forelle
05-31-2011, 01:45 PM
Hello,
We've been a bit quiet in Mari world recently as we've been heads down and coding like crazy for Mari 1.3. This new version adds some really cool work flow features and a whole bunch of optimizations and fixes.
Grab more information here ...
http://www.thefoundry.co.uk/articles/2011/05/31/243/mari-13-is-now-available/
As always please let me know if you have any questions
Coming Sooon.....
Nuke / Mari workflow for environment and matte painting work.
http://www.youtube.com/user/TheFoundryChannel#p/u/1/fMLLvmsl8Is
This should be out by the end of the month.
Displacement Preview
Mari 1.2 and earlier uses bump mapping to display displacement. This is cool, but really what you want is triangles. Lots of triangles. Billions of triangles.
Mari 1.3 uses the power of DX11 class GPUs to dynamically tessellate and displace your models. Because the tessellation happens on the fly based on the camera location, you're pretty much unlimited in the amount of detail you can display.
Here is a quick screen of the trusty TRex model. This is displayed using real displacement, all of the scales and other detail is triangular data. There are 260, 2k displacement maps. At 2 triangles per pixel this works out to 2.2 billion polygons of data.
http://img192.imageshack.us/img192/8035/dinonozoom.png (http://imageshack.us/photo/my-images/192/dinonozoom.png/)
And a quick zoom in shows some triangles. The thicker lines are the original geometry.
http://img98.imageshack.us/img98/5159/dinozoomed.th.png (http://imageshack.us/photo/my-images/98/dinozoomed.png/)
(Click to zoom)
PTex
http://ptex.us/ptex-teaser.png
Mari 1.3 supports a full PTex workflow with UV-less painting supported up to 8k x 8k per face. Mari's PTex integration is built on the same stupidly powerful data engine as the rest of Mari, giving you almost entirely unlimited amounts of detail without having to create a single UV map.
8/16/32bit per component, per face resizing, Python PTex API and support for embedded geometry and metadata within PTex files means Mari plays very nicely with other applications and renderers in your pipeline.
Snapshots
http://www.thefoundry.co.uk/media/dpics/2011/05/27/3415.jpg
By giving the the artist a simple, but hugely powerful versioning system, snapshots give unprecedented flexibility to deal with change and variation. Mari's snapshot system can instantly version thousands of textures, even with multi-gigbyte data sets. Artists can play with new ideas, provide multiple variations and manage them seamlessly and easily. Creating versions is instant and fluid, so no more waiting for files to copy or overwriting the wrong files. Change requests become a pleasure and not a drag.
Other stuff
Tiled textures, environment mapping, more Python API, new project explorer popup. Lots of good stuff. See the release notes for a full list.
We've been a bit quiet in Mari world recently as we've been heads down and coding like crazy for Mari 1.3. This new version adds some really cool work flow features and a whole bunch of optimizations and fixes.
Grab more information here ...
http://www.thefoundry.co.uk/articles/2011/05/31/243/mari-13-is-now-available/
As always please let me know if you have any questions
Coming Sooon.....
Nuke / Mari workflow for environment and matte painting work.
http://www.youtube.com/user/TheFoundryChannel#p/u/1/fMLLvmsl8Is
This should be out by the end of the month.
Displacement Preview
Mari 1.2 and earlier uses bump mapping to display displacement. This is cool, but really what you want is triangles. Lots of triangles. Billions of triangles.
Mari 1.3 uses the power of DX11 class GPUs to dynamically tessellate and displace your models. Because the tessellation happens on the fly based on the camera location, you're pretty much unlimited in the amount of detail you can display.
Here is a quick screen of the trusty TRex model. This is displayed using real displacement, all of the scales and other detail is triangular data. There are 260, 2k displacement maps. At 2 triangles per pixel this works out to 2.2 billion polygons of data.
http://img192.imageshack.us/img192/8035/dinonozoom.png (http://imageshack.us/photo/my-images/192/dinonozoom.png/)
And a quick zoom in shows some triangles. The thicker lines are the original geometry.
http://img98.imageshack.us/img98/5159/dinozoomed.th.png (http://imageshack.us/photo/my-images/98/dinozoomed.png/)
(Click to zoom)
PTex
http://ptex.us/ptex-teaser.png
Mari 1.3 supports a full PTex workflow with UV-less painting supported up to 8k x 8k per face. Mari's PTex integration is built on the same stupidly powerful data engine as the rest of Mari, giving you almost entirely unlimited amounts of detail without having to create a single UV map.
8/16/32bit per component, per face resizing, Python PTex API and support for embedded geometry and metadata within PTex files means Mari plays very nicely with other applications and renderers in your pipeline.
Snapshots
http://www.thefoundry.co.uk/media/dpics/2011/05/27/3415.jpg
By giving the the artist a simple, but hugely powerful versioning system, snapshots give unprecedented flexibility to deal with change and variation. Mari's snapshot system can instantly version thousands of textures, even with multi-gigbyte data sets. Artists can play with new ideas, provide multiple variations and manage them seamlessly and easily. Creating versions is instant and fluid, so no more waiting for files to copy or overwriting the wrong files. Change requests become a pleasure and not a drag.
Other stuff
Tiled textures, environment mapping, more Python API, new project explorer popup. Lots of good stuff. See the release notes for a full list.
