Mari 4.7v4 Release Notes

Release Date

07 July 2021

Previous Releases

Bug Fixes

Colorspace

  • ID 481261 - Colors picked in the Scalar mode would appear too bright when applied to a Paint node/layer.

  • ID 481231 - Picking colors from the Canvas in Pick Raw Pixels mode, would pick incorrect values when in the Scalar color picking mode.

  • ID 481046 - When using the Paint Through tool in Stencil modes the painted color would be brighter than the color chosen.

  • ID 481714 - The color parameters of Procedural patterns, when set as Scalar colors for a Scalar Channel, would appear brighter than expected.

  • ID 481214 - The Eye Dropper tool would introduce 16-bit integer precision errors when picking colors from a 32-bit float Paint layer/node.

  • ID 481108 - The RGB value of Color Swatches would not remain consistent in Create Paint/Bake Point/Channel node windows, when switching colorspace configurations between Color and Scalar modes.

  • ID 481115 - Color Picker slider positions would not be synchronised with their numerical values in the Scalar color picking mode.

  • ID 481237 - Modifying values in the Target column of the Values tab in the Color Picker interface would behave unexpectedly.

Project Data

  • ID 482037 - Opening a project that after registering Custom Blending Modes would trigger the Convert Layers confirmation window to erroneously appear every time the project was opened.

UI

  • ID 479747 - In certain scenarios Mari could crash when interacting with Palettes.

File Import

  • ID 480688 - Animated OBJ file sequences were no longer being detected by the Geometry loader interface in the New Project window.

Known Issues

Graphics Cards

  • ID 207913 - Mari may crash, or operate with lower than expected performance, when using recent graphics drivers with some AMD cards.

    There have been reports that Plays.tv and Raptr, which come bundled with the AMD FirePro drivers, can cause instability in Mari. If you are experiencing instability, please try uninstalling these applications.

Importing And Exporting

  • ID 113036 / BZ 49131 - High polygon .obj files, exported using the OBJ Exporter plug-in, cannot be read back in to Mari.

  • ID 10157 / BZ 16324 - Windows only: You cannot currently import an image into a channel using a relative file path. To work around this, use an absolute path when importing images.

  • ID 9854 / BZ 14985 - There may be a slight pause after importing textures when creating new projects, while Mari saves the project.

Layers

  • ID 383360 - Using Displacement on Shaders may significantly decrease Canvas frame rate whilst navigating. This can be offset by disabling displacement on individual Shaders, or by globally disallowing the Tesselation Allowed setting found under Preferences > GPU > Shaders.

  • ID 64924 / BZ 34690 - Flattening or caching layers or channels on complex projects may cause Windows to reset the graphics driver due to the long processing time. To work around this issue, you can try to flatten or cache fewer layers at a time, or reduce the value of the Max Render Size For Baking setting. This setting can be found under Preferences > GPU > Baking and Projection.

    Reducing this size breaks the flattening or caching operation up into smaller pieces, which individually take less time to calculate, and thereby avoids a Windows graphics driver reset.

Mari Tools

  • ID 10046 / BZ 13640 - The Blur tool can be slow to use on the initial stroke. Wait for Mari to process the blur before applying a second stroke.

  • ID 9567 / BZ 13394 - Using the Select Items tool with the Facing set to Front to select and hide a portion of faces causes some of the faces within the selection to remain visible when zoomed in. To catch all selected faces, either:

    • select Facing > Through instead of Front, or

    • zoom in closer to the object.

Node Graph

  • ID 126816 / BZ 51452 - When importing a gizmo, the nodes in the gizmo did not retain their organization if they were created using the item name in the menu.

  • ID 125961 / BZ 51263 - It is not currently possible to attach the Viewer node to standard Mari shaders, because they are hidden. As a workaround, you can click the View the current channel button above the Node Graph.

  • ID 125813 / BZ 51247 - Channel transfer doesn't transfer Graph Layers as expected.

  • ID 124611 / BZ 51082 - The Ambient Occlusion node's properties don't include a generate AO option.

Nuke<>Mari Bridge

  • ID 48970 / BZ 23010 - If Mari crashes when receiving incoming components from Nuke when the Virtual Texture Type is set to Float, lower the Virtual Texture Size to a value below 8192x8192.

  • ID 17678 / BZ 19780 - A projector created in Ortho view in Mari does not re-project correctly in Nuke.

Ptex

  • ID 13600 / BZ 17626 - It can take a long time to import very large or very high polygon count ptex models. The work-around is to assign a small uniform face size (1x1 or 2x2) on import, and then upres the relevant bits of the model as necessary after loading.

  • ID 13531 / BZ 17618 - Ptex does not bake properly if the resolution of the face is too small. The workaround is to increase the resolution of the selected faces you are having problems with.

Shaders

  • ID 64961 / BZ 34729 - Mari displays a rendering error on the canvas when it is unable to create a shader. More information has been included to help you determine the cause of the error. Some solutions might be to hide groups and layers, or to cache parts of your layer stack until a shader can be created

Windows

  • ID 308268 - Windows only: When working on multiple monitors, palettes sometimes cannot be docked.

Miscellaneous

  • ID 200836 - Scrolling in the Brush Editor or Tool Properties palette makes the scratch pad go blank.

  • ID 129292 / BZ 51771 - Removing, changing, or hiding subdivided objects takes a long time.

  • ID 126164 / BZ 51322 - Modo Render: The preview occasionally fails to update fully.

  • ID 124233 / BZ 51049 - Texture transfer does not take object transformation into account

  • ID 123532 / BZ 50898 - Existing subdivision calculations are lost when recalculating, even if recalculation fails.

  • ID 100303 / BZ 46600 - Ambient Occlusion must be updated after any OpenSubdiv calculation.

  • ID 90144 / BZ 43020 - Mac OS X with retina screens only: When a hidden menu is unfurled over the canvas, the canvas zooms in dramatically.

  • ID 62668 / BZ 33293 - Linux: Launching Mari with the language set to one without certain character symbols resulted in Mari failing with an error that the specified transform could not be loaded. To work around this, set the locale (language) to English.

  • ID 60643 / BZ 31946 - Sometimes paint is not baked because of memory management issues on the graphics card. This can be due to issues such as a high resolution paint buffer, a high bit-depth paint buffer, large virtual texture size, or even a large scale value on the paint buffer transform. These issues can usually be identified by glError: 0x505 out of memory messages in the log. Try reducing any or all of these values to prevent it happening. Graphics drivers are continually improving, so it’s also worth checking whether upgrading your drivers resolves the problem.

  • ID 37066 / BZ 20021 - Textures in the canvas intermittently switch between lower and higher resolutions. This issue is more likely to occur if your virtual texture resolution is low, and you're working on a complex model with displacement. Possible workarounds include increasing your virtual texture size, reducing the number of channels Mari has to access at once (for example, by reducing the number of channels required for the current shader), to reduce the patch resolution of patches in the channels used in the shader, or to use a smaller canvas window or monitor.

  • ID 9758 / BZ 14201 - Linux only: Mari becomes unresponsive after the system is woken from sleep.

  • ID 9631 / BZ 13700 - Adjusting the Camera > Perspective settings for a Projector is not reflected on the canvas until the Projector is made Current.

  • ID 9363 / BZ 12102 - Current brush settings do not get saved as part of the project. Instead, Mari reverts to the default settings when you close and relaunch it.

  • ID 9342 / BZ 11874 - Mari doesn’t recognize 3-digit padded .obj sequences as animation

  • ID 8030 / BZ 13571 - Launching a new version of Mari for the first time, when a config file exists from a previous version, sometimes results in an object not appearing in the Ortho view.

    To solve this, close Mari, delete the following config file and relaunch Mari:

    • Linux: ~/.config/TheFoundry/Mari.conf

    • Windows: C:/Users//.mari/TheFoundry/Mari.ini

System Requirements

Note:  Mari increases its level of performance with newer, more advanced hardware configurations. However, Mari is tested and capable of operating on many older, prior-generation systems. For this reason we are listing below-minimum requirements, which are recommended, and on which tests have been performed. Your particular needs may vary from that of other users.

Officially Supported Operating Systems

  • Windows 7 64-bit or higher
  • Linux 64-bit operating system (CentOS/RHEL 6)
  • macOS Mojave 10.14 or higher

Note:  Linux Desktop Managers: Mari is officially tested on GNOME and MATE. While it generally performs well on other desktop managers like KDE, most of our bug fixes will target those specified above. Some desktop managers like XFCE have not been tested with Mari and therefore will not be supported.

Minimum Hardware Requirements

  • Quad-core processor
  • 10+GB disk space available for caching and temporary files
  • At least 4GB RAM
  • Display with 1680 x 1050 pixel resolution
  • An NVIDIA or AMD* graphics card with the latest drivers
  • 1GB of graphics memory
  • OpenGL 3.2* or higher

*Displacement preview is currently only available on the cards and drivers that support OpenGL 4.0 or newer.

Recommended System Requirements

  • 2.5+Ghz Quad-core processor
  • 250+GB disk space available for caching and temporary files. SSD is preferable.
  • 16GB RAM with additional virtual memory*
  • Display with 1920 x 1080 pixel resolution
  • An NVIDIA or AMD* graphics card with the latest drivers
  • 2+GB of graphics memory
  • OpenGL 4.4 or higher support

*The use of virtual memory improves stability and helps prevent data loss on large projects.

'Recommended' does not guarantee that it meets your particular needs.

Tested Hardware

The configurations listed below are those that Foundry have tested with Mari. Due to the constantly changing nature and wide variety of computer hardware available in the market, Foundry is unable to officially certify hardware. The list below can be used as a recommendation and does not guarantee that it meets your particular needs.

Please download and install the latest graphics driver from the NVIDIA or AMD websites, and ensure that you are using 8.982.1 drivers or higher for AMD cards.

If you encounter any issues, please contact Customer Support directly through the Support Portal at the following address: https://support.foundry.com.

Tested Workstation Hardware

HP
  • HP XW6600
  • HP Z600
  • HP Z620
  • HP Z640
  • HP Z8 G4 Workstation
Apple
  • MacPro6,1
  • iMacPro1,1
  • MacBookPro14,3
  • MacBookPro16,1

Note:  Apple M1: Please note that Mari does not support the Apple M1 chipset computers.

Tested GPU Hardware

AMD Prosumer Graphics Cards
  • AMD Radeon HD - D500
  • FirePro D500 3 GB
  • Radeon Pro 560 4 GB
  • Radeon Pro Vega 64 16 GB
NVIDIA Prosumer Graphics Cards
  • NVIDIA Geforce GTX 660TI
  • NVIDIA Titan X
  • NVIDIA Geforce GT 650M
  • NVIDIA Geforce GT 675M
  • NVIDIA Geforce GTX 1080
  • NVIDIA Geforce GTX 1080 Ti
  • NVIDIA Geforce RTX 2070 Super
NVIDIA Enterprise Graphics Cards
  • NVIDIA Quadro 4000
  • NVIDIA Quadro K4200
  • NVIDIA Quadro K5000
  • NVIDIA Quadro M6000
  • NVIDIA Quadro M6000 24GB
  • NVIDIA Quadro P5000
  • NVIDIA Quadro P6000
  • NVIDIA Quadro RTX 4000
  • NVIDIA Quadro RTX 6000
  • NVIDIA Quadro RTX 8000