MARI IDEAS - The dedicated MARI Resource.

MARI Ideas is the biggest resource for MARI by the Foundry.
We offer you a chance to post and vote on feature requests (more than 80 implemented to date), download helpful scripts and new nodes (adjustments, procedurals etc.)

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Browse Popular Ideas

comprehensive MultiChannel Painting Solution

Stage: Active

Campaign: Brushsystem

Idea Thumbnail

it would be great to be able to choose to paint your color,spec, and bump channels at the same time. And have the option to toggle them on/off as you please.

An In-depth paper on the Subject is available here:

http://www.campi3d.com/External/MariIdeascale/MultiChannelPainting.pdf

Submitted by

Foundry Support ID: #30201

Feedback Score

84 votes
84 up votes
0 down votes

Integrated Image Browser

Stage: Active

Campaign: Major Features

Idea Thumbnail

Add a tab for an Image Browser in the Mari Interface.

The Image Browser should offer

1)Thumbnail Preview (please with ability to set Thumbnail Cache Directory)

2) Image Preview

3) Folder Bookmarks

4) 32bit support (adjustable exposure)

5) Ability to set an image as Brushtip, PainthroughImage, Imageplane as well as possibility to "send to ImageManager"

6) LUT Support

Mudbox has a near perfect Image browser:

http://download.autodesk.com/global/docs/mudbox2012/en_us/images/GUID-1F50F28A-55FB-467C-8827-89CA61E557C9-low.png

Submitted by

Foundry Support ID: #12050

Feedback Score

73 votes
73 up votes
0 down votes

Grouping and filter options for channel list

Stage: Active

Campaign: Major Features

Suggested Improvements to Channel List

Mari 2.0 introduced a lot of cool organization features in the layer stack (groups, color tagging, name filters etc.).

Would be cool to have the same features in the channel list with the added feature of sorting channels by creation + modification,last export and alphabetically.

Here is a mockup:

http://mari.ideascale.com/a/idea/14000/download

Submitted by

Foundry Support ID: #35302

Feedback Score

72 votes
72 up votes
0 down votes

Node based Shaders

Stage: In development

Campaign: Major Features

I am not a big fan of the "stack"-like approach to the shaders. Might just be the way the interface is designed there that is clunky.

In the long term development I would like to see a node based workflow implemented here.

This could open up a range of possibilities as well with a few extra node types like +/- , multiply/divide etc.. You could combine two masks into one without having to bake them first for example.

I am also thinking along the line of a node-based filter system so you can plug a color-correct node in there as well much like Nuke works.

Custom Py-Nodes with a Codefield where you can quickly hack together a custom Node would round this up nicely.

Submitted by

Foundry Support ID: #8192

Feedback Score

62 votes
62 up votes
0 down votes

Dry Brush/Cavity Maps

Stage: Active

Campaign: Brushsystem

I would like a "Dry Brush" Feature inside Mari.

Basically it should recognize raised surface areas created by bump (important !), displacement or modelled highres geo and allow you just to paint on the high (or low) areas.

If it is not an option to have this part of the Brush System I could see this being implemented as a pre-processed pass. Just like the Ambient Occlusion currently it could be an option in the Object Menu to process a Cavity Mask (and CUrvature Mask ...). Then you have it available to use as a Projection Mask.

Like Ambient Occlusion this should also be an available pass to bake in the SHader Bake Dialog.

Here's a link to Mudbox, where you can see it:

http://download.autodesk.com/us/mudbox/help2010/index.html?url=WS73099cc142f48755f2fc9df120970276f7-f35.htm,topicNumber=d0e13611

or a video here:

Submitted by

Foundry Support ID: #40064

Feedback Score

60 votes
60 up votes
0 down votes

[IMPLEMENTED] Texture transfer

Stage: Implemented

Campaign: Major Features

It would be useful in Mari to be able to transfer paint between similar objects which not only have different UVs, but different topologies as well.

Maybe a "Bake Channel into Pointcloud" and then transfer onto new object could be considered. Especially with ptex it would be essential to be able to bake existing maps from one mesh onto another in case the base geo has been modifed (faces added, deleted)

The link shows a screenshot of the functionality that mudbox offers to do this:

http://img840.imageshack.us/img840/2958/transy.jpg

Submitted by

Foundry Support ID: #11047

Feedback Score

56 votes
56 up votes
0 down votes
Voting Disabled

Folders or Tabs for Image Manager

Stage: In development

Campaign: Minor Features

It would be handy to be able to group images in the image manager into sets.

With Reference Images/Concept Art, PaintThrough and Clone Sourceimages as well as the Images Mari adds automatically when using Triplanar or Tiling Shader Modules the list can get big.

It would help to group those.

Even better would be to be able to save out these sets in order to share between projects/artists.

Submitted by

Foundry Support ID: #18056

Feedback Score

52 votes
52 up votes
0 down votes

Curvature / Edge Mask

Stage: Active

Campaign: Major Features

A Mask feature (projection mask) or shader module that detects surface curvature for mask creation

Possibly this could be pre-processed similar to the way Ambient Occlusion works now in Mari.

Submitted by

Foundry Support ID: #27076

Feedback Score

49 votes
49 up votes
0 down votes

Vector Path Tool

Stage: Active

Campaign: Major Features

Some sort of Vector Curve/Path Tool would be really helpful when having to do more precise work (from decals and military pattern to the hard edge of a lipstick).

Ideally a "Stroke on Curve" would be in there somewhere as well.

Submitted by

Foundry Support ID: #18173

Feedback Score

42 votes
42 up votes
0 down votes

"Pass through" Group Blend Mode

Stage: Active

Campaign: Major Features

On Photoshop Groups there is a "Pass through" Blend Mode which basically treats each Layer's Blend Mode as if it wasn't part of a group.

Mari 2.0 does not have this at the moment causing (just as one example) Advanced Blend Modes with "Below Layer" to not work on grouped Layers or Layers on "Multiply", "Add" etc. not affect layers outside of the group.

Submitted by

Foundry Support ID: #33181

Feedback Score

41 votes
41 up votes
0 down votes

"Stretch to Stroke" Option

Stage: Active

Campaign: Brushsystem

A comparison between Mari's and Zbrush's Brushstrokes:

By default Mari just rolls the brush tip on.

For example if "Align to stroke" is actuve Mari will apply one brushtip slightly rotating in the direction of the brushtip. However you can always clearly identify the individual brushtips.

There should be the option to "stretch to stroke" which would bend and stretch the brushtip along the direction of the users stroke. (similar to how Zbrush does it).Look at the first Video for a comparison:

A look at Zbrush's Roll Feature:

Submitted by

Foundry Support ID: #33866

Feedback Score

40 votes
40 up votes
0 down votes

Dynamic Brush Size

Stage: Active

Campaign: Brushsystem

It would be usefull to have an option to lock brush size during object zooming. For example when you need to cover airplane with rivets. In this case you need to zoom and rotate the object and have the size of your brush still the same towards it.

Submitted by

Foundry Support ID: #22718

Feedback Score

38 votes
39 up votes
1 down votes

Flood Fill A Selection

Stage: Active

Campaign: Major Features

It's a little funny that this is the the most capable and yet the only paint software I've ever used (since the 80's) that doesn't have a paint bucket tool.

The only "fill" function is applied to an entire patch and bypasses the paint buffer.There should be a way to make a selection and fill before baking. This would apply to marquee selctions and face or uv shell / island selections. Thanks!

Submitted by

Foundry Support ID: #35823

Feedback Score

36 votes
36 up votes
0 down votes

Renderman/Arnold Shaders and Lookdev

Stage: Active

Campaign: Major Features

While you are at it, Make mari your lookdev tool. let us render using Prman or arnold, Some sort of shader system like, supporting renderman shaders. Let us plug the texture output from our node based layer stack into a renderman shader and invoke a prman render to see where we are heading with our textures. Would be real productive for the lookdev artist

Submitted by

Foundry Support ID: #40065

Feedback Score

35 votes
36 up votes
1 down votes

Seamless Blur

Stage: Active

Campaign: Major Features

Bluring should somehow work across UV edges. Currently it introduces seams.

The ability to blur a whole asset would open up some possibilities and also would hep in a ptex based workflow.

Maybe Mari could Bake out the Channel into a Pointcloud and then blur based on that ?

Submitted by

Foundry Support ID: #40068

Feedback Score

35 votes
35 up votes
0 down votes

Brushsystem: Trails

Stage: Active

Campaign: Brushsystem

Idea Thumbnail

Zbrush has a very powerful brush option called "Trails".

Basically what it boils down to is this:

Instead of having your active brush alpha applied only once at any point of your stroke it applies it as many times as you specify.

It includes additional controls like trail intensity, horizontal/vertical aperture to stretch your brushtip based on stroke direction as well as orientation and position values (both for horizontal and vertical direction as well).

Trails allows you to create very organic looking strokes without any sort of repetitive roll-on effect that you would get by just applying an alpha to your brush with a bit of orientation and spacing changes. Since the brush is sensitive to directional changes with it's horizontal and vertical settings you get very different effects based on the curvature of your stroke.

I created a sample illustration to showcase how it works and its results in the attached image.

Also the second half of this video illustrates the effects of trails as well:

Submitted by

Foundry Support ID: #26907

Feedback Score

26 votes
26 up votes
0 down votes

particle engine on brushes

Stage: Active

Campaign: Brushsystem

I could see a small cheap particle engine being applied to any paint in the buffer.

Existing paint in the buffer would be treated as the emitting region but the general underlying surface (including any displacement module) would get calculated.

Some options like

1) Splatter

Applies particles randomly

2) Particle Count

Amount of Particles aplied

3 )Size/Mass

Size and Mass of each paticle

4) Initial Alpha

The Opacity of each Particle

5) Gravity (in Paintbuffer space or world space)

How much gravity pull gets applied to the particles

6) Length

How long the paticles rolls away from the original position (with gravity)

7) friction

The surface friction. Higher frictions cause particles to branch out on their way

8) Pooling

How many times a particle gets emitted in the same position causing a little "waterdrop" to appear at the end of it's travel

9) custom Particle Texture

A texture/alpha that gets applied to each particle

This would all happen in the paintbuffer and be then baked down or used as a a base for a second particle emission.

A simple preset system to store and recall different settings could also be added.

Submitted by

Foundry Support ID: #35243

Feedback Score

23 votes
23 up votes
0 down votes

More Pie Menus like the one you get with "F9"

Stage: Active

Campaign: Minor Features

Idea Thumbnail

More configurable Pie Menus would be great.

I could think of one for

1) Colors

2) Brushes

3) Tools (Paint, eraser etc.)

4) Images

It could still use the still system to set it up via shelves for colors, brushes and images (through naming) unless someone comes up with a better idea to populate them. In order to not use too many hotkeys (we are running short) maybe the pie menu could get "sub pie menus" similar to what mudbox is doing.

Submitted by

Foundry Support ID: #35867

Feedback Score

23 votes
23 up votes
0 down votes

Projects Tab needs folders

Stage: Active

Campaign: Major Features

It would be nice to have folders in "Projects" manager. Imagine a company with e.g. 5 texture artists who are working simultaneously on 50 assets per month, and sharing their works together. Basically we produce in that case full filled layout of files, and actually it is impossible to manage files and project naming or searching in it, with so simple environment like "projects" manager in mari.

Submitted by

Foundry Support ID: #32255

Feedback Score

21 votes
21 up votes
0 down votes

[IMPLEMENTED] Do not fill new UV Tiles with grey

Stage: Implemented

Campaign: Minor Features

When bringing in a new model version that has higher UDIM Number count than the original model, Mari 2.0 fills all those new patches with 50% grey -- on every single layer and every mask.

It is incredibly time consuming to correct this.

Mari should allow you to specify what to do -- leave those patches transparent or fill it with a custom color.

Submitted by

Foundry Support ID: #35314

Feedback Score

20 votes
20 up votes
0 down votes
Voting Disabled

Apply filter to ANY selection type

Stage: Active

Campaign: Major Features

Mari allows the user to two ways of constraining the effects of a filter on a channel:

A) Apply Filter to selected patches

B) Apply filter inside an area specified by another channel used as mask

With Mari's every increasing support for Game Developers and their very streamlined UVs (overlapping, multiple materials inside the same tile etc.) it is becoming more and more obvious that this is just not enough. I propose getting rid of the "Apply filter to selected patch" option and replacing it with a "Apply filter to selection". This would respect the selection mode the user is in (face vs. patch) and apply the filter to the selected patches (when in patch mode) and selected faces (when in face mode).

In addtion applying filters to Marquee selections would be another much needed item.

Submitted by

Foundry Support ID: #30119

Feedback Score

20 votes
20 up votes
0 down votes

Isolate Select

Stage: Active

Campaign: Major Features

A quick way (single hotkey) to toggle a Isolate Select for a selected object/patch or faces.

Useful, when dealing with many many objects and patches in your scene.

Submitted by

Foundry Support ID: #35821

Feedback Score

18 votes
18 up votes
0 down votes

Export Projector as FBX

Stage: Active

Campaign: Minor Features

Would be great if I could export my Projectors that I setup in Mari as FBX Files to use in Maya.

This way I would not need to set up my projection cameras in Maya first and then export to mari but could quickly set them up in Mari as needed, export to my 3d app and use it there as needed. Far more efficient workflow

Submitted by

Foundry Support ID: #26556 / /#20193

Feedback Score

18 votes
18 up votes
0 down votes

2d Image Editor Tab

Stage: Active

Campaign: Major Features

A quite general request with big implications.

A 2d Image Editor Solution would be a great addition to Mari and would help unify the texture painting process under one roof.

The ability to prepare textures for further application in mari would be great and a lot of the tools needed are already inside Mari. With a few additions like the

a) ability to paint tileable textures (either via offset filter or in a seamless painting worklow - paint goes out one side comes back in the other)

b) quick ability to send image to PaintThrough, BrushTip and Image Manager

The list is pretty long - since basically all things that are feature requests for 3d Painting are useful in a 2d Image Editor as well.

Submitted by

Foundry Support ID: #18135

Feedback Score

18 votes
18 up votes
0 down votes

reference/template display mode for geo

Stage: Active

Campaign: Major Features

Ghosting Effects and Options in Zbrush

It would be good to have a reference display mode so that you can paint on a surface whilst having other geometry that lies on that surface etc visible.

These are the requirements for such a system:

- do not block projections even though they are visible

- not paintable/locked

- work on whole objects, patches and faces.

- get ignored during occlusion

- variable settings for transparency/ghosting effect, solid color etc.

Submitted by

Foundry Support ID: #33188

Feedback Score

16 votes
16 up votes
0 down votes

Choose nondestructively resolution in texture export dialogue

Stage: Active

Campaign: Major Features

I would appreciate to have a nondestructive choice to change texture resolution right in the export dialogue.

In our studio we always export three types of resolution (high, low, mid)

This feature would help me to avoid mistakes like saving scene after decreasing (destructively) resolution for the low version.

Submitted by

Foundry Support ID: #35879

Feedback Score

16 votes
16 up votes
0 down votes

Automatic uv seam fix in UV View

Stage: Active

Campaign: Major Features

It would be nice to have an automatic feature, for fixing uv seams, something like photoshop heal brush. You will select uv island/s, then setup feather range (eg. by visible b/w mask) around that island seams, and it will automaticly heal this area.

Substance Painter offers this feature:

Submitted by

Foundry Support ID: #35814

Feedback Score

16 votes
16 up votes
0 down votes

Brushsystem: Dual brush Tip

Stage: Active

Campaign: Brushsystem

Photoshop has a nifty brush feature - the Dual brush Tip.

You can choose a second Brushtip and have some basic options to specify how it is combined with the first brushtip. The options in Photoshop for the second tip are:

A) Blend Mode - The Blend Mode used to combine the two brush tips

B)Size - Size of the second Brushtip

C) Spacing - space between two brushstamps in a stroke

D) Scatter (per axis) - Scatter in X and Y

E) Count - The amount of stamps that are being applied

This is such a great feature - allowing you to create endless brush variations for all occasions and it would benefit mari greatly.

Submitted by

Foundry Support ID: #27177

Feedback Score

16 votes
16 up votes
0 down votes

SSS Shader (like zbrush wax preview or translucency shader)

Stage: Active

Campaign: Major Features

Some sort of subsurface shader inside Mari. This could be as simple as what Zbrush does with the "Wax Preview" or more advanced realtime code.

This could help artists better preview textures to be used in combination with Subsurface Scattering in their renderer.

Submitted by

Foundry Support ID: #25965

Feedback Score

16 votes
16 up votes
0 down votes

Film Gate

Stage: Active

Campaign: Major Features

When doing Matte Painting and Camera Projector work it would be handy to have acess to a film gate with some basic Resolution/Aspect Ratio settings. Resizing the PaintBuffer is NOT the same.

Currently there is a "Camera Mask" Option on the Viewport Options but it is not customizable.

Submitted by

Foundry Support ID: #34417

Feedback Score

15 votes
15 up votes
0 down votes

Displaying 1 - 50 of 436 Ideas