Looking good so far......

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Old 02 February 2011   #1
Looking good so far......

Hi

These are all looking great so far. A quick word of advice is to export your textures often so if something goes wrong you can always reimport them and carry on.

Please feel free to ask questions or give feedback about Mari in this thread, me and the other Foundry guys will check in and try to help.

Jack
 
Old 02 February 2011   #2
Yeah, I agree with Jack - it's great to see these entries so far.

I'm making this thread sticky so it doesn't get lost.
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Old 02 February 2011   #3
Thanks Jack,

Couple of things so far -

Can't get tablet pressure working under Ubuntu 10.10, even though it works in all other applications. So I'm using the windows version, which is notably slower. I hear Fedora 14 the pressure works. Is there a confirmed 'supported' , or 'Recommended' Linux distro?

It's my understand I can't make a selection and then apply a fliter to it. How would I go about adjusting Hue for a selection on a patch. ?

Mari seems a great program so far, I'll be sure to leave plenty of feedback as I get more into it.
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Old 02 February 2011   #4
Wacom support

I'm really excited to try Mari but I have a real bottleneck.... here's the problems;

Could you explain why the Mari application doesn't full support all wacom mapping feature? I have 2 wacom product on my desktop, my intuos2 is setup in mouse mode and I can't paint on asset because it draw a long stroke a each pressure tip and, for finish, with the cintiq, it have a strange half inch offset at the tip of the pen ? The only way I can work is with my intuos in pen mode but after many year of habit in mouse mode it's a bit frustrating to revert...

Thanks for your advice and support, and sorry for my low level English.
 
Old 02 February 2011   #5
Spent my afternoon/evening going through tutorials and watching the into video etc. I've been going through the blacksmith files to see if I can work out how its put together.. Is there an easy way to import all the textures/shader network?

Atm I have loaded in all the obj and when I made the new project it scanned the blacksmith dir and detected all of the channels but didnt add the texture files.To attach the textures I have to manually right click a channel-import and then select the patch set for each one and then I guess I have to remake the shader network?

I'm liking the software so far and its amazing that I have 100+ 4k textures in my viewport. I hope future versions bring a simpler PS style layer system tho

cheers
 
Old 02 February 2011   #6
Hi everyone,

Sorry I've not got round to answering these yet, I'm just about to get a flight back to the uk and typing on my phone isn't the easiest thing. I'll certainly answer these questions first thing Monday. Ahhh the joys of being on the road.

Jack
 
Old 02 February 2011   #7
hey Jack, is there a way to have a channel as a multiply layer ?
for example, i have this AO bake tga file and i import it into a channel and create a separate channel for painting the texture. is there a way to show the AO channel over the other paint channel at all times like a multiply layer ?
the shader AO generated by Mari is very low quality which is why i want to import a baked AO map.

*EDIT* nvm, i figured it out

OK, i am trying to paint in 3d mode like Mudbox but so far all the videos i see is projection type painting. i was really excited until now. is there no way to paint in 3d without 2d projection ?
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Last edited by fx81 : 02 February 2011 at 08:08 PM.
 
Old 02 February 2011   #8
"Can't get tablet pressure working under Ubuntu 10.10, even though it works in all other applications. So I'm using the windows version, which is notably slower. I hear Fedora 14 the pressure works. Is there a confirmed 'supported' , or 'Recommended' Linux distro? "

Red Hat 5.4 and Fedora 12 are known to work

"It's my understand I can't make a selection and then apply a fliter to it. How would I go about adjusting Hue for a selection on a patch. ?"

There is currently no way to apply a filter to just a face selection (you can apply a single filter to a specific selected patch), but what you could do is make a copy of that channel, delete the other bits of painting and then attach that as a seperate diffuse channel.
 
Old 02 February 2011   #9
Anyone know the spec shader "module" that lets you apply the mask and also has spec/rough etc settings. I can only find the 3 that work with the "lighting" module and lets you mask the spec but not adjust the strength. Need to be able to apply multi spec and adjust the strength independently.

Driving me crazy looking through the docs for this stuff, I've seen it in the mari videos on your tube.
 
Old 02 February 2011   #10
I remember earlier on in this competition, someone was talking about allowing a trial of Mari extension for those competing. Do you know who I would contact to extend my trial until the end date?

Thanks!
 
Old 02 February 2011   #11
Originally Posted by nsb: Anyone know the spec shader "module" that lets you apply the mask and also has spec/rough etc settings. I can only find the 3 that work with the "lighting" module and lets you mask the spec but not adjust the strength. Need to be able to apply multi spec and adjust the strength independently.

Driving me crazy looking through the docs for this stuff, I've seen it in the mari videos on your tube.


Hi,

This shader module was split apart into three separate modules for Spec Gain, Spec Roughness and Spec Color (you can find these in the Add New Shader Module dialog box at the bottom) the combi-module no longer exists.

Mike
 
Old 02 February 2011   #12
Originally Posted by fx81: OK, i am trying to paint in 3d mode like Mudbox but so far all the videos i see is projection type painting. i was really excited until now. is there no way to paint in 3d without 2d projection ?


I'm afraid not, Mari uses a projection paint system and you can't paint direct-to-surface. The advantage of this is that it allows for much higher resolution texture painting than could be achieved otherwise.
 
Old 02 February 2011   #13
We've just put up an introduction video for Python and Mari.

Thanks to Chris for the great video.

http://www.youtube.com/watch?v=Wsf3cKioCz0
 
Old 02 February 2011   #14
(I posted this question in my progress thread too)

Just a question about workflow

When a texture map is painted I like to work WITH the displacement map there so I know where all the nooks and crannies are. So therefore, painting textures in zbrush is really handy.

However, I can't work out how I can easily do this in Mari. I understand that I can overlay a layer or plug in a displacement map, but it's far easier to do it in a package that already has the geometry there.

Is this Mari's function in the first place?
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Old 02 February 2011   #15
Originally Posted by noritominaga: (I posted this question in my progress thread too)

Just a question about workflow

When a texture map is painted I like to work WITH the displacement map there so I know where all the nooks and crannies are. So therefore, painting textures in zbrush is really handy.

However, I can't work out how I can easily do this in Mari. I understand that I can overlay a layer or plug in a displacement map, but it's far easier to do it in a package that already has the geometry there.

Is this Mari's function in the first place?


Hi,

At the moment Mari 1.2 doesn't support displacement preview other than as bump or overlay. For fine detail this should work ok.

If you need more detail in the mesh, you can pre-subdivide and apply the displacement in an external package and bring in the displaced version. I know this isn't ideal but we are working on this at the moment.

Mari 1.3 should have some very interesting news regarding this.

J
 
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