Mari 2 is out

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Old 03 March 2013   #16
Man, I badly need a Good Graphic Card now..[:]
 
Old 03 March 2013   #17
This looks like a great release, and they've aimed for setting down a solid foundation rather than cram half implemented features into this release. Hopefully they can concentrate on the fancier stuff.

I expect the internals are based on nodes. But what your seeing is a layers representation of those nodes. From what I understand this required quite a bit of rewriting Mari in order to implement. It makes more sense to make things as flexible as possible internally especially when you want to work closely with sibling applications like Nuke.
 
Old 03 March 2013   #18
Jack, I was wondering if you might help me finding solution to this problem.

I have a channel that contains few layers. On of the middle layers has a mask that is made of 3 layers stack. Now, I'd love to see just that layer stack when painting the mask. There is no problem when I'm painting on top layer (as I can use "current layer & below" shader) of the 3, but how do I see entire layer stack if I'm painting on the middle layer? When I hit "current channel" shader, it will show entire channel, not just the mask stack.

Perhaps "current layer stack" shader would make sense?

Also, I agree with others that some sort of node visualization for the system could be useful as it might get a little confusing especially when working on someone else's project. Not a big deal though

Apart from that the new layer system is fantastic and I am loving it!

Thanks!
 
Old 03 March 2013   #19
Originally Posted by marc-austin: Isn't anyone else a tiny bit disappointed they didn't implement a node based workflow...


Yup, but I'm sure a full node based workflow would be possible (like building max's schematic material editor on top of the original material editor), we all just need to bug them so it becomes a priority.

Originally Posted by oglu: does this mean mari is using ptex to store and manage the data and baking it down to uvs if needed..?


Ptex still won't be very useful in Mari until we get the ability to subdivide our mesh. Hopefully next version, that's a big necessity for me.

- Neil
 
Old 03 March 2013   #20
after layers are there any big features left for mari? maybe small tools but i guess nothing big. i guess some path/lines option for accurate painting.
 
Old 03 March 2013   #21
Some big on the list are probably lazy brush and Symmetry paint. I will speculate they are starting on layer effects now that layer masks are done.

If they do go nodal, then i susupect a lot more procedural tools will be biult.


What I do find a bit hard with the layer system is it is a bit more difficult to "read" the layerstack now that things are collapsed. There is always a point and click to open before you know which mask is which on a layer.

Also, I would prefer the traditional mari approach to sharing layers (channels in v. 1.6) instead of the shift+ctrl + drag approach.

Also, the shader dropbox (I hotkey) doesnt support layer masks yet.
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Old 03 March 2013   #22
Plenty of large things left, including stuff already mentioned in this thread.

- ability to subdivide the mesh
- full ptex support (which can't happen till you can subdivide your mesh)
- speedup with displacement
- a schematic editor for layers instead of purely stack based layer system
- more procedurals
- should mari do sculpting as well? (If not, then better support for import and export of mudbox / zbrush models)
- a mode for directly painting on your model without the need to bake from a 2d projection

Mari 2.0 is a nice step forward, but there's plenty more stuff to do.

- Neil
 
Old 03 March 2013   #23
I would like more filters like photoshop or nuke. Keep as mush as possible live means we can the start to work very smartly. Recreating some of the things dDo can do. http://quixel.se/ddo/
 
Old 03 March 2013   #24
Originally Posted by caro: Jack, I was wondering if you might help me finding solution to this problem.

I have a channel that contains few layers. On of the middle layers has a mask that is made of 3 layers stack. Now, I'd love to see just that layer stack when painting the mask. There is no problem when I'm painting on top layer (as I can use "current layer & below" shader) of the 3, but how do I see entire layer stack if I'm painting on the middle layer? When I hit "current channel" shader, it will show entire channel, not just the mask stack.

Perhaps "current layer stack" shader would make sense?

Also, I agree with others that some sort of node visualization for the system could be useful as it might get a little confusing especially when working on someone else's project. Not a big deal though

Apart from that the new layer system is fantastic and I am loving it!

Thanks!


Hi,

The "Current Layer Stack" view mode is something that has been requested and we will hopefully be having a look at in a future version.

A node system would rock wouldn't it.

I'm glad you're liking the new layers system. Team Mari have been working on it for a while now and it's really nice to get it into people's hands.

Jack

Last edited by forelle : 03 March 2013 at 08:24 PM.
 
Old 03 March 2013   #25
Originally Posted by soulburn3d: Plenty of large things left, including stuff already mentioned in this thread.

- ability to subdivide the mesh
- full ptex support (which can't happen till you can subdivide your mesh)
- speedup with displacement
- a schematic editor for layers instead of purely stack based layer system
- more procedurals
- should mari do sculpting as well? (If not, then better support for import and export of mudbox / zbrush models)
- a mode for directly painting on your model without the need to bake from a 2d projection

Mari 2.0 is a nice step forward, but there's plenty more stuff to do.

- Neil


I agree, there is always lots more to do.
 
Old 03 March 2013   #26
can we see only the layer mask as black and white?
 
Old 03 March 2013   #27
Originally Posted by ice-boy: can we see only the layer mask as black and white?


I'm not entirely sure what you mean here. You can view the masks applied to the layer or as grey-scale.

The masks are actually full RGB image sets so if it makes sense, for whatever reason, you can paint RGB into them.
 
Old 03 March 2013   #28
Lot's of feature requests... here http://mari.ideascale.com/

I'd like to see...

* Dynamic painting - for example feeding info (position, normal, etc) from the geometry into paint strokes or particle-painting. Examples of this might be for weathering or wet maps.
* Canvas tab - workspace for painting/editing images in 2d.
* Connectively with Katana - (or include basic renderer export from Mari) ease the process of look-dev'ing assets, current workflows typically rely on the texture artist handing over maps to look-dev TDs in order to check their work fully shaded and rendered.
 
Old 03 March 2013   #29
Mari 2.0 launch video
http://www.ustream.tv/recorded/29973158

i didnt even know that there was a prodecural layer that automatic masks a UV patch. UDIF mask
 
Old 03 March 2013   #30
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