12 September 2018
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.
Linux Desktop Managers: Mari is officially tested on GNOME. While it generally works well on other desktop managers like KDE, most of our bug fixes will target GNOME. However some desktop managers like XFCE are not compatible with Mari and will not be supported.
*Displacement preview is currently only available on the cards and drivers that support OpenGL 4.0 or newer.
*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.
The configurations listed below are those that The Foundry have tested with Mari. Due to the constantly changing nature and wide variety of computer hardware available in the market, The 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.
|AMD Prosumer Graphics Cards||
|NVIDIA Prosumer Graphics Cards||
|NVIDIA Enterprise Graphics Cards||
Mirror Projection brings highly-requested simultaneous, symmetrical painting workflows to Mari, without the need for specialized UV layouts. Previously, painting the same designs on both sides of a symmetrically formed model required a considerable amount of asset preparation with a lot of repetitive actions. Now, artists can paint on one side of a mirror plane while Mari projects the same paint to the other side of the mirror plane, dramatically increasing artist efficiency.
Mirror masking prevents secondary projected paint overlapping across the mirror plane. The masked side of the mirror plane can change automatically based on the artist's view, or be locked to one side. Ordinarily, mirror-projected paint would overlap at the mirror plane where one side meets the other, resulting in an asymmetrical center. By masking the opposite side of the mirror plane for each projection, the paint meets at the mirror plane with a perfectly reflected edge.
The mirror plane can also be locked onto an object or locator, allowing the reflected edge of the mirror projection to be manipulated to the best symmetrical position and orientation. Ordinarily, to paint a model symmetrically, the artist first has to ensure it’s correctly aligned to the center of the scene. The ability to manipulate the mirror plane gives the artist full freedom on where the symmetrical paint will fall, without any prep in other applications beforehand, increasing artist efficiency and creative control.
TP 354956 - The Paint Buffer Symmetry Mirror options included in the Project Controls toolbar have been renamed for clarity. They are now the Mirror Painting options.
TP 279109 - Opening a project in an incompatible version of Mari now gives a clear error message as to the version incompatibility.
TP 348130 - Linux only: Using "xsetwacom" scripts broke navigation when using the tablet pen.
TP 351747 - Add a New Layer context menu action (among others) didn't work correctly in floating layer stack palettes.
TP 322993 - Mari created a duplicate of an image, in the Image Manager palette, when dragging the image onto a tiled procedural in the layerstack view and displayed an incorrect thumbnail of the tiled image.
TP 350978 - Re-dropping a tiled image, after it has been deleted from the image manager, crashed Mari.
TP 346948 - Importing a 16k .png image into a layer stack was crashing Mari on Windows.
TP 354342 - Using the eye dropper from the Select Color dialog did not update the pixel analyzer colors.
TP 349857 - Copying of shared layers across channels during a session script import failed.
TP 246389 - Session script export was failing, a layer contained a merge node with nothing sttached to the over input.
TP 356741 - Exporting a layer mask changed the channel's "scalar" flag to true.
TP 355892 - Under certain conditions, Mari output a large amount of debug data to the log file.
TP 353203 - Using session scripts to export a session failed due to files already existing on disk.
TP 360613 - The current painting blend mode was incorrectly reset to "Paint Flow Vectors" when registering a new blend mode.
TP 360949 - Using the Clone Stamp tool with an image selected sometimes resulted in a black color being painted, instead of cloning the image data.
TP 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.
TP 16225 / BZ 18457 - Using NVIDIA graphics cards from the Fermi series with drivers older than version 270 results in various rendering issues when the Virtual Texture Type is set to Half or Float.
To resolve this, please download and install the latest graphics driver for your card from the NVIDIA website
TP 9404 / BZ 12567 - Enabling Sync to VBlank in NVIDIA settings can drastically reduce Mari’s performance. If you experience very slow interaction, even with low-polygon models, on one of the Tested Workstation Hardware, navigate to:
• Linux: NVIDIA X Server Settings > X Screen 0 > OpenGL Settings and turn off Sync to VBlank.
• Windows: NVIDIA Control Panel > 3D Settings > Manage 3DSettings > Vertical Sync > Force off
Then, restart Mari.
TP 123514 / BZ 50886 - Imported shaders don't have channels assigned.
TP 113036 / BZ 49131 - High polygon .obj files, exported using the OBJ Exporter plug-in, cannot be read back in to Mari.
TP 57756 / BZ 29386 - When using the Export for Maya script, Maya’s viewport may incorrectly show some patches as transparent. This can be resolved by selecting High Quality Rendering or Viewport 2.0 from the Renderer menu within Maya.
TP 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.
TP 9854 / BZ 14985 - There may be a slight pause after importing textures when creating new projects, while Mari saves the project.
TP 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.
TP 53959 / BZ 26460 - Layers - Painting a mask in a Mask Layer Group sometimes results in unexpected paint results. To prevent this from happening, either:
• Use a white “color” layer at the bottom of your mask stack. Any layer used over this initial “color” layer should then be fine, or
• If you want to create a mask in a Mask Layer Group, simply add another layer on your Mask Layer Group instead, and paint white into it to create a mask.
TP 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.
TP 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.
TP 168753 - AIStandard nodes created in Mari3.0v1 are not compatible with Mari 3.0v2, or later. As a workaround, remove the old AIStandard nodes and recreate them in Mari 3.0v2, or later.
TP 126902 / BZ 51462 - Creating a shader and attempting to view it in the Node Graph palette gives the impression that the DiffuseColor input edge is missing from the shader node. The input is present, but is incorrectly hidden. This is related to bug 51263 below
TP 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.
TP 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.
TP 125813 / BZ 51247 - Channel transfer doesn't transfer Graph Layers as expected.
TP 124611 / BZ 51082 - The Ambient Occlusion node's properties don't include a generate AO option.
TP 111329 / BZ 48790 - Autoplace does not respect Backdrop nodes.
TP 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.
TP 17678 / BZ 19780 - A projector created in Ortho view in Mari does not re-project correctly in Nuke.
TP 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.
TP 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.
TP 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
TP 64911 / BZ 34679 - On extremely large projects, issues can arise with shader limits, and reaching the maximum allowed texture slots available. To avoid reaching these shader limits on large projects, try the following workarounds:
• hide groups and layers, or
• cache groups and layers.
TP 360737 - Linux only: When using a Select Color dialog, the colors picked with the eye dropper Pick Screen Pixels option may be incorrect due to an OS driven behaviour of darkening the rest of the Mari application.
TP 308268 - Windows only: When working on multiple monitors, palettes sometimes cannot be docked.
TP 200836 - Scrolling in the Brush Editor or Tool Properties palette makes the scratch pad go blank.
TP 194832 - Bake times were significantly increased when baking into channels containing non-linear data.
TP 167883 / BZ 51934 - When a project that contains a Tiled procedural is upgraded from 2.6 to 3.0, the frame rate drops drastically. To avoid this, replace the image in the Tiled procedural once the project has been upgraded.
TP 129292 / BZ 51771 - Removing, changing, or hiding subdivided objects takes a long time.
TP 126389 / BZ 51370 - Heavier projects are initially slower to render when colorspace is enabled.
TP 126164 / BZ 51322 - Modo Render: The preview occasionally fails to update fully.
TP 125437 / BZ 51199 - The AiStandard, RedshiftArchitectural, and VRayMtl shaders are not connected to the Current Channel automatically.
TP 125319 / BZ 51185 - PythonAPI: Mari's Paint node does not appear in typeList(). To add a Paint node Pythonically, call:
ng = mari.geo.current().nodeGraph() ng.createPaintNode(width, height, bitDepth)
TP 124614 / BZ 51084 - Animated objects can take a long time to subdivide.
TP 124233 / BZ 51049 - Texture transfer does not take object transformation into account
TP 123532 / BZ 50898 - Existing subdivision calculations are lost when recalculating, even if recalculation fails.
TP 121276 / BZ 50548 - Modo Render: Only camera moves are respected by live update.
TP 121139 / BZ 50520 - Although faces with degenerate UVs can be loaded into Mari, they can cause issues in some cases. They do not occupy any space in UV, so it's impossible to properly paint on such faces. There is also the risk that some shaders may show undesirable lighting effects on faces with degenerate UVs.
TP 100303 / BZ 46600 - Ambient Occlusion must be updated after any OpenSubdiv calculation.
TP 99115 / BZ 46223 - The Sponge Desaturate mode does not work through the full dynamic range as it uses HSL for desaturation. HSL cannot be used with HDR because HSL works well only in LDR values.
TP 86007 / BZ 41573 - Windows 8 only: The Windows key (Meta key) does not disengage when used in conjunction with a Wacom pen.
TP 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.
TP 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.
TP 45590 / BZ 20510 - If you find that the startup time for Mari is longer than usual, please check that the LIC files in your RLM licensing data folder do not refer to obsolete server ports. If they do, place them in another directory and restart Mari.
TP 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.
TP 9758 / BZ 14201 - Linux only: Mari becomes unresponsive after the system is woken from sleep.
TP 9631 / BZ 13700 - Adjusting the Camera > Perspective settings for a Projector is not reflected on the canvas until the Projector is made Current.
TP 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.
TP 9342 / BZ 11874 - Mari doesn’t recognize 3-digit padded .obj sequences as animation
TP 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
TP 7945 / BZ 13294 - Windows: Mari sometimes crashes when trying to load data on large projects due to the program exhausting all window manager objects.
To reconfigure the user object limit:
If this number gets too large, you may also have to modify GDIProcessHandleQuota.
These are the changes relevant to developers.
There are no New Features in this release.
TP 306013 - API deprecation warnings now specify the name of the deprecated function.
TP 356869 - Accessing the Color Picker through the Python API caused Mari to become unresponsive.
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