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
dialog box

Notes

Add new shader

Menubar | Shading >
Add New Shader

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
Diffuse and
Specular
option allows you to
create a custom shader.

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
selected shader.

 

 

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
clipboard.

 

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
Lighting palette, you can also adjust the four basic lights or the environment light.

Mari saves these lighting values with the project.

Toggle
shadows in the display

Menubar | Shading > Shadows

Toolbar |

Toggles whether to show the shadows in the
display.

 

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
wireframe view

Menubar | Shading > Toggle Wireframe

Keyboard | Shift+W

Toolbar |

Toggles whether to show the wireframes on the model.

 

 

Toggle UV image
rendering

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
Project

Toolbar |

Enables painting outside geometry shell
boundaries in UV patches.

 

This is only
available in UV views.