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forelle
06-30-2011, 06:37 PM
http://features.cgsociety.org/stories/2011_06/upload/mari2_t.jpg

Hello,

We've been slaving away for the past couple of months on some cool integration between Mari and Nuke to help with projection, environment and matte painting work.

Mari 1.3v2 which we released today ships with this integration as standard (along with a whole bunch of fixes and optimizations, especially Windows performance related stuff)

The idea behind this workflow is automating what we've seen a bunch of people doing by hand, namely taking their projection setups from Nuke, fixing up all of the common problems, adding detail in Mari and then exporting the results back to Nuke.

This should now be a pretty seamless process. Have a look in the new "Nuke" menu in Mari 1.3v2 for some documentation and options.

More info can be found here (http://www.thefoundry.co.uk/articles/2011/06/30/242/mari-13v2-builds-a-bridge-between-nuke-and-mari/)

Our YouTube channel (http://www.youtube.com/user/TheFoundryChannel#p/c/7AC5E8A3441FBEC2) has a bunch of videos showing the general features of Mari and 1.3

And we have a demo video (http://www.youtube.com/watch?v=fMLLvmsl8Is) produced by Frank Reuter showing an early version of the bridge in use.

Watch this space for an updated training video.

You can download a 15 day trial from our website, or drop us a line for a more in depth evaluation.

http://www.thefoundry.co.uk/

As always, any questions please fire away.

Jack

Burritoh
07-01-2011, 04:40 PM
Something else worth mentioning is...

The baking delay bug on the Windows version is now gone! It had been around since the early days and was something of a nuisance.

1.3v2 fixes that, and we no longer have those random but frequent hang-ups just before baking occurs.

elfufu
07-02-2011, 12:57 AM
i think my only concern with this process is the dependency on UVs always, in the example shown, the fact that he needed to use a 16 k map to paint on, EVEN though it was reduced later in the projector scares me. would be nice if the projectors in mari could have the option to act the same way projection cameras work in nuke, where its never baked onto the mesh and not relying on UVS.

forelle
07-02-2011, 11:05 AM
i think my only concern with this process is the dependency on UVs always, in the example shown, the fact that he needed to use a 16 k map to paint on, EVEN though it was reduced later in the projector scares me. would be nice if the projectors in mari could have the option to act the same way projection cameras work in nuke, where its never baked onto the mesh and not relying on UVS.

Hi

As Mari supports ptex (uv less workflow) you don't need uvs at all. When you pull over geo you can choose either ptex or uvd workflow. Without uvs you can just send back new projections.

We still have to bake to be able to paint on the surface, but ptex means you're free to work as you like, and also to dynamically add resolution where you need it, on a per face basis.

We think the combination is pretty powerful.

J

oglu
07-04-2011, 12:56 PM
is nuke able to read ptex files..?

forelle
07-04-2011, 01:10 PM
is nuke able to read ptex files..?

Not at the moment although I'm pushing for this.

If working in a PTEX workflow you can send back new projections from Mari. By sending back projections (Mari rendered plates and project3D nodes) Nuke doesn't need to know anything about PTex. The ideal solution would be Nuke supporting PTex as a native format, but a projection based workflow is pretty efficient.

J

molgamus
04-20-2012, 12:57 PM
So at the moment the Nuke<->Mari bridge isn't really ideal unless you have UV's? However I do see the benefit of projecting plates onto geometry with ptex and then have the geometries rendered in V-Ray.

I have not tried this workflow out since Mari isn't available on OSX (will it be?). But the renders from V-Ray could then be projected onto the geometry once again for use in Nuke. A bit of round tripping, yes, but Mari<->Maya could probably be scripted with python. Until there is ptex for Nuke that is.

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