Features Nodes Node Color Coding Adjustment Nodes How to find new Adjustment Layers in Mari Color Correction Nodes Color Range to Mask Blackbody / Color Temperature Grade+ Vibrance SV Lookup Jitter Color Jitter Value Gradient Map (x8) Gradient from Image Maximize Value Replace Color Exposure RemapColor (AL) Desaturate Normal Map Nodes Normal Cavity Normal Edge Normal Facing Angle Normal Intensity Normal Directional Mask Normal Rotate Tangent to Surface Normal Surface Normal to Eye Space Normal OpenGL|DirectX Normal Format Utilities Normal Format Switch Normal Format Converter Filter Nodes Posterize Histogram Nodes Set Range Threshold Histogram Scan Histogram Range Histogram Shift Histogram Select RemapFloat (AL) Value Adjust Specular Nodes IOR to Reflectance Reflectance to IOR Specular Level to IOR (dielectric) IOR to Specular Level (dielectric) Utility Nodes Illegal Value Warning Fix NAN RGB <-> HSV RGB <-> HSL Swizzle Procedural Nodes How to find new Procedurals in Mari Basic Nodes Constant Presets Black Constant Grey Constant White Constant Normal Color Float Float-3 Channel Nodes RGBA Merge RGB-A Merge RGBA Split RGB-A Split Generator Nodes Axis Projection Cylindrical Projection Texture Scatter 2D X1 Texture Scatter 2D X4 Texture Scatter Triplanar X1 Image Object Space Radial Gradient Directional Gradient Circular Gradient 2D Pattern Generator X1 2D Pattern Generator X1 Triplanar Pattern Generator X4 2D Pattern Generator X4 Triplanar Symmetry Pattern X1 2D Symmetry Pattern X1 Triplanar Splatter X1 2D Splatter X1 Triplanar Splatter X4 2D Splatter X4 Triplanar Shape Splatter 2D Shape Splatter Triplanar Tiled (Extended) Geometry Nodes Axis Mask Backface Mask Custom Surface Normal PolySurface Curvature Selection Fill UDIM Value Manifold Nodes Manifold 3D Manifold UV Manifold by Locator Manifold Radial UV Manifold Warp Manifold Vector Warp Manifold Directional Warp Layering Nodes Simple Mix Transition Input Switch (X4) Input Switch (X11) Simple Input Switch Mask from Curvature MultiMixer (X4 / X8) Height Blend AB Wipe Condition Noise & Fractal Nodes Understanding some basic noise terms Gabor Paintable Gabor Noise FBM Brownian Noise FBM+ Vec FBM Multi FBM MultiFractal Ridged Multi Noise Spotify Voronoi Popcorn Pattern Dots 2D Dots Triplanar Military Camo Squid Skin Stripes 2D Stripes Triplanar SuperEllipse 2D SuperEllipse Triplanar Weave 2D Weave Triplanar Checker 2D Checker Triplanar Perlin Inigo Noise Perlin Noise Turbulence Noise Turbulence (extended) Perlin (extended) Voronoi Cellular Noise Cellular (extended) Noise Selector Noise Cloud (extended) Squiggle (extended) Misc Extended Noises Cloud (extended) Squiggle (extended) Turbulence (extended) Perlin (extended) Cellular (extended) Misc Nodes Bake Visible to selected Paint Node Radio Node Radio Transmitter Pack / Unpack Data Bookmark Workflow Conversion Nodes PBR Workflow Conversion Nodes Mask Presets Mask Builder Legacy DynaMask Scatter on Top Scatter Builder Scatter Builder X4 Math Nodes A gl_abs gl_acos gl_acosh gl_add gl_asin gl_asinh gl_atan2 gl_atanh C gl_ceil gl_cos gl_cosh gl_cross gl_cartesianToPolar D gl_degrees gl_distance gl_divide gl_dot gl_discreetAB_random gl_discreetAB_compareBase gl_disorder E gl_exp gl_exp2 gl_evenNumber gl_evenNumberCount F gl_floor gl_fract I gl_inversesqrt L gl_length gl_log gl_log2 M gl_max gl_min gl_mix gl_mod gl_multiply N gl_normalize O gl_oddNumberCount gl_oneMinus P gl_polarToCartesian gl_PI gl_pow R gl_random gl_randomRange gl_radians gl_round gl_roundEven S gl_sign gl_sin gl_sinh gl_smoothstep gl_sqrt gl_step gl_subtract T gl_tan gl_tanh gl_trunc gl_timesMinusOne