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.)

The MARI Development Team will be notified about new Feature Suggestions.



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Browse Popular Ideas

comprehensive MultiChannel Painting Solution

Stage: Active

Campaign: Brushsystem

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

115 votes
115 up votes
0 down votes

Grouping and filter options for channel list

Stage: Active

Campaign: Major Features

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

88 votes
88 up votes
0 down votes

Integrated Image Browser

Stage: Active

Campaign: Major Features

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

77 votes
77 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

71 votes
71 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

65 votes
65 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

56 votes
56 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

"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

46 votes
46 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

45 votes
45 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

45 votes
45 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

42 votes
43 up votes
1 down votes

Flood Fill A Selection

Stage: Active

Campaign: Major Features

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

41 votes
41 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

39 votes
39 up votes
0 down votes

Brushsystem: Trails

Stage: Active

Campaign: Brushsystem

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

38 votes
38 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

37 votes
39 up votes
2 down votes

Seamless Blur

Stage: In development

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

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

Stage: Active

Campaign: Minor Features

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

23 votes
23 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

Add Color Ramp Remap Node

Stage: Active

Campaign: Layer Nodes

Add a proper color ramp as a adjustment node.

It should have a proper interface item where the user can add new bands inside the ramp

(don't just use the standard color picker attributes, create a proper new one for this).

This node would remap any value from layers below along the colors the user specifies.

Submitted by

Foundry Support ID: #43211

Feedback Score

20 votes
21 up votes
1 down votes

reference/template display mode for geo

Stage: Active

Campaign: Major Features

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

18 votes
18 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

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

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

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

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

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

17 votes
17 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

17 votes
17 up votes
0 down votes

Layermasks and Adjustment Icons should be own element

Stage: Active

Campaign: Major Features

At the momnet the icons for Adjustment stacks, layer masks and mask groups are part of the Layer and not its own element.

I would like them to be "loose" UI elements allowing for easy moving (drag&drop) between layers as well as quick sharing of a mask or adjustment stack without having to first open the stack and share each layer individually.

Submitted by

Foundry Support ID: #35866

Feedback Score

17 votes
17 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

16 votes
16 up votes
0 down votes

Zoom Paintbuffer should apply to PaintThrough Images

Stage: Active

Campaign: Minor Features

Any operation (pan/zoom) you do with the Zoom Paintbuffer Tool should be applied to the visible paintThrough Image as well.

You could have a large Paintbuffer, align your PaintThrough image in relation to the entire object, then use the Zoom Paintbuffer Tool to finetune and edit your projection closeup without having to worry about loosing the your carefully aligned overall projection.

Lock Zoom/Pan for PaintThrough does that but only affects real 3d Zoom and Pan operations.

Submitted by

Foundry Support ID: #24960

Feedback Score

14 votes
14 up votes
0 down votes

Popup Palettes

Stage: Active

Campaign: Major Features

Zbrush has a nifty interface idea where you can assign a hotkey to a palette. When pressed the palette appears under your cursor until you click ouside of it.

Would be cool to have the same in Mari -- optimize screenspace a bit.

Submitted by

Foundry Support ID: #32490

Feedback Score

13 votes
15 up votes
2 down votes

Synced Normal Maps (Mikk TSpace Normal Maps)

Stage: Active

Campaign: Major Features

It would help to have presets available in the preferences to configure how Mari displays Normal Maps. At the moment the display is quite different from for example XNormal or Maya.

It should be easy for users to configure Mari to display Normal Maps identically to their main application.

Mikk TSpace Normal Maps are becoming the industry standard fast with XNormal, Unreal Engine, Max etc. all supporting it.

Submitted by

Foundry Support ID: #37890

Feedback Score

12 votes
12 up votes
0 down votes

Export more than one channel

Stage: 3rd Party Plugin

Campaign: Major Features

Would be handy to be able to tag multiple channels for export.

The easiest way for this to work would be an option to group channels in Mari 2, then right click on the group and "Export Flattened", causing Mari to export each channel in the group one after the other.

Ideally this would work across objects - when the same group exists on different objects Mari asks if all channels from all groups from all objects should be exported. This would help simplify the repetitive task of exporting changes over and over.

Submitted by

Foundry Support ID: #36198

Feedback Score

12 votes
12 up votes
0 down votes

Lock Radius/Inner Radius relation

Stage: Active

Campaign: Brushsystem

This is one of those small things that keep annoying me but I keep forget to report:

When using the "R" Key to resize your brush the Inner Radius doesn't automatically scale with it, effectively changing things all the time.

I would really like the option to just link the two together so that they change in relation together.

Submitted by

Foundry Support ID: #33789

Feedback Score

12 votes
12 up votes
0 down votes

Undo for warp/pinup tools

Stage: In development

Campaign: Minor Features

in Mari 1.4v2 if you try do undo a single pin movement while using the warp or pinup tool it will undo ALL pin movements for the entire warp/pinup selection. You loose all modifications you've done.

Can we have pin movements be undoable ?

Submitted by

Foundry Support ID: #14703

Feedback Score

12 votes
12 up votes
0 down votes

Smart Framing

Stage: Active

Campaign: Major Features

Mudbox has a smart view (camera) framing feature which I would like to see in Mari. If the user wants to frame to a certain area of the asset, clicking the "f" key will frame the region of the geometry the cursor is over. It will be a tighter framing if the brush radius is smaller and a wider framing if the brush radius is larger.

I think this is a great feature that says the software is anticipating your intent and will assist in getting the job done.

Submitted by

Foundry Support ID: #30123

Feedback Score

12 votes
12 up votes
0 down votes

Texture Bombing/Texture Replicator

Stage: 3rd Party Plugin

Campaign: Major Features

A "Texture Bomb" feature in Mari would be great for environment work.

The idea behind the texture bomb is to use one or multiple images with an alpa which get randomly (different, scale, rotation, hueshift etc.) ditributed over a surface based on a distribution mask.

Modo 601 introduced a slight variation of this technique using particles to drive texture projections which might be faster to compute as you save the overhead of having to compute a texture grid for the entire surface.

Here are Modos Texture Replicators in Action:

And here:

http://www.mutant-pixel.com/Luxology/TextureRep.mp4

A simplified version of this could be just "bombing" the paintbuffer.

Submitted by

Foundry Support ID: #28117

Feedback Score

12 votes
12 up votes
0 down votes

Unhide last hidden

Stage: Active

Campaign: Major Features

Mari is missing a feature like "unhide last hidden".

After "hiding unselected" geometry to focus painting on a selected part, you have to use "unhide all" to see the rest of the geometry again.

Unfortunately the viewability settings in the selection group menue is overwritten by that and you have to go thru the list again to hide some parts that block the view otherwise

Submitted by

Foundry Support ID: #30120

Feedback Score

11 votes
11 up votes
0 down votes

color dynamics

Stage: Active

Campaign: Brushsystem

Hue, Saturation, Brightness as well as Background/Foreground Color Jitter. Even better provide a color wheel where the user can define jitter ranges.

Submitted by

Foundry Support ID: #22718

Feedback Score

11 votes
11 up votes
0 down votes

Marquee Tool: Hold Shift for perfect Square/Circle

Stage: Active

Campaign: Minor Features

At the moment the Marquee Tool Options "Rectangle" and "Ellipse" do not support drawing perfect squares or circles.

It should work similar to other programs, where holding down the siftkey creates a perfect square in "Rectangle" mode and a perfect circle in "Ellipse" Mode

Submitted by

Foundry Support ID: #33788

Feedback Score

10 votes
10 up votes
0 down votes

Toggle Geometry Mask for Paintbuffer

Stage: Active

Campaign: Minor Features

When dropping an entire image into the paintbuffer with - ' - the image in the paint buffer will only display in areas where there is geometry underneath.

Would be nice to have a "Toggle Geometry Mask" Option next to the "Toggle UV Mask" to force Mari to display the entire paintbuffer even if it is not over geometry

Submitted by

Foundry Support ID: #34275

Feedback Score

9 votes
9 up votes
0 down votes

Orient Brush to Surface

Stage: Active

Campaign: Brushsystem

It would be great to have an "Orient Brush to Surface" Option.

http://www.paintmore.co.uk/download/file.php?id=38

Just to make it clear:

I am not talking about integrating a "true 3d" painting.

Just have the Brushsize change size and form based on the geometry it is hovering over.

What are the benefits ?

A) You can much better "read" the form of the geo during painting

B) By changing form/size your brush compensates for some stretching in grazing angles (only to some degree obviously

Submitted by

Foundry Support ID: #40741

Feedback Score

9 votes
10 up votes
1 down votes

Rotate all Lights with Hotkey (Mudbox like)

Stage: Active

Campaign: Missing Hotkeys

Mudbox has a really quick and uncomplicated way of changing your lights in the scene. You just press and hold the Hotkey "L" + the left mouse button and move your mouse - voila your scene lights (including IBLs) rotate.

Especially now that Mari supports shadows I would really like a copy of that system so I don't need to adjust 4 lights independently in a deeply buried palette

Submitted by

Foundry Support ID: #30124

Feedback Score

9 votes
9 up votes
0 down votes

Copy Channel to maintain ALL Share Links

Stage: Active

Campaign: Minor Features

Currently if you copy & paste a channel that has share links to layers in other channels those links are removed in the process.

Ex. One "MASK" channel contains layers with all of your masks. Another "COLOR" channel contains layers of paint whose visibility is controlled by shared masks from your "MASK" channel. When you copy & paste "COLOR" a "COLOR_copy" channel is created and the shared links to the "MASK" channel get removed.

Shared links are maintained for anything setup inside the channel during copy & paste, but not anything outside. I find myself having to go back and redo a lot of shares to maintain a non-destructive workflow.

Submitted by

Foundry Support ID: #35858

Feedback Score

9 votes
9 up votes
0 down votes

Flood Fill selected Faces with FG/BG/Transp.

Stage: Active

Campaign: Minor Features

It is already possible to flood fill selected patches with Foreground or Background color and Transparency.

You can also flood fill selected faces when you are using ptex.

However on non-ptex objects there is no way to fill selected faces.

Maybe the 3 options for faces that are available under the ptex menu could be made active in uv-based projects as well ?

Submitted by

Foundry Support ID: #13946

Feedback Score

9 votes
9 up votes
0 down votes

UV Distortion and Resolution Tools

Stage: Active

Campaign: Minor Features

Would it be possible to add in some metrics about the quality of the UV coordinates on the model?

At Autodesk they have provided some heat maps which give information about texture distortion as seen here:

http://help.autodesk.com/view/MAYAUL/2015/ENU/?guid=GUID-637CCCB0-3513-4DFD-A8D5-EB1AB5CCEB9D

It would also be good to give a pseudo color representation of texel density from a maximum to a minimum range, to highlight exceptions from the optimal.

This could be in two forms:

size of a texture pixel in world unit scale, to see that it is uniform across the model.

size of a texture pixel in camera space to see that it is less than the required density for a shot.

see:

http://developer.download.nvidia.com/shaderlibrary/packages/uvDetective.zip

from http://developer.download.nvidia.com/shaderlibrary/webpages/shader_library.html

Submitted by

Foundry Support ID: #44756

Feedback Score

9 votes
9 up votes
0 down votes

Texture synthesis technology

Stage: Active

Campaign: Major Features

Hopefully with Disney's cooperation with the Foundy they can get access to their texture Synthesis Technology.

A few links

PatchBased Texture Sytnhesis (2012):

http://alice.loria.fr/publications/papers/2012/ParallelPatch/ParallelPatchBasedTextureSynthesis.pdf

Old 2003 Microsoft-research paper:

ftp://ftp.research.microsoft.com/users/bainguo/sig03/sig03-PVT.pdf

Disney's original Paper on the subject

http://www.disneyanimation.com/library/TexSynProd.pdf

General Definition:

http://en.wikipedia.org/wiki/Texture_synthesis#Patch-based_texture_synthesis

Submitted by

Foundry Support ID: #40073

Feedback Score

9 votes
9 up votes
0 down votes

Copy/Lift Channel into Paintbuffer

Stage: Active

Campaign: Minor Features

Can we have a simple "lift channel into paint buffer" option?

Seems like the general work-around is to clone stamp the channel into the paint buffer and then you can work on it. Clone stamping to pull the image to the buffer is not very precise if you want to lift the image and then rebake it in the same position.

A tool to lift into the paintbuffer should work for

a) the entire area of the paint buffer

b) based on a lasso/rectangle selection

Submitted by

Foundry Support ID: #12573

Feedback Score

9 votes
9 up votes
0 down votes

Blur adjustment layer

Stage: Active

Campaign: Major Features

I'd like to see a blur adjustment layer. It will be especially helpfull with mask layers.

Using a blur and a level adjustment layer in conjunction can help you to increase and decrease your mask selection.

The need of an adjustment layer instead of the current filter is it allow you to use the power of sharing layer.

That is really helpfull if you want to paint multi layers paint and rust in real time using sharing layers.

Submitted by

Foundry Support ID: #39313

Feedback Score

9 votes
9 up votes
0 down votes

Update Cache Location within Mari GUI

Stage: Active

Campaign: Major Features

It would be great to have more friendly way how to switch between projects, each based in different location. Instead of rewriting CacheLocation.ini file I would prefer to do it within Mari graphical interface.

It would be nice to have it allow you to switch cache locations without requiring to pick an empty directory.

Submitted by

Foundry Support ID: #33246

Feedback Score

9 votes
9 up votes
0 down votes

Objects should stay hidden

Stage: Active

Campaign: Major Features

If you hide an object via the Object Palette, then select another one to work with, hide a few patches of that object and at one point unhide all patches, Mari will unhide all patches not only from the selected object but will will show the "hidden" object as well.

Submitted by

Foundry Support ID: #43241

Feedback Score

9 votes
9 up votes
0 down votes

Preset procedural details like in the program dDo.

Stage: Active

Campaign: Major Features

dDo like automatic presets (which could be manually edited) for surface details:

Automatic scratches based on more exposed surfaces.

Acid wear and etching in painted surfaces with sharper edges more affected.

Dust accumulation on upper surfaces only.

Mud spatter on lower surfaces.

And these detail presets would be applied to multiple maps at once, so you could easily adjust the diffuse, specularity, displacement depth etc. individually for each detail applied.

Submitted by

Foundry Support ID: #35872

Feedback Score

8 votes
8 up votes
0 down votes

Ambient Occlusion Calculation: Ignore hidden Geometry

Stage: Active

Campaign: Major Features

Have Mari ignore hidden geometry in its AO calculation.

Say I have a character with a helmet, and a selection set for that helmet set to be hidden... The helmet still gets taken into account when running the AO calculations. I think it would be helpful to have a couple of booleans to set whether hidden geo and other objects get taken into account for AO.

Submitted by

Foundry Support ID: #21158

Feedback Score

8 votes
8 up votes
0 down votes

[IMPLEMENTED] Model Sanity Check

Stage: Implemented

Campaign: Major Features

Let Mari run a sanity check on each geometry that is imported and let the user know if there are any problems.

Things like Overlapping UVs, UV Tiles in negative Space and UV Tiles going past u10 should be checked (but with the option to ignore it please :)

Submitted by

Foundry Support ID: #11579

Feedback Score

8 votes
8 up votes
0 down votes
Voting Disabled

[IMPLEMENTED] Cancel for "Apply Filter", "Projection" etc.

Stage: Implemented

Campaign: Minor Features

Some Operations like applying filters, projection the content of the paintbuffer or calculating Ambient Occlusion can be quite long.

I would really like the option to use ESC to cancel any operation like

1) Applying Filters

2) Projecting contents of Paint Buffer

(for those times when you are projecting colors on a mesh with displacemenr preview "on" by mistake...)

3) Baking Shader (again when baking a shader with Displaement preview turned on by mistake which takes hours ..)

4) Calculating Ambient Occlusion

5) Change Face Resolution with ptex

(seelcting 2k with 1 million faces selected for example... ouch)

6) Smart Selection

Submitted by

Feedback Score

8 votes
8 up votes
0 down votes
Voting Disabled

[IMPLEMENTED] Save Filter Preset / Filter History

Stage: Implemented

Campaign: Minor Features

It would be great to be able to save the settings of a filter.

I'll paint through a texture, then color correct it, but i have no way to pass on the changes to the original photo except eyeballing the changes.

Would be nice to have a "Save Preset" option for each filter and maybe even a small history for each filter to select previous settings.

Submitted by

Feedback Score

8 votes
8 up votes
0 down votes
Voting Disabled

Transfer selection groups onto new object version

Stage: Active

Campaign: Major Features

By default any selection group gets lost when you add a new object version (think lowres geo and subdivided geo version for painting)

Could selection groups be transfered over based on the following methodes ?

A) UV space - for cases where the UVs haven't changed but the model has changed shape.

B) In world/object space - for cases where the UVs have changed but the model hasn't changed shape.

C) Based on face ID - for cases where the UVs have changed and the model has changed shape, but no new faces have been created.

Submitted by

Foundry Support ID: #40061

Feedback Score

7 votes
7 up votes
0 down votes

Spin Brush

Stage: Active

Campaign: Brushsystem

ZBrushs Spinbrush

You currently have the option of applying a (random) rotation to your brushtip, however the rotation will always happen based on the position of your cursor.

A spin option similar to Zbrush would allows for more variety in the brushstroke.

- A SpinCenter Option:

Allowing the user to set an offset in the rotation pivot ("0" would rotate around the current cursorposition). Higher Numbers will result in more arched stroked.

- Spin Angle:

What angle is applied to each successive brushtip

Larger numbers will result in smaller arches

-Spin Rotate:

How many times the Brushtip spins around between each stroke segment

Submitted by

Foundry Support ID: #33871

Feedback Score

7 votes
7 up votes
0 down votes

Add Mask/Reveal Selected

Stage: Active

Campaign: Major Features

In Photoshop you can make a selection and when you add a layer mask the selected area gets filled white in the mask (visible), while unselected areas are filled black (not visible). The same should work in Mari with the addition that it should respect face selections as well by providing a Add Mask/Reveal Selected option.

Submitted by

Foundry Support ID: #36200

Feedback Score

7 votes
7 up votes
0 down votes

[IMPLEMENTED] Chained Shaders

Stage: Implemented

Campaign: Major Features

I would like the ability within my shader modules to use (instead of a channel) a shader as input for color/masks. Maybe add a second colum to the selector listing all the shaders on the active object.

This way I could have sub-shaders I work on, that all feed their output into a master shader that I bake in the end.

Obviously the master shader would be very complex - probably too complex to work with directly.

Right now I am doing the same thing with channels, Except each time I want to bake the master shader I need to bake all the relevant other shaders first, plug the baked output into my master shader and then bake that one.

This is even more tedious since you cannot overwrite existing channels but need to delete the old one first - which is when you loose your existing connection in the Main Shader.

Submitted by

Feedback Score

7 votes
7 up votes
0 down votes
Voting Disabled

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