click on the mask again or select Layer Mask > Enable Mask from the right-click menu.
Clicking on the icon brings up the mask group palette.
To distinguish whether the layer is an adjustment layer or simply has an adjustment on it, look for the posi
-
tion of the icon. If the icon is in the
left-most column, where the icon is normally located on paint lay-
ers, then the layer is an adjustment layer.
The Foundry
icon Denotes whether the layer is the parent layer of a
group.
icon Locks or unlocks the selected layer. If the layer is
the parent of a group of layers, all the layers in the group are also locked or unlocked. Clicking the padlock icon when a layer is cached also unlocks it.
button Adds a new paint layer to the layer stack.
button Adds a mask to the selected layer or, if none is
selected, the top layer in the layer stack.
If a mask has already been added to a layer, you cannot add a second mask using this method. You must create a mask group using the right­click menu.
button Adds an adjustment layer to the layer stack. Choose adjustments from the drop-
down menu when you click the icon.
Mari 2.0v1
Control Type What it does Notes
button Adds a procedural layer to the layer stack. Choose procedurals from the drop-
down menu when you click the icon.
button Adds a parent layer for a group to the layer stack.
Additional layers can be added after the parent layer is created.
button Duplicates the selected layer in the layer stack. The duplicate has "copy" included in
the name so that it can be differenti ated from the original.
button Removes the selected layer from the layer stack.
button Assigns a color to the selected layers. To clear an
already assigned color, click the icon and select the gray color in the center of the palette. This effectively removes the color and returns it to the default color state.
Adjustment/Brightness
Brightness entry box,
slider
Controls the brightness of the paint on the model.
LAYERS PALETTE
Layers Palette Fields
-
84
Adjustment/Brightness Lookup
Map curve editor Adjusts the brightness to a specific lookup value
using a curve map.
Adjustment/Clamp
Min entry box,
slider
Max entry box,
slider
Components
Components
Components
Components
Adjustment/Color Balance
Preserve Luminosity checkbox Ensures that the luminosity value is maintained
| R checkbox If enabled, specifies that the red channel should be
| G checkbox If enabled, specifies that the green channel should
| B checkbox If enabled, specifies that the blue channel should
| A checkbox If enabled, specifies that the alpha channel should
Clamps the minimum RGB value for the selected checkboxes below.
Clamps the maximum RGB value for the selected checkboxes below.
affected by the Min and Max sliders.
be affected by the Min and Max sliders.
be affected by the Min and Max sliders.
be affected by the Min and Max sliders.
when other values are adjusted.
The Foundry
Mari 2.0v1
Control Type What it does Notes
LAYERS PALETTE
Layers Palette Fields
85
Highlights
Highlights
Green
Highlights
Shadows
Shadows
Green
Shadows
Midtones
| Cyan/Red entry box,
slider
| Magenta/
| Yellow/Blue entry box,
| Cyan/Red entry box,
| Magenta/
| Yellow/Blue entry box,
| Cyan/Red entry box,
entry box, slider
slider
slider
entry box, slider
slider
slider
Adjusts the scale of the Red color component. Dragging the slider to the left pulls the scale towards cyan, whereas dragging the slider to the right pulls it towards red. The modification applies to the texture’s highlights.
Adjusts the Green color component. Dragging the slider to the left pulls the scale towards magenta, whereas dragging the slider to the right pulls it towards green. The modification applies to the texture’s highlights.
Adjusts the Blue color component. Dragging the slider to the left pulls the scale towards yellow, whereas dragging the slider to the right pulls it towards blue. The modification applies to the tex ture’s highlights.
Adjusts the scale of the Red color component. Dragging the slider to the left pulls the scale towards cyan, whereas dragging the slider to the right pulls it towards red. The modification applies to the texture’s shadows.
Adjusts the Green color component. Dragging the slider to the left pulls the scale towards magenta, whereas dragging the slider to the right pulls it towards green. The modification applies to the texture’s shadows.
Adjusts the Blue color component. Dragging the slider to the left pulls the scale towards yellow, whereas dragging the slider to the right pulls it towards blue. The modification applies to the tex ture’s shadows.
Adjusts the scale of the Red color component. Dragging the slider to the left pulls the scale towards cyan, whereas dragging the slider to the right pulls it towards red. The modification applies to the texture’s midtones
-
-
Midtones
Green
Midtones
The Foundry
| Magenta/
| Yellow/Blue entry box,
entry box, slider
slider
Adjusts the Green color component. Dragging the slider to the left pulls the scale towards magenta, whereas dragging the slider to the right pulls it towards green. The modification applies to the texture’s midtones
Adjusts the Blue color component. Dragging the slider to the left pulls the scale towards yellow, whereas dragging the slider to the right pulls it towards blue. The modification applies to the tex ture’s midtones.
-
Mari 2.0v1
Control Type What it does Notes
Adjustment/Color Lookup
Red curve editor Adjusts the value of the red channel for the overall
layer stack, using the curve editor.
Green curve editor Adjusts the value of the green channel for the
overall layer stack, using the curve editor.
Blue curve editor Adjusts the value of the blue channel for the over-
all layer stack, using the curve editor.
Adjustment/Color Switch
Red checkbox Turns the red channel on or off. Disabling the red
channel removes it from the painting.
Green checkbox Turns the green channel on or off. Disabling the
green channel removes it from the painting.
Blue checkbox Turns the blue channel on or off. Disabling the blue
channel removes it from the painting.
Alpha checkbox Turns the alpha channel on or off. Disabling the
alpha channel removes it from the painting.
Adjustment/Contrast
Contrast entry box,
Adjusts the contrast for the layer stack.
slider
Contrast Pivot entry box,
Sets the point around which Contrast is adjusted.
slider
LAYERS PALETTE
Layers Palette Fields
86
Adjustment/Copy Channel
Channel dropdown Copies the value from one RGB color channel to
the other two. The result is a grayscale image with the intensity values from the selected channel.
Adjustment/Gamma
Gamma entry box,
Adjusts the gamma levels in the layer stack.
slider
Invert entry box,
slider
Reverses the gamma conversion. That is, a higher setting for Gamma results in a more washed-out looking image.
Adjustment/Grade
Blackpoint entry box,
Sets the blackpoint of the RGB values. Blackpoint is the color value at which
slider
Whitepoint entry box,
Sets the whitepoint of the RGB values. Whitepoint is the color value at
slider
The Foundry
the input is considered to be 100% black.
which the input is considered to be 100% white.
Mari 2.0v1
Control Type What it does Notes
LAYERS PALETTE
Layers Palette Fields
87
Lift entry box,
slider
Gain entry box,
slider
Multiply entry box,
slider
Offset entry box,
slider
Gamma entry box,
slider
Adjustment/HSL
Hue Shift entry box,
slider
Saturation Scale entry box,
slider
Lightness Scale entry box,
slider
Adjustment/HSV
Hue Shift entry box,
slider
Saturation Scale entry box,
slider
Value Scale entry box,
slider
Lifts the blackpoint, while keeping the whitepoint the same.
Adjusts the whitepoint, while keeping the black­point the same
Multiplies the value to lighten the texture while preserving the blackpoint.
Specifies a fixed value to add in order to lighten the texture.
Adjusts the midtones, while keeping the whitepoint and blackpoint the same.
Adjusts the hue, as tied to the HSL, for the layer stack.
Adjusts the saturation level, as tied to the HSL, for the layer stack.
Adjusts the lightness level, as tied to the HSL, for the layer stack.
Adjusts the hue level, as tied to the HSV, for the layer stack.
Adjusts the saturation level, as tied to the HSV, for the layer stack.
Adjusts the value level, as tied to the HSV, for the layer stack.
Adding negative values essentially darkens the texture.
Adjustment/Height As Normal
Bump Weight entry box,
slider
Adjusts the sensitivity of the bump weight when calculating height as a normal value.
Adjustment/Hue Shift
Hue entry box,
slider
Changes the RGB hue value of the paint in the layer stack.
Adjustment/Invert
Red checkbox Inverts the contents of the red color component
when checked. Uncheck the parameter to leave the component unchanged. If there is a significant amount of red paint in your layer stack the inverse is a significant absence of red.
The Foundry
It is uncommon that only one compo­nent would be selected, however if the need arises, you can choose to invert only one, or a subset, of the four components.
Mari 2.0v1
Control Type What it does Notes
LAYERS PALETTE
Layers Palette Fields
88
Green checkbox Inverts the contents of the green color component
when checked. Uncheck the parameter to leave the component unchanged. If there is a significant amount of green paint in your layer stack the inverse is a significant absence of green.
Blue checkbox Inverts the contents of the blue color component
when checked. Uncheck the parameter to leave the component unchanged. If there is a significant amount of blue paint in your layer stack the inverse is a significant absence of blue.
Alpha checkbox Inverts the contents of the alpha color component
when checked. Uncheck the parameter to leave the component unchanged.
Adjustment/Levels
Red checkbox Determines whether to apply the adjustment to the
red component.
Green checkbox Determines whether to apply the adjustment to the
green component.
Blue checkbox Determines whether to apply the adjustment to the
blue component.
Output Level
| WhiteOut entry box,
slider
Adjusts the white level of the output in the paint for the selected color components.
It is uncommon that only one compo­nent would be selected, however if the need arises, you can choose to invert only one, or a subset, of the four components.
It is uncommon that only one compo­nent would be selected, however if the need arises, you can choose to invert only one, or a subset, of the four components.
It is uncommon that only one compo­nent would be selected, however if the need arises, you can choose to invert only one, or a subset, of the four components.
Output Level
Input Level
Input Level
Input Level
Adjustment/Luminosity
The Foundry
| BlackOut entry box,
| White entry box,
| Mid entry box,
| Black entry box,
slider
slider
slider
slider
Adjusts the black level of the output in the paint for the selected color component.
Adjusts the white level of the input for the selected color component.
Adjusts the midtone level of the input for the selected color components.
Adjusts the black level of the input for the selected color component.
Mari 2.0v1
Control Type What it does Notes
Adjustment/Premultiply Alpha
Unpremultiply checkbox Either pre- or post-multiplies the alpha in the
selected image. If you are painting using an image without pre-multiplied alpha onto one with it, use this filter to perform the pre-multiplication, so the images match and you avoid lines around the out
­side of the patch. Post-multiply works the same, but in reverse: it removes pre-multiplication to match images that do not have pre-multiplied alpha.
Adjustment/Saturation
Saturation entry box,
slider
Adjusts the color saturation of the paint in the layer stack.
Adjustment/Scale
R entry box,
slider
Adjusts the scale of the Red color component. Dragging the slider to the left pulls the scale towards cyan, whereas dragging the slider to the right pulls it towards red.
LAYERS PALETTE
Layers Palette Fields
89
G entry box,
slider
Adjusts the Green color component. Dragging the slider to the left pulls the scale towards magenta, whereas dragging the slider to the right pulls it towards green.
B entry box,
slider
Adjusts the Blue color component. Dragging the slider to the left pulls the scale towards yellow, whereas dragging the slider to the right pulls it towards blue.
A entry box,
Adjusts the Alpha component.
slider
Adjustment/Set Value
Channel dropdown The options available in the dropdown menu are
Red, Green, Blue, Alpha.
Value entry box,
slider
Adjusting the slider modifies the value of the com­ponent chosen in the dropdown menu above.
Adjustment/Shuffle
R dropdown Select a color component from the options r, g, b,
and a in the dropdown menu to replace the Red component with another color. Setting r in the dropdown menu keeps the red color in the Red component.
The Foundry
Mari 2.0v1
Control Type What it does Notes
G dropdown Select a color component from the options r, g, b,
and a in the dropdown menu to replace the Green component with another color. Setting g in the dropdown menu keeps the green color in the Green component.
B dropdown Select a color component from the options r, g, b,
and a in the dropdown menu to replace the Blue component with another color. Setting b in the dropdown menu keeps the blue color in the Blue component.
A dropdown Select a color component from the options r, g, b,
and a in the dropdown menu to replace the Alpha component with another color. Setting a in the dropdown menu keeps the alpha color in the Alpha component.
Adjustment/Tangent To Screen
Suppress Blue checkbox Suppresses the blue value from the color-encoded
vectors in screen space.
LAYERS PALETTE
Layers Palette Fields
90
Adjustment/Tangent To World
Suppress Blue checkbox Suppresses the blue value from the color-encoded
vectors in world space.
Adjustment/sRGB2Linear
Invert checkbox Applies an sRGB to linear colorspace conversion.
Checking Invert applies a linear to sRGB colorspace conversion.
Procedural/Basic/Color
Color swatch Applies the specified color from the color swatch
to the entire model.
Procedural/Basic/Constant
Constant entry box,
slider
Generates a constant level of grayscale color to be applied to the model.
Procedural/Basic/Vector
X entry box,
slider
Adjusts the values of the X axis, which correspond to the Red color component, to modify the color­encoded vectors.
Y entry box,
slider
Adjusts the values of the Y axis, which correspond to the Green color component, to modify the color­encoded vectors.
Z entry box,
slider
Adjusts the values of the Z axis, which correspond to the Blue color component, to modify the color­encoded vectors.
The Foundry
Mari 2.0v1
Control Type What it does Notes
LAYERS PALETTE
Layers Palette Fields
91
W entry box,
slider
Procedural/ Environment/Cubemap
Cubic Image entry box,
file browser
Falloff Start entry box,
slider
Falloff End entry box,
slider
Procedural/ Environment/Cubemap Projector
Cubic Image entry box,
file browser
Cull Backfaces checkbox When the checkbox is ticked, this setting ensures
Offset
| X entry box,
slider
Offset
| Y entry box,
slider
Adjusts the values of the W axis, which correspond to the Alpha component, to modify the color­encoded vectors.
The environment image you want to be reflected. This procedural cannot be cached or
Specifies where the cubic image starts.
Specifies where the cubic image ends.
Select or input the filepath to the .dds cubic image to project as a texture.
that projection does not affect areas facing away from the camera when factoring edge falloff.
The offset of the projected image along the X axis. This affects the position of where the camera sits in the scene.
The offset of the projected image along the Y axis. This affects the position of where the camera sits in the scene.
baked and is for display purposes only.
This procedural cannot be cached or baked and is for display purposes only.
Offset
| Z entry box,
Rotation
Rotation
Rotation
Edge Falloff
Edge Falloff
Edge Falloff
The Foundry
| X entry box,
| Y entry box,
| Z entry box,
| Start entry box,
| End entry box,
| Curve curve editor Modifies the otherwise linear shape of the edge
slider
slider
slider
slider
slider
slider
The offset of the projected image along the Z axis. This affects the position of where the camera sits in the scene.
The rotation of the projected image along the X axis.
The rotation of the projected image along the Y axis.
The rotation of the projected image along the Z axis.
Modifies how far away the projection falloff starts on the model.
Modifies how far away the projection falloff ends on the model.
falloff to your desired shape.
This rotates the camera for the entire scene, not just one part.
This rotates the camera for the entire scene, not just one part.
This rotates the camera for the entire scene, not just one part.
Mari 2.0v1
Control Type What it does Notes
LAYERS PALETTE
Layers Palette Fields
92
Distance Falloff
Distance Falloff
Distance Falloff
Procedural/Environment/Sphere Map
SphereMap file browser The environment image you want to be reflected. This procedural cannot be cached or
FalloffStart entry box,
FalloffEnd entry box,
Procedural/Environment/Sphere Map Projector
Spherical Image filebrowser Uses a spherical image of any file type as a texture
Cull Backfaces checkbox When the checkbox is ticked, this setting ensures
| Start entry box Modifies the falloff start distance. From 0-100;
100 represents straight-on projection.
| End entry box Modifies the falloff end distance. From 0-100;
100 represents straight-on projection.
| Curve entry box,
slider
slider
file browser
Modifies the otherwise linear shape of the dis­tance falloff to your desired shape.
Specifies where the spherical image starts.
Specifies where the spherical image ends.
to project onto the model. Select the filepath to the spherical image to project as a texture.
that projection does not affect areas facing away from the camera when factoring edge falloff.
baked and is for display purposes only.
This procedural cannot be cached or baked and is for display purposes only.
Offset
| X entry box The offset of the projected image along the X axis.
This affects the position of where the camera sits in the scene.
Offset
| Y entry box The offset of the projected image along the Y axis.
This affects the position of where the camera sits in the scene.
Offset
| Z entry box The offset of the projected image along the Z axis.
This affects the position of where the camera sits in the scene.
Rotation
Rotation
Rotation
Edge Falloff
Edge Falloff
The Foundry
| X entry box,
slider
| Y entry box,
slider
| Z entry box,
slider
| Start entry box,
slider
| End entry box,
slider
The rotation of the projected image along the X axis.
The rotation of the projected image along the Y axis.
The rotation of the projected image along the Z axis.
Modifies how far away the projection falloff starts on the model.
Modifies how far away the projection falloff ends on the model.
This rotates the camera for the entire scene, not just one part.
This rotates the camera for the entire scene, not just one part.
This rotates the camera for the entire scene, not just one part.
Mari 2.0v1
Control Type What it does Notes
LAYERS PALETTE
Layers Palette Fields
93
Edge Falloff
Distance Falloff
Distance Falloff
Distance Falloff
Procedural/Environment/Triplanar Projection
World Scale entry box Gives overall scale control for the image projec-
Top
| Top Image file browser Specifies the location of the image you want to
Top
| Top Repeat entry box,
Top
| Top Angle entry box,
Top
| Top U Offset entry box,
Top
| Top V Offset entry box,
| Curve curve editor Modifies the otherwise linear shape of the edge
falloff to your desired shape.
| Start entry box Modifies the falloff start distance. From 0-100;
100 represents straight-on projection.
| End entry box Modifies the falloff end distance. From 0-100;
100 represents straight-on projection.
| Curve curve editor Modifies the otherwise linear shape of the dis-
tance falloff to your desired shape.
tion.
project onto the top of your model.
Specifies the frequency at which the image is
slider
slider
slider
slider
repeated across the top of your model.
Specifies the rotation angle of the image on the top of your model.
Specifies how much the image on the top of your model is offset by on the U axis.
Specifies how much the image on the top of your model is offset by on the V axis.
Top
| Top U Scale entry box,
slider
Top
| Top V Scale entry box,
slider
Top
| Top Falloff Start entry box,
slider
Top
| Top Falloff End entry box,
slider
Top
| Top Falloff curve editor Controls the falloff of the image projection
Front
| Front Image file browser Specifies the location of the image you want to
Front
| Front Repeat entry box,
slider
Front
| Front Angle entry box,
slider
The Foundry
Specifies how much the image on the top of your model is stretched or contracted on the U axis.
Specifies how much the image on the top of your model is stretched or contracted on the V axis.
Controls where the image projection starts on the top of the model.
Controls where the image projection ends on the top of the model.
between the start and end values on the top of the model.
project onto the front of your model.
Specifies the frequency at which the image is repeated across the front of your model.
Specifies the rotation angle of the image on the front of your model.
Mari 2.0v1
Control Type What it does Notes
Front
| Front U Offset entry box,
slider
Front
| Front V Offset entry box,
slider
Front
| Front U Scale entry box,
slider
Front
| Front V Scale entry box,
slider
Front
| Front Falloff
Start
Front
| Front FalloffEnd entry box,
Front
| Front Falloff curve editor Controls the falloff of the image projection
entry box, slider
slider
Specifies how much the image on the front of your model is offset by on the U axis.
Specifies how much the image on the front of your model is offset by on the V axis.
Specifies how much the image on the front of your model is stretched or contracted on the U axis.
Specifies how much the image on the front of your model is stretched or contracted on the V axis.
Controls where the image projection starts on the front of the model.
Controls where the image projection ends on the front of the model.
between the start and end values on the front of the model.
LAYERS PALETTE
Layers Palette Fields
94
Right
| Right Image file browser Specifies the location of the image you want to
project onto the side of your model.
Right
| Right Repeat entry box,
slider
Right
| Right Angle entry box,
slider
Right
| Right U Offset entry box,
slider
Right
| Right V Offset entry box,
slider
Right
| Right U Scale entry box,
slider
Right
| Right V Scale entry box,
slider
Right
| Right Falloff
Start
Right
| Right Falloff End entry box,
Right
| Right Falloff curve editor Controls the falloff of the image projection
Procedural/Geometry/Ambient Occlusion
Procedural/Geometry/Position
entry box, slider
slider
Specifies the frequency at which the image is repeated across the side of your model.
Specifies the rotation angle of the image on the side of your model.
Specifies how much the image on the side of your model is offset by on the U axis.
Specifies how much the image on the side of your model is offset by on the V axis.
Specifies how much the image on the side of your model is stretched or contracted on the U axis.
Specifies how much the image on the side of your model is stretched or contracted on the V axis.
Controls where the image projection starts on the side of the model.
Controls where the image projection ends on the side of the model.
between the start and end values on the side of the model.
Procedural/Geometry/Surface Normal
The Foundry
Mari 2.0v1
Control Type What it does Notes
Procedural/Geometry/UDIM Mask
UDIM entry box Enter the UDIM number of the UDIM you want to
unmask.
Procedural/Geometry/UV
Procedural/Procedural/Fractal/ Cloud
Size entry box,
slider
Roughness entry box,
slider
Offsets
| X Offset entry box,
slider
Offsets
| Y Offset entry box,
slider
Offsets
| Z Offset entry box,
slider
Color
| Color A swatch Sets the color to be used for the pattern’s A input.
Color
| Color B swatch Sets the color to be used for the pattern’s B input.
Adjusts the size of the cloud pattern.
Adjusts the roughness of the cloud pattern. Drag­ging the slider to lower values smooths out the transition from color A to color B.
Moves the pattern across the model on the x axis.
Moves the pattern across the model on the y axis.
Moves the pattern across the model on the z axis.
LAYERS PALETTE
Layers Palette Fields
95
Procedural/Procedural/Fractal/Turbulence
Size entry box,
slider
Roughness entry box,
slider
Color
| Color A swatch Sets the color to be used for the pattern’s A input.
Color
| Color B swatch Sets the color to be used for the pattern’s B input.
Procedural/Procedural/Misc/Flow
Animation
Animation
Animation
Image
Image
| Animated checkbox Enables or disables the animation.
| Time Offset entry box,
slider
| Speed entry box,
slider
| Tile Image file browser Selects the image to use on the model for flow.
| Repeat entry box,
slider
Adjusts the size of the turbulence pattern.
Adjusts the roughness of the turbulence pattern. Dragging the slider to lower values smooths out the transition from color A to color B.
Adjusts the flow over time to view the effect of vector paint.
Adjusts the sensitivity of Time Offset to affect the speed of flow.
Sets the repetition value of the tiled image.
The Foundry
Mari 2.0v1
Control Type What it does Notes
Procedural/Procedural/Misc/Oil
Size entry box,
slider
Adjusts the size of the oil pattern.
LAYERS PALETTE
Layers Palette Fields
96
Organicness entry box,
slider
Roughness entry box,
slider
Color
| Color A swatch Sets the color to be used for the pattern’s A input.
Color
| Color B swatch Sets the color to be used for the pattern’s B input.
Procedural/Procedural/Noise/Cellular
Size entry box,
slider
Type dropdown Sets how color A and color B are used in the pat-
Distance Method dropdown Changes the shape of the cells to affect the dis-
Color
| Color A swatch Sets the color to be used to the pattern’s color A
Color
| Color B swatch Sets the color to be used for the pattern’s color B
Procedural/Procedural/Noise/Perlin
Size entry box,
slider
Sets the overall organic quality of the oil pattern.
Adjusts the roughness of the oil pattern. Dragging the slider to lower values smooths out the transi tion from color A to color B.
Adjusts the size of the cellular pattern.
tern.
tance the cells are from each other.
input.
input.
Adjusts the size of the noise pattern.
-
Color
| Color A swatch Sets the color to be used for the pattern’s color A
input.
Color
| Color B swatch Sets the color to be used for the pattern’s color B
input.
Procedural/Procedural/Noise/Squiggle
Size entry box,
slider
Color
| Color A swatch Sets the color to be used for the pattern’s color A
Color
| Color B swatch Sets the color to be used for the pattern’s color B
Procedural/Procedural/ Pattern/Cube
Repeat entry box,
slider
The Foundry
Adjusts the size of the squiggle pattern.
input.
input.
Specifies the repetition frequency of the cube pat­tern.
Mari 2.0v1
Control Type What it does Notes
LAYERS PALETTE
Layers Palette Fields
97
Gap entry box,
slider
Fall Off entry box,
slider
Roundness entry box,
slider
Color
| Color A swatch Sets the color to be used for the pattern’s color A
Color
| Color B swatch Sets the color to be used for the pattern’s color B
Procedural/Procedural/Pattern/Object Space Linear Gradient
Start entry box,
slider
End entry box,
slider
Map curve editor Set the color A and color B transitions for the gra-
Rotation
Rotation
| X entry box,
slider
| Y entry box,
slider
Sets the spacing between the cubes in the pattern.
Adjusts the falloff amount between the cubes.
Adjusts how much the cubes are rounded off.
input.
input.
Sets the start point on the object for Color B of the gradient.
Sets the end point of Color B, where Color A begins, on the object of the gradient.
dient using points on a curve.
Adjusts how the gradient appears on the model by rotating the gradient on the X axis.
Adjusts how the gradient appears on the model by rotating the gradient on the Y axis.
Rotation
Color
Color
Procedural/Procedural/Pattern/Sphere
Size entry box,
Falloff curve editor Adjusts the falloff amount between the spheres.
Color
Color
Procedural/Procedural/Pattern/Tiled
Tile Image file browser The image you want to have tiled across the model.
The Foundry
| Z entry box,
slider
| Color A swatch Sets the color to be used for the gradient’s A
| Color B swatch Sets the color to be used for the gradient’s B
slider
| Color A swatch Sets the color to be used for the pattern’s color A
| Color B swatch Sets the color to be used for the pattern’s color B
Adjusts how the gradient appears on the model by rotating the gradient on the Z axis.
input.
input.
Adjusts the size of the spherical pattern.
input.
input.
Mari 2.0v1
Control Type What it does Notes
LAYERS PALETTE
Layers Palette Fields
98
Rotation Angle (Degrees)
Offset
| U Offset entry box,
Offset
| V Offset entry box,
Repeat
| U Repeat entry box,
Repeat
| V Repeat entry box,
Mirror
| Mirror U entry box,
Mirror
| Mirror V entry box,
Procedural/Procedural/Pattern/UV Grid
Color swatch Sets the color to be used for the grid lines.
Repeat entry box,
Thickness entry box,
Procedural/Procedural/Pattern/UV Linear Gradient
entry box, slider
slider
slider
slider
slider
slider
slider
slider
slider
Changes the angle of rotation for the tiled image.
Specifies how much the image is offset by on the U axis.
Specifies how much the image is offset by on the V axis.
Specifies how much the image is repeated on the U axis.
Specifies how much the image is repeated on the V axis.
Sets whether the tiled image is mirrored on the U axis.
Sets whether the tiled image is mirrored on the V axis.
Specifies the repeat rate for the grid on the model’s surface.
Sets the thickness of the grid lines.
Start entry box,
slider
End entry box,
slider
Map curve editor Set the color A and color B transitions for the gra-
Angle entry box,
slider
Repeat entry box,
slider
Color
| Color A swatch Sets the color to be used for the gradient’s A
Color
| Color B swatch Sets the color to be used for the gradient’s B
Procedural/Procedural/Plant/Wood
Size entry box,
slider
The Foundry
Sets the start point on the UV patches for Color B of the gradient.
Sets the end point of Color B, where Color A begins, on the UV patches of the gradient.
dient in UV space using points on a curve.
Specifies the angle of the linear gradient on the UV patches.
Sets how much the linear gradient is repeated across the UV patches.
input.
input.
Adjusts the size of the wood pattern across the entire model.
Mari 2.0v1
Control Type What it does Notes
LAYERS PALETTE
Layers Palette Fields
99
Bands entry box,
slider
Noise
| Size entry box,
slider
Noise
| Roughness entry box,
slider
Stretch
| X entry box,
slider
Stretch
| Y entry box,
slider
Stretch
| Z entry box,
slider
Color
| Color A swatch Sets the color to be used for the pattern’s color A
Color
| Color B swatch Sets the color to be used for the pattern’s color B
Adjusts the size of the individual bands in the wood pattern.
Adjusts the amount of the noise in the bands of the wood pattern.
Adjusts the roughness of the wood pattern. Drag­ging the slider to lower values makes the transi­tion from color A to color B more distinct.
Stretches the wood pattern across the model on the x axis.
Stretches the wood pattern across the model on the y axis.
Stretches the wood pattern across the model on the z axis.
input.
input.
The Foundry
Mari 2.0v1
23 PATCHES PALETTE
What It Does
The Patches palette displays a selectable list of patches in the project, with icons and buttons to toggle whether they are visible, or whether they are locked. You can group patches into sets.
Patches palette fields
Opens this
Control Type What it does
Sorted by dropdown Lets you specify whether to list patches by:
UDIM, or a custom sort (by dragging patches up and down the list).
icon Click to toggle whether a patch is visible or not.
dialog box
Notes
icon Click to toggle whether a patch is locked or not.
button Hide selected patches.
button Show selected patches.
button Select all patches.
button Lock selected patches.
button Unlock selected patches.
button Link selected patches.
This allows you to replicate changes made to one patch onto all linked patches quickly and easily.
button Unlink selected patches.
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