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Import Dialog
The Import dialog is described below with functions for how to access it. A list of the controls on the dialog can be found in the table below.
What It Does
Invoked by the import channel functions and import layer functions, the Import dialog box lets you specify options for importing channels or layers. This can be done by importing textures into existing layer stacks, layers, or as new channels, however, importing textures as a new channel only opens the Import dialog box after first selecting options for the new channel from the Add Channel Dialog.
How to Access It
• Menubar | Channels > Import > any of the dropdown options
• Menubar | Layers > Import > any of the dropdown options
• Right-click | Channels Palette > Import > any of the dropdown options
• Right-click | Layers Palette > Import > any of the dropdown options
Import Channel Dialog Fields
Control |
Type |
What it does |
Notes |
Named Files - The Named files tab does not display if your model contains more than 20 patches. |
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U |
information |
Lists the U texture coordinate for the left edge of the patch. |
|
V |
information |
Lists the V texture coordinate for the |
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UDIM |
information |
Lists the UDIM number for the patch. |
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File |
entry box |
Specify the file location to import from. |
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|
button |
Browse to the file location you want to export the texture to. |
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Sequence |
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Channel/ |
information |
The name of the channel or layer that is being imported. |
This name is only displayed if a name has been assigned to the selected layer. |
Path |
entry box, dropdown |
The directory containing the files to import. Type the directory, select a recent directory from the dropdown, or use the navigation controls below. |
Make sure you check the path and name carefully, especially if you have been swapping between assets - Mari defaults to the last place you imported from. Don't risk overwriting your textures! |
Reset To Defaults |
button |
Resets the path to the default location. |
|
|
button |
Goes back to the previous directory. |
|
|
button |
Goes forward to the next directory that you have browsed. |
Only available if you have already browsed back using the back button. |
|
button |
Goes up one level in the directory hierarchy. |
|
|
button |
Creates a new folder in the current directory. |
|
|
button |
Displays the contents of the directory as icons and names only. |
|
|
button |
Displays the contents of the directory as a details view, with a sort option at the top of the listing. |
|
Filter |
entry box, dropdown |
Lets you filter the image sequences displayed in the dialog box. As you enter the filter text, Mari updates the display to only show the image sequences that match your text. |
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Full |
Image |
Indicates whether the selected image sequence has a full set of images for the current model. That is, for each patch on the model, there is a corresponding image in the image sequence. Green if the selected image sequence has a full set of images for the current model, yellow if the selected image sequence has a partial set of images for the current model, or red if the selected image sequence has no images for the current model. |
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Images |
information |
Lists the image sequences found in the selected Path. |
|
Start |
information |
First UDIM number in the selected image sequence. |
|
End |
information |
Last UDIM number in the selected image sequence. |
|
Patch Count |
information |
Number of image patches in the image sequence. |
|
Frames |
information |
How many frames in the image sequence. |
|
Modified |
information |
Last modified date for the images in the sequence. |
|
Template |
entry box, dropdown |
Specify or select a preset format for • $ENTITY - the name of the object • $CHANNEL - the name of the channel • $LAYER - the name of the layer • $NODE - the name of the node • $UDIM - the UDIM patch value • $FRAME - the animation frame number • $NUMBER - number of the file within the batch (for example, “$NUMBER of $COUNT” gives strings like “22 of 28”) • $COUNT - total number of files in the channel • $COLORSPACE - the chosen colorspace for the selected images. • $[METADATA VALUE] - any user-defined variables (for example, if a patch has a user attribute called “PROJECT”, with a value of “Project1”, Mari replaces the variable “$PROJECT” with “Project1”). |
Don't use numbers in your texture name - if you do, the Import and Export dialog boxes won't recognize the sequence. |
File Example |
information |
Displays an example of the selected template path and filename. |
|
Formats |
Information |
Displays a list of supported import file formats. |
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Import Dialog: General Controls |
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Colorspace |
dropdown |
The colorspace to which the input values are converted. Automatic is determined by the file name, size, and type of data in file. |
|
Resize |
dropdown |
How Mari handles patch/image size mismatches (for example, attempting to import a 1024x1024 image to a 2048x2048 patch). You can select either to resize the Images to match the patches, or to resize the Patches to match the images. |
|
Alpha Channels |
dropdown |
Choose to either Keep or Remove alpha channels when importing textures. This can help decrease the resulting file size when importing images that don’t need alpha channels. |
|
Import All Patches |
button |
Imports textures onto all patches in the project. |
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Import |
button |
Appears instead of Import All Patches when at least one patch is selected. |
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Cancel |
button |
Closes the dialog box without importing. |
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