Mari 4.5v1 Release Notes

Release Date

28 March 2019

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

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.

Minimum Hardware Requirements

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

Recommended System Requirements

*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 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:

Tested Workstation Hardware

  • HP XW6600
  • HP Z600
  • HP Z620
  • HP Z640

Tested GPU Hardware

AMD Prosumer Graphics Cards
  • AMD Radeon HD - D500
NVIDIA Prosumer Graphics Cards
  • NVIDIA Geforce GTX 660TI
  • NVIDIA Titan X
  • NVIDIA Geforce GT 650M
  • NVIDIA Geforce GT 675M
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 6000

New Features

Mari Materials System

Mari 4.5 brings a transformative update to the toolset - a new Materials System. Previously, Mari has excelled in creating high quality hero assets. Now, in addition to this formidable painting power, artists have the ability to quickly and easily create less complex, higher-volume assets. The new workflow enables artists to rapidly block out the look of an asset using material presets, without having to start from scratch. They can then use all of the detail-painting power of Mari to weather and finish the final art direction, giving them the best of both worlds in one application.

Material Files

It’s now much easier to share isolated material set ups across your team for use on new projects. Everything needed to replicate the material gets bundled up, along with source images, into a single file. This can then be passed across to whoever needs it, and they can start working with the material in a few clicks, saving time and eliminating the need to go hunting for files on the network.

Material Ingest Tool

Found the perfect PBR texture set for your asset? Mari now allows artists to quickly import and convert any set of texture maps into a Mari material preset. The Material Ingest Tool creates the presets, sets up the controls, and loads everything into the Mari shelf ready to use, allowing you to continually grow your material library. That means you can use thousands of PBR texture sets through Mari with very little effort.

Material Layers

For artists who like to work using a layer stack approach, the new Materials workflow has been integrated into Mari’s existing Layer system, allowing for smoother adoption of the Materials System. Material files are applied to a project through simple layering, allowing artists to control the material properties, visibility of each component, and global material visibility, from a single area of the interface. Achieving the specific look you need - such as dust over paint over metal - is now easy and straightforward.

Multi-Channel Group Layers

Want to make channel-specific adjustments, like tweaking color hue, without affecting all previous layers in the stack? We’ve extended the multi-channel behaviors to a new group layer feature, allowing artists to modify material streams independently of the rest of the layers in the channel. This offers more creative freedom while maintaining full control on the look you’re trying to achieve.

Multi-Output Group Nodes

The node graph is Mari’s powerhouse, and we’ve updated it to enable more controlled complexity than was previously possible. These improvements will make it easier to wield the Node Graph and harness its potential. Group nodes now support multiple output ports for additional arbitrary data streams, unlocking more complex workflows. It's now easier to create knobs for gizmos or materials with in-line property promotion; artists can intuitively auto-connect multiple ports when connecting one pair of a set, for a faster and more efficient workflow, and there are simpler methods to access a group node sub-graph.

Arnold Standard Surface Shader

A new shader allows artists that use the Arnold render engine to paint textures in Mari with a higher degree of confidence that their art will look correct in the final render, reducing feedback loops between Mari and Katana. This shader has been authored and contributed by the Autodesk team behind Arnold.

Feature Enhancements

Bug Fixes

Known Issues

Graphics Cards

Importing And Exporting


Mari Tools

Node Graph

Nuke<>Mari Bridge




Developer Notes

These are the changes relevant to developers.

New Features

Feature Enhancements

Bug Fixes