Copyright (c) 2015 www.mari.ideascale.com. All Rights Reserved.
RELEASE DATE: January 28, 2015
REQUIRES: Mari 2.6v3 or later
ENVIRONMENT PROCEDURALS |
A Texture Bombing Node capable of automatically creating tileable textures up to 32k
TEXTURE SCATTER 2D : A NOTE TO WINDOWS USERS Please refer to Known Issues & Workarounds before use to avoid display driver crashes on Windows. Lnux & Mac Users are unaffected. |
Axis Projection is similar to a Triplanar Projection but with a lot more control over
rotation of projection in space (for objects that are not perfectly aligned in XYZ)
and isolation of each +/- axis
GEOMETRY PROCEDURALS |
A way to isolate interior faces of objects for example cloth lining. Works off your objects normals.
NOISE PROCEDURALS |
A complex procedural for creating veins, cracks, crumbled paper looks etc. Baking/Flattening recommended.
BASIC PROCEDURALS |
Ever realized how many times you create a constant, then set it to black, white or grey ?
If the answer is : "A lot" then this simple addition of the 3 pre configured constants will come in handy.
Press TAB while in the Layer Palette and type white, grey or black
ADJUSTMENT LAYERS |
Adjustment layer that gives a visual warning when values outside a custom range are detected.
Simple Posterize adjustment implementation, specifying how many color/value steps you want, optionally on desaturated colors.
IMAGE MANAGER |
A new feature was added to the right mouse click menu to export multiple selected images from the Image Manager.
Existing naming and extensions are kept. If no extension is found images will be exported in TIF format.
OBJECTS MENU |
A new feature was added to the Objects Menu that allows you to export Geometry UV Masks
CHANNELS PALETTE |
A new feature was added that allows you to easily flatten a duplicate of a selected channel.
Naming of the new channel is inherited from the original, any sharing on the original is maintained.
A new Export Mode was added that allows you to export a custom selection of channels across multiple geometries
A new feature was added that allows you to transfer mixed UDIM Resolution Layouts between Channels
LAYERS PALETTE |
A new feature was added to give similar functionality to Photoshop's "Merge Visible".
Clone & Merge will create a merged copy of all selected layers - optionally for selected UDIMs only.
New options have been added to toggle visibility state of multiple selected/unselected layers
New options have been added to toggle lock state of multiple selected/unselected layers
A new option has been added to simplify the use of entire Channels in another Layerstack
New options have been added to the "Add Mask" Menu to simplify the use of complete channels in a layer mask.
"Add grouped Channel mask" will place the selected layers in a group first and apply the channel mask to the group node.
- Mask from Selection
New options have been added to the "Add Mask" Menu to create Masks from selected patches.
SHADER PALETTE |
A new option was added to the Shaders Palette to allow you to sync selection of shaders across multiple objects
in your project
PATCHES MENU |
A new option was added to the Patches Menu that will bake a copy of selected patches
and place the images in the Image Manager. Other than Mari's default 'extract selected'
this works on your entire channel and does not have any patch size restriction.
CAMERA MENU |
Two new options where added to the Camera Menu to quickly unproject the currently visibly
channel or layer to the Image Manager
VIEW MENU |
A new option was added to automatically screenshot all Channels in your project
(requires "Incremental" to be turned on under "Screenshot Settings")
HELP MENU |
A new option was added to the Help Menu for a full Online Help for all features of the Extension Pack.
LAYERS PALETTE |
Convert to Paintable now supports selection/converting of multiple Layers.
ADJUSTMENT LAYERS |
"Color Range to Mask" now has a basic Grade Module for selected colors.
Due to the size + expense of the node baking or caching is recommended in bigger layer stacks.
"Enhance Selection" Mode in Color Range to Mask was improved
Default Preview Options were changed
GEOMETRY PROCEDURALS |
Polysurface Curvature now has a "Hard Edge" Mode that will clip gray values
Polysurface Curvature now has a "Attenuate by Ambient Occlusion" Mode, giving more plausible results on
hard-surface objects
Intensity Slider is now ranged to 2.0 and resulting masks will be clamped to 0 and 1 by default
Precision Sliders were removed to avoid user confusion.
- General
.svn or .git files in the Extension Pack directories could cause the Extension Pack to not load properly
"Legacy Cloud" was broken and not behaving like Mari Cloud Layer in Nodepack 1.5
WINDOWS USERS ONLY
Texture Scatter 2D can crash your display driver (depending on speed of your GPU)
during baking/flattening due to an automated windows feature that lets your driver time out after
a few seconds of inactivity. To work around this you need to set
EDIT - > PREFERENCES -> GPU TAB
MAX RENDER SIZE FOR BAKING: 256 (default is 1024)
to allow Mari to split the processing into smaller chunks
The Node is very expensive. Caching or Baking recommended.
The paintable Gabor Noise can crash nvidia display drivers when used in a
Displacement Preview Channel.
The current workaround is to cache the GaborNoise before displacement preview.
The Extension Pack is a collaboration of people from the MARI Community.
But we are always looking for more ! No matter if you have an arsenal of tools & shaders or just a single enhancement
to contribute - all are welcome.
Please contact us at (MariIdeas AT campi3d.com) or simply upload to http://www.mari.ideascale.com
SPECIAL MENTION |
- for this release goes to Ben Neall, Jorel Latraille and Sreenivas Alapati for their python contributions
TOOL DEVELOPMENT (alphabetical) |
- Sreenivas Alapati - http://cg-cnu.blogspot.in
- Antoni Kujawa
- Jorel Latraille - http://www.jorel-latraille.com
- Ben Neall - http://www.bneall.blogspot.co.nz
NODE DEVELOPMENT (alphabetical) |
- Nicholas Breslow - http://www.nbreslow.com
- Orlando Esponda
- Jens Kafitz - http://www.campi3d.com
- Antoni Kujawa
- Miguel A Santiago Jr. - http://www.digiteck3d.com
SHADER DEVELOPMENT (alphabetical) |
- Nicholas Breslow - http://www.nbreslow.com
- Miguel A Santiago Jr. - http://www.digiteck3d.com
TOOL INTEGRATION & DOCUMENTATION |
- Jens Kafitz - http://www.campi3d.com
BETA TESTING (alphabetical) |
- Yasin Hasanian
- Dave Girard
Created with the Personal Edition of HelpNDoc: Easy EPub and documentation editor