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Multi-Channel Layer Workflow Rules
Note: These rules are only for layers and not applicable for Node Graph workflows.
Shader Models
Channels containing multi-channel layers should be connected to a shader of the same shader model.
Channels containing multi-channel layers can be connected to multiple shaders with unique shader models but cannot be connected to multiple similar shaders.
Shader Inputs
A channel containing a multi-channel layer cannot be connected to multiple inputs of the same shader.
Connecting New Channels to Shaders
Multi-channel layers are auto-extended when new channels are connected to the shader.
Article: Read Q100488: Auto Extension and Auto Retraction of materials to learn more about auto-extension behaviour in Mari.
Disconnecting From a Shader
Multi-channel layers are converted within or removed from a channel when it is disconnected from the shader.
Use Cases
Auto-Extension Use Case
Multi-channel layers are auto-extended when new channels are connected to the shader.
On connecting the new channel to the downstream shader, it should recognize the existing materials in layers and auto-extend to the new stream (connected channel) in the Multi-Channel Properties. The new stream, should be Visible or Invisible depending on the option selected in the dialog.
Note: When a new channel is connected to a shader with no upstream multi-channel layers, the dialog will not appear as there is nothing to extend.
Multi-channel layers are converted within or removed from a channel when it is disconnected from the shader.
On disconnecting a channel from the downstream shader, its multi-channel layers should be disconnected, converted into standard layers, or removed depending on the option selected in the dialog.
Retraction Use Cases
Case 1 - Material Layer
Case 2 - Material Layer with Multi-Channel Group
Case 3 - Multi-Channel Group with Standard Paintable Layers
Deleting Shaders
Deleting a shader will invoke retraction of multi-channel layers.
Deleting a shader from the Shaders palette triggers multi-channel retraction, as described above. The Retraction dialog sets the behavior for all Channels orphaned on shader deletion.
Merging Multi-Channel Layers
Merging multi-channel layers is not supported.
Grouping Materials
Materials cannot be grouped within a standard group layer.
Duplicating Shaders
Shaders with upstream multi-channel layers cannot be duplicated.
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