Shading Functions
A list of functions for adding, editing, removing, and toggling shaders, as well as how to change the lighting, can be found in the table below.
Function |
How to access it |
What it does |
Opens this |
Notes |
Add new shader |
• Menubar | Shading > • Right-click | in Shaders Palette > Add New Shader • Button | Shaders Palette > |
Adds a new shader from the choices: • Principled BRDF, • Unreal, • VRayMtl, • Layered, and • Choose Diffuse and Specular. |
Create Shader Dialog when selecting Choose Diffuse and Specular. Masks Formats Dialog when selecting Layered. |
The Choose Refer to the Create Shader Dialog for more information. |
Add new shader layer |
• Button | Shaders Palette > Shader Layers tab > |
Adds a new shader to the layer stack for the selected layered shader: • Unreal, • Principled BRDF, • VRayMtl, and • Choose Diffuse and Specular. |
Create Shader Dialog when selecting Choose Diffuse and Specular. |
The Choose Diffuse and Specular option allows you to create a custom shader. Refer to the Create Shader Dialog for more information. |
Duplicate shader |
• Menubar | Shading > Duplicate Shader • Right-click | in Shaders Palette > Duplicate Shader • Button | Shaders Palette > |
Makes a copy of the |
|
|
Delete shader |
• Menubar | Shading > Remove Shader • Right-click | in Shaders Palette> Remove Shader • Button | Shaders Palette > |
Deletes the selected shader from the project. |
|
|
Cut shader |
• Right-click | on shader in Shaders Palette > Cut • Ctrl/Cmd+X |
Cuts the shader from the Shaders palette list and places it in the clipboard. |
|
Default shaders cannot be cut or pasted. |
Copy shader |
• Right-click | on shader in Shaders Palette > Copy • Ctrl/Cmd+C |
Copies the shader from the Shaders palette list and places it in the |
|
Default shaders cannot be copied or pasted. |
Paste shader |
• Right-click | on shader in Shaders Palette > Paste • Ctrl/Cmd+V |
Pastes the cut or copied shader from the clipboard into the Shaders palette list. |
|
|
Add shader mask |
• Button | Shaders Palette > Shader Layers tab > |
Adds a mask to the selected shader layer in the Shader Layers tab. | ||
Add shader mask stack |
• Button | Shaders Palette > Shader Layers tab > |
Adds a mask stack to the selected shader layer in the Shader Layers tab. | ||
Remove shader layer |
• Button | Shaders Palette > Shader Layers tab > |
Removes the shader layer from the layer stack in the Shader Layers tab. | ||
Assign a color tag |
• Button | Shaders Palette > Shader Layers tab > |
Assigns the selected shader a color tag that can be searched for with the color tag filter. | ||
Set lighting on main mesh to flat |
• Menubar | Shading > Flat • Toolbar | |
Shades all pixels with the same value. |
|
|
Set lighting on main mesh to basic |
• Menubar | Shading > Basic • Toolbar | |
Applies a basic lighting model. |
|
|
Set lighting on main mesh to full |
• Menubar | Shading > Full • Toolbar | |
Applies a full, configurable lighting model. |
|
From within the Mari saves these lighting values with the project. |
Toggle |
• Menubar | Shading > Shadows • Toolbar | |
Toggles whether to show the shadows in the |
|
This does not enable or disable shadow processing. To enable shadow processing, in the Mari Preferences Dialog, in the GPU tab, enable the Shadow Maps > Allowed checkbox. By default this preference is disabled. |
Toggle |
• Menubar | Shading > Toggle Wireframe • Keyboard | Shift+W • Toolbar | |
Toggles whether to show the wireframes on the model. |
|
|
Toggle UV image |
• Menubar | Shading > Toggle UvImage • Toolbar | |
Shows the patches in the UV view as they appear after export, including the overspill areas. |
|
|
Toggle whole patch project |
• Menubar | Shading > Toggle Whole Patch • Toolbar | |
Enables painting outside geometry shell |
|
This is only |