431 ideas posted
599 comments 3011 votes 371 users
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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:
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:
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:
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.
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:
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:
or a video here:
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.
The current implementation of the occlusion is not very high quality. Would be nice to revisit it and improve the quality and add a few settings.
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:
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.
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 ?
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
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:
More configurable Pie Menus would be great.
I could think of one for
3) Tools (Paint, eraser etc.)
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.
Straight forward. Ability to define feathered selections and smooth selection borders as well as growing and shrinking a selection
Photoshop is smart enough to set its colors to black and white when selecting a layer mask or alpha.
Mari should do the same.
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.
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.
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
Applies particles randomly
2) Particle Count
Amount of Particles aplied
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
How long the paticles rolls away from the original position (with gravity)
The surface friction. Higher frictions cause particles to branch out on their way
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.
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.
Currently we have 3 selection modes: Object, Patch, Faces.
I'd like to be able to double click on a face in "Face" Mode to select the entire uv shell
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
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.
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.
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.
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.
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.
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.