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REFERENCE GUIDE VERSION 2.6V1

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Page 1: reference guide

REFERENCE GUIDEVERSION 2.6V1

Page 2: reference guide

Mari™ Reference Guide. Copyright © 2014 The Foundry Visionmongers Ltd. All Rights Reserved. Use of this Reference Guide and theMari software is subject to an End User License Agreement (the "EULA"), the terms of which are incorporated herein by reference. ThisReference Guide and the Mari software may be used or copied only in accordance with the terms of the EULA. This Reference Guide, theMari software and all intellectual property rights relating thereto are and shall remain the sole property of The Foundry VisionmongersLtd. ("The Foundry") and/or The Foundry's licensors.

The EULA can be read in the Mari User Guide Appendices.

The Foundry assumes no responsibility or liability for any errors or inaccuracies that may appear in this Reference Guide and thisReference Guide is subject to change without notice. The content of this Reference Guide is furnished for informational use only.

Except as permitted by the EULA, no part of this Reference Guide may be reproduced, stored in a retrieval system or transmitted, in anyform or by any means, electronic, mechanical, recording or otherwise, without the prior written permission of The Foundry. To the extentthat the EULA authorizes the making of copies of this Reference Guide, such copies shall be reproduced with all copyright, trademarkand other proprietary rights notices included herein. The EULA expressly prohibits any action that could adversely affect the propertyrights of The Foundry and/or The Foundry's licensors, including, but not limited to, the removal of the following (or any other copyright,trademark or other proprietary rights notice included herein):

Mari™ software © 2014 The Foundry Visionmongers Ltd. All Rights Reserved.

Mari™ is a trademark of The Foundry Visionmongers Ltd.

Weta™ Digital is a trademark of Weta Digital Ltd.

In addition to those names set forth on this page, the names of other actual companies and products mentioned in this ReferenceGuide (including, but not limited to, those set forth below) may be the trademarks or service marks, or registered trademarks or servicemarks, of their respective owners in the United States and/or other countries. No association with any company or product is intended orinferred by the mention of its name in this Reference Guide.

Linux ® is a registered trademark of Linus Torvalds.

Windows ® is the registered trademark of Microsoft Corporation.

Mac and Mac OS X are trademarks of Apple, Inc., registered in the U.S. and other countries.

Adobe ® and Photoshop ® are either registered trademarks or trademarks of Adobe Systems Incorporated in the United States and/orother countries.

Maya ® is a registered trademark of Autodesk, Inc., in the USA and other countries.

Mari software engineering: Jack Greasley, Kiyoyuki Nakagaki, Marcus Shoo, Kevin Atkinson, Tim Ebling, Jed Soane, Daniel Lond, RobertFanner, Duncan Hopkins, Mark Final, Chris Bevan, Carl Rand, Phil Hunter, Tim Smith, and Rajiv Perseedoss

Product testing: Michael Zannetou, Mark Titchener, Robert Elphick, Antoni Kujawa, Chris Hiess, Jorel Latraille, and John Crowe

Writing and layout design: Jack Elder, Jon Hertzig, Eija Närvänen, Charles Quinn, and Erica Cargle

Proof reading: Jack Elder, Eija Närvänen, Joel Bryne, Charles Quinn, Erica Cargle, Simon Picard, and Emelia Fiell

Mari includes Disney technology licensed from Walt Disney Animation Studios.

The Foundry

5 Golden Square,

London, W1F 9HT

Rev: Friday, March 28, 2014

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Contents1 PrefaceAbout this Guide 13

Contact customer support 13

2 Types of Controls

3 Project Functions

4 Preference Functions

5 Selection Functions

6 Object Functions

7 Channel Functions

8 Layer Functions

9 Ptex Functions

10 Patch Functions

11 Shading Functions

12 Painting Functions

13 Filter Functions

14 Camera Functions

15 View Functions

16 Tool Functions

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17 Python Functions

18 Help Functions

19 ToolbarsProject Toolbar 89

Project Toolbar Controls 89

Lighting Toolbar 90Lighting Toolbar Controls 90

Painting Toolbar 91

Tools Toolbar 91Tools Toolbar Controls 91

Selection Toolbar 94Selection Toolbar Controls 95

Canvas Toolbar 95Canvas Toolbar Controls 95

Tool Properties Toolbar 97Tool Properties Toolbar Control 98

Ptex Toolbar 112Ptex Toolbar Controls 112

ColorSpace Toolbar 113ColorSpace Controls 113

Navigation Toolbar 114Navigation Toolbar Controls 114

Paint Buffer Symmetry Toolbar 115Paint Buffer Symmetry Toolbar Controls 116

Vector Painting Toolbar 116Vector Painting Toolbar Controls 117

Default Shaders Toolbar 117Default Shaders Toolbar Controls 118

20 Status BarStatus Bar Icons 119

21 Channels PaletteWhat It Does 122

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Channels Palette Fields 122

22 Layers PaletteWhat It Does 125

Layers Palette Fields 126

23 Patches PaletteWhat It Does 151

Patches palette fields 151

24 Objects PaletteWhat It Does 153

Objects palette fields 153

25 Shaders PaletteWhat It Does 155

Shaders Palette Fields 155

Shader Layers Tab Fields 188

26 Lights PaletteWhat It Does 191

Lights palette fields 191

27 Projectors PaletteWhat It Does 195

Projectors palette fields 195

28 Selection Groups PaletteWhat It Does 209

Selection Groups palette fields 209

29 Color Manager Palette

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What It Does 210

Color Manager Palette Fields 210

30 Image Manager PaletteWhat It Does 225

ImageManager Palette Fields 225

31 History View PaletteWhat It Does 228

32 Brush Editor PaletteWhat It Does 229

Brush Editor Palette Fields 229

33 Play Controls PaletteWhat It Does 236

What It Looks Like 236

Play Controls Palette Fields 236

34 Python Console PaletteWhat It Does 238

What It Looks Like 238

Python Console Palette Fields 239

35 Pixel Analyzer PaletteWhat It Does 240

Pixel Analyzer Palette Fields 240

36 Colors PaletteWhat It Does 242

Colors Palette Fields 242

37 Tool Properties Palette

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What It Does 245

Tool Properties Palette Fields 245

38 Painting PaletteWhat It Does 260

Painting Palette Fields 260

39 Projection PaletteWhat It Does 263

Projection Palette Fields 263

40 Shelf PaletteWhat It Does 273

Shelf palette fields 273

41 Snapshots PaletteWhat It Does 274

Snapshots Palette Fields 274

42 New Project DialogWhat It Does 276

How to Access It 276

New Project Dialog Box Fields 277

43 Select Color DialogWhat It Does 283

How to Access It 283

Select Color dialog box fields 283

44 Add Channel DialogWhat It Does 286

How to Access It 286

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Add Channel Dialog Box Fields 286

45 Add Multiple Channels DialogWhat It Does 288

How to Access It 288

Add Multiple Channels Dialog Box Fields 288

46 Masks Formats DialogWhat It Does 291

How to Access It 291

Mask Formats Dialog Box fields 292

47 Channel Presets DialogWhat It Does 293

How to Access It 293

Channel Preset Dialog Box Fields 293

48 Convert Type DialogWhat It Does 296

How to Access It 296

Convert Type Dialog Box Fields 296

49 Copy Multiple Textures DialogWhat It Does 297

How to Access It 297

Copy Multiple Textures Dialog Box Fields 297

50 Channel Transfer DialogWhat It Does 299

How to Access It 299

Channel Transfer Dialog Fields 299

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51 Layer Transfer DialogWhat It Does 304

How to Access It 304

Layer Transfer Dialog Fields 304

52 Export DialogWhat It Does 309

How to Access It 309

Export dialog box fields 310

53 Import DialogWhat It Does 315

How to Access It 315

Import Channel Dialog Fields 315

54 Open an Image DialogWhat It Does 319

How to Access It 319

Open Image Dialog Fields 319

55 Mari to Maya Export DialogWhat It Does 322

How to Access It 322

Mari to Maya Export Dialog Box Fields 322

56 New Shader DialogWhat It Does 324

How to Access It 324

New Shader Dialog Box Fields 324

57 Create Shader Dialog

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What It Does 326

How to Access It 326

Create Shader dialog box fields 326

58 Mask Channel To Alpha DialogWhat It Does 327

How to Access It 327

Mask Channel to Alpha Dialog Box Fields 327

59 Select Patches By Range DialogWhat It Does 329

How to Access It 329

Select Patches By Range dialog box fields 329

60 Add Object Settings DialogWhat It Does 330

How to Access It 330

Add Object Settings Dialog Box Fields 330

61 Add Version Settings DialogWhat It Does 334

How to Access It 334

Add Version Settings Dialog Box Fields 334

62 Load Camera DialogWhat It Does 337

How to Access It 337

Load Camera dialog box fields 337

63 Manage Toolbar DialogWhat It Does 339

How to Access It 339

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Manage Toolbars Dialog Box Fields 339

64 Manage Keyboard Shortcuts DialogWhat It Does 341

How to Access It 341

Edit Shortcuts dialog box fields 341

65 HUDManager DialogWhat It Does 343

How to Access It 343

HUDManager Dialog Box Fields 343

66 Mari Preferences DialogWhat It Does 347

How to Access It 347

Mari Preferences Dialog Box Fields 347

67 Display Properties DialogWhat It Does 363

How to Access It 363

Display Properties Dialog Box Fields 363

68 Screenshot Settings DialogWhat It Does 367

How to Access It 367

Screenshot Settings dialog box fields 367

69 Render Turntable DialogWhat It Does 368

How to Access It 368

Render Turntable Dialog Box Fields 368

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70 Diagnostic Turntable DialogWhat It Does 371

How to Access It 371

Diagnostic Turntable Dialog Box Fields 371

71 Quick Projection DialogWhat It Does 374

How to Access It 374

Quick Projection Dialog Box Fields 374

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1 PrefaceMari is a creative texture-painting tool that can handle extremely complex or texture heavy projects. It wasdeveloped at Weta Digital and has been used on films such as The Adventures of Tintin: The Secret of the Unicorn,District 9, TheDay the Earth Stood Still, The Lovely Bones and Avatar.

The nameMari comes from the Swahili 'Maridadi', meaning 'beautiful' and carrying connotations of 'usefulness'.

About this GuideThis guide provides a complete reference for all the functions and fields within Mari. It does not give you any instruc-tions on usingMari. For details on installingMari, read theMari Getting Started Guide. For full instructions on usingMari, read theMari User Guide.

The first part of this document describes all the functions within Mari, broken up by functional area.

Contact customer supportShould questions arise that thismanual fails to address, you can contact Customer Support directly via e-mail at [email protected] or via telephone to our London office on +44 (0)20 7479 4350 or to our Los Angeles officeon (310) 399-4555 during office hours.

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2 Types of ControlsThe types of controls that can be found inMari are listed in the table below. Each control is accompanied by anexample image of how t appears in Mari, as well as a description of what it does and how to use it.

Controls What it looks like What it does How to use it Notes

Add attribute Lets you add an attributeto a property.

Click the iconand fill in theAdd UserAttribute dia-log box.

Formore information,see the Extending Marichapter in theMariUSer Guide.

Buttons , Lets you select a function. Click it. May show an icon or aword.

Checkbox unselected,selected

Lets you select an option. Click to select. An x displays whenselected.

Controlsphere

Lets youmove a lightaround the scene.

Click and dragto pull the lightaround.

Curve editor Maps between input andoutput values (45° = thesame). Bar along the bot-tomdisplays the effect ateach point.

Drag to movepoints on thegraph. Addpoints byclicking on thecurve or bar.Edit a point byright-clicking it.

You can also remove apoint by clicking on itwhile holdingCtrl/Cmd.

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Controls What it looks like What it does How to use it Notes

Dropdownlist

Lets you select from a listof valid values.

Click the downarrow on theright, then clickto select anoption.

Entry box Lets you type an entry. Click inside thebox and type avalid entry.

Often combined with aslider and reset button.

When an entry box hasbeen combined with aslider to change values,click in the entry boxand press themiddle-mouse button+drag upor down to increase ordecrease the value.

Horizontalslider

Slides along a range ofvalid values.

Click and dragleft (more) orright (less).

Often combined withan entry box (thatshows the value) andreset button.

Incrementers Lets you increase ordecrease a value.

Click the up ordown arrows.

If you press Ctrl (onWindows and Linux) orfn (Mac) while pressingthe up or down arrows,the number isincreased or decreasedby whole numbersrather than individualdecimal points.

List Lets you select from a listof valid values.

Click to selectan option.

On/OffIndicator

on, off Showswhether an optionis on or off

Look at it. Often combined with aswitch.

2 TYPES OF CONTROLS |

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Controls What it looks like What it does How to use it Notes

Optionbuttons

Lets you select mutuallyexclusive options.

Click to selectwhich optionyou want.

Circle is filled whenselected. Sometimescalled “radio buttons”.

Removeattribute

Lets you remove an attrib-ute from a property.

Click the icon,then clickRemove toconfirm.

Reset button Reset to the default. Click the icon. Often combined withan entry box and slider

Swatch Displays the currentlyselected color, and letsyou select a differentcolor.

Click to select acolor from theColors Palette

Switch Turns an option on or off. Click and dragright (on) or left(off).

Often combined withan On/Off indicator.

Tabs Displays several groups ofthe same kind of inform-ation, such as differentcategories of brush tips inthe Brush Editor Palette.

Click:

• a tab to view it

• to viewthe previousor next tab

• to add atab

• to deletea tab

• to openthe currenttab in a sep-aratewindow

Thumbnail Displays a thumbnail pre-view of a selected featureor function.

Look at it.

2 TYPES OF CONTROLS |

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17

2 TYPES OF CONTROLS |

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3 Project FunctionsA list of the functions used on the project level, for instance, shortcuts andmenu items to open or close a project canbe found in the table below.

Function How to access it What it does Opens thisdialog box

Notes

Newproject •Menubar | File > New

• Keyboard | Ctrl/Cmd+N

• Projects tab |Newbutton

• Projects tab | Right-click >New

• Toolbar |

Creates a newproject.

New Project Dia-log

Name the project,select options, and addgeometry.

Open aproject

• Projects tab | Right-click >Open

• Projects tab | Double-click

Opens the selectedproject (the project youright-clicked on).

Open recentproject

•Menubar | File > Open ><project name>

Opens a project, from alist of the last 10projects opened.

Save project •Menubar | File > Save

• Keyboard | Ctrl/Cmd+S

• Toolbar |

Saves the currentproject.

Close project •Menubar | File > Close

• Keyboard | Ctrl/Cmd+W

• Toolbar |

Closes the currentproject.

Save ChangesBeforeClosing?(if unsavedchanges)

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Function How to access it What it does Opens thisdialog box

Notes

Delete project • Projects tab |Deletebutton

• Projects tab | Right-click >Delete

Deletes the selectedproject fromdisk.

Open Archive • Projects tab |OpenArchive button

• Projects tab | Right-click >Open Archive

Opens a project from anarchive file.

Import Archive

ArchiveProject

• Projects tab |Archivebutton

• Projects tab | Right-click >Archive

Saves the selectedproject to disk as aMariarchive (.mra) file.

The archive includes allthe supporting filesrequired for theproject.

Copy(Duplicate)Project

• Projects tab | Copybutton

• Projects tab | Right-click >Copy

Creates a copy of theselected project.The new copy appearsin the Projects tab.

3 PROJECT FUNCTIONS |

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4 Preference FunctionsThe functions for how to access and edit preferences, toolbars, and shortcuts can be found in the table below.

Function How to access it What it does Opens thisdialog box

Notes

Setpreferences

•Menubar | Edit >Preferences

Lets you set generalpreferences forMari -cache size, plug-ins,autosave frequency, andso on.

Mari Prefer-ences Dialog

Edit toolbars •Menubar | Edit >Toolbars

Lets you create and editcustom toolbars.

Manage Tool-bar Dialog

Edit shortcuts •Menubar | Edit >Shortcuts

Lets you add or editkeyboard shortcuts.

Manage Key-board Short-cuts Dialog

ConfigureHeads-UpDisplay

•Menubar | Edit > HUDManager

Lets you set whatinformationMari showsin theHeads-Up Display(HUD) behind themodelon the canvas.

HUD ManagerDialog

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5 Selection FunctionsA list of functions for selecting items inMari can be found in the table below, this includes the selection of objects,patches, and faces, as well as how to access selectionmodes.

Function How to access it What it does Opens thisdialog box

Notes

Objectselectionmode

• Selection toolbar |

•Menubar | Selection >Object Mode

• Right-click | canvas >Object Mode

SetsMari to selectwhole objects.

Patchselectionmode

• Selection toolbar |

•Menubar | Selection >Patch Mode

• Right-click | canvas >Patch Mode

SetsMari to selectpatches on objects.

Facesselectionmode

• Selection toolbar |

•Menubar | Selection >Face Mode

• Right-click | canvas > FaceMode

SetsMari to selectareas on the objects.

Create a smart selectionin Facemode bydouble-clicking on theface of themodel. Thiscreates a smart selection(to select facesconnected in UV) basedon the settings in theSmart Type dropdownmenu.

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Function How to access it What it does Opens thisdialog box

Notes

Hideunselectedareas

•Menubar | Selection >Hide Unselected

• Right-click | canvas >Visibility > HideUnselected

• Right-click | PatchesPalette > HideUnselected

• Keyboard | Shift+H

•Mouse |

Hides the unselectedareas on the canvas.

For themouse gesture:press and hold \, clickand drag in the directionindicated. (A thin red linetraces gestureonscreen.)

Hide selectedareas

•Menubar | Selection >Hide Selected

• Right-click | canvas >Visibility > HideSelected

• Right-click | PatchesPalette > Hide SelectedPatches

• Keyboard |H

•Mouse |

Hides the selectedareas on the canvas.

For themouse gesture:press and hold \, clickand drag in the directionindicated. (A thin red linetraces gesturesonscreen.)

Show selectedareas

•Menubar | Selection >Show Selected

• Right-click | canvas >Visibility > ShowSelected

• Right-click | PatchesPalette > Show SelectedPatches

Shows the selectedareas on the canvas.

5 SELECTION FUNCTIONS |

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Function How to access it What it does Opens thisdialog box

Notes

Show all areas •Menubar | Selection >ShowAll

• Right-click | canvas >Visibility > Show All

• Right-click | PatchesPalette > ShowAllPatches

• Keyboard | Ctrl/Cmd+Shift+H

•Mouse |

Displays all areas,selected or not, on thecanvas.

For themouse gesture:press and hold \, clickand drag in the directionindicated. (A thin red linetraces gesturesonscreen.)

Showwholeobject

•Menubar | Selection >Show Entire Object

• Right-click | canvas >Visibility > Show EntireObject

Shows all area, selectedor not, on only theselected object.

Select all areas •Menubar | Selection >Select All

• Right-click | canvas >Selection > Select All

• Right-click | PatchesPalette > Select AllPatches

• Button | Patches Palette >

• Keyboard | Ctrl/Cmd+A

Selects all areas in themodel, depending onyour current selectionmode (objects, patches,or faces).

5 SELECTION FUNCTIONS |

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Function How to access it What it does Opens thisdialog box

Notes

De-select allareas

•Menubar | Selection >Select None

• Right-click | canvas >Selection > Select None

• Right-click | PatchesPalette > Select None

• Keyboard | Ctrl/Cmd+E

De-selects all areas onthemodel.

Invertselection ofareas

•Menubar | Selection >Select Invert

• Right-click | canvas >Selection > SelectInvert

• Right-click | PatchesPalette > Select InvertPatches

• Keyboard | Ctrl/Cmd+I

De-selects the currentselection and selectseverything currentlyunselected.

Depends on yourcurrent selectionmode(either objects, patches,or faces) for the scopeof inversion. Forexample, in facemode,the unselected facesbecome selected andvice versa.

Select visibleareas

•Menubar | Selection >Select Visible

• Right-click | canvas >Selection > SelectVisible

• Right-click | PatchesPalette > Select VisiblePatches

Selects only areas thataren't hidden.

Lockunselectedareas

• Menubar | Selection >Lock Unselected

• Right-click | canvas >Locking > LockUnselected

• Right-click | PatchesPalette > LockUnselected Patches

Locks unselectedpatches so theycannot be edited.

5 SELECTION FUNCTIONS |

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Function How to access it What it does Opens thisdialog box

Notes

Lock selectedareas

•Menubar | Selection >Lock Selected

• Right-click | canvas >Locking > LockSelected

• Right-click | PatchesPalette > Lock SelectedPatches

• Button | Patches Palette >

Locks selected areas, sothey cannot bepainted.

Unlockselected areas

•Menubar | Selection >Unlock Selected

• Right-click | canvas >Locking > UnlockSelected

• Right-click | PatchesPalette > UnlockSelected Patches

• Button | Patches Palette >

Unlocks selectedlocked areas, so theyare again paintable.

Lock all areas •Menubar | Selection >Lock All

• Right-click | canvas >Locking > Lock All

• Right-click | PatchesPalette > Lock AllPatches

Locks all areas, so theycannot be painted.

5 SELECTION FUNCTIONS |

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Function How to access it What it does Opens thisdialog box

Notes

Unlock allareas

•Menubar | Selection >Unlock All

• Right-click | canvas >Locking > Unlock All

• Right-click | PatchesPalette > Unlock AllPatches

Unlocks all lockedareas, so they are againpaintable.

Unlockeverything

•Menubar | Selection >Unlock Entire Object

• Right-click | canvas >Locking > Unlock EntireObject

Unlocks everything onthe current object,regardless of whetherit’s a face, patch, orchannel.

Createselectiongroup forpatches

• Right-click | canvas >Create Patch SelectionSet

Creates a new selectionset consisting ofwhichever patches youcurrently haveselected.

Creates a new selectionset in the PatchesPalette

Createselectiongroup

• Right-click | canvas >Create Selection Group

• Button | Selection Groups

Palette >

Creates a new selectiongroup to save yourselectionmodes.

You can create selectiongroups in any selectionmode (objects, patches,or faces).

Reselectselectiongroup

• Right-click | selectiongroup in Selection GroupsPalette > SelectSelection Group

• Button | Selection Groups

Palette >

Reselects the currentselection group.

5 SELECTION FUNCTIONS |

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Function How to access it What it does Opens thisdialog box

Notes

Lock theselectiongroup

• Right-click | selectiongroup in Selection GroupsPalette > Lock SelectionGroup

• Button | Selection Groups

Palette >

Locks the selectiongroup.

Unlock theselectiongroup

• Right-click | selectiongroup in Selection GroupsPalette > UnlockSelection Group

• Button | Selection Groups

Palette >

Unlocks the selectiongroup.

Hide theselectiongroup

• Right-click | selectiongroup in Selection GroupsPalette > Hide SelectionGroup

• Button | Selection Groups

Palette >

Hides the contents ofthe selection group.

Assign a short-cut

Right-click | selection groupin Selection Groups Palette> Assign Shortcut

Opens theAssign Key-board Shotcut dialogand allows you to set ashortcut for the selec-ted object.

Show theselectiongroup

• Right-click | selectiongroup in Selection GroupsPalette > Show SelectionGroup

• Button | Selection Groups

Palette >

Shows the contents ofthe selection group.

5 SELECTION FUNCTIONS |

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Function How to access it What it does Opens thisdialog box

Notes

Remove theselectiongroup

• Right-click | selectiongroup in Selection GroupsPalette > RemoveSelection Group

• Button | Selection Groups

Palette >

Removes the contentsof the selection group.

Add selectiongroupstogether

• Shift+click a selectiongroup in Selection GroupsPalette when anotherselection group is alreadyselected.

Adds the two selectiongroups together on thecanvas to show the vis-ibility of both selec-tions at once.

This does not create anew selection groupautomatically; it onlyadjusts the visible selec-tions on the canvas.

Subtract selec-tion groupsfromoneanother

• Ctrl+click a selectiongroup in Selection GroupsPalette when anotherselection group is alreadyselected.

Subtracts one selectiongroup from another onthe canvas to show thevisibility of a selectionwithout the faces orpatches of the other.

This does not create anew selection groupautomatically; it onlyadjusts the visible selec-tions on the canvas.

5 SELECTION FUNCTIONS |

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6 Object FunctionsA list of functions for adding, editing, moving, or removing objects can be found in the table below.

Function How to access it What it does Opens thisdialog box

Notes

Add object •Menubar |Objects > AddObject

• Right-click | ObjectsPalette > AddObject

• Button | Objects Palette >

Adds a new object tothe project.

Add Objects

Removeobject

•Menubar |Objects >Remove Object

• Right-click | an object intheObjects Palette >Remove Object

• Button | Objects Palette >

Removes the selectedobject from theproject.

Projectsmust alwayshave at least oneobject.

Add objectversion

• Right-click | an object intheObjects Palette > AddObject Version

Lets you select a filecontaining the newobject version data.

Add Version

Renameobject version

• Right-click | an object intheObjects Palette >Rename Object Version

Renames the currentobject version.

Removeobject version

• Right-click | an object intheObjects Palette >Remove Object Version

Deletes the currentobject version.

Objectsmust alwayshave at least oneversion.

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Function How to access it What it does Opens thisdialog box

Notes

Calculateambientocclusion

•Menubar |Objects >Ambient Occlusion

• Right-click | an object intheObjects Palette >Ambient Occlusion

Calculates the ambientocclusion for the object.This is required for anyoperations that use theambient occlusion data(such as using ambientocclusionmasking).

This can take a longtime, depending on thecomplexity of themodel.

Reset MoveObject - singleobject

•Mouse | Shift-click on theobject

Shift-click on the objectresets that object to itsoriginal position.

Reset MoveObject - allobjects

• Keyboard | ’ Pressing the '(apostrophe) key resetsall objects back to theiroriginal positions.

Assign a short-cut

Right-click | an object in theObjects Palette > AssignShortcut

Opens theAssign Key-board Shotcut dialogand allows you to set ashortcut for the selec-ted object.

6 OBJECT FUNCTIONS |

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7 Channel FunctionsA list of functions for adding, editing, and removing channels and channels presets can be found in the table below.

Function How to access it What it does Opens thisdialog box

Notes

Add channel •Menubar | Channels >Add Channel

• Right-click | in ChannelsPalette > Add Channel

• Button | Channels Palette

>

Adds a new channel tothe current project.

Add ChannelDialog

Createchannelpresets

•Menubar | Channels >Channel Presets

• Right-click | in ChannelsPalette > ChannelPresets

Allows you to create anew channel preset to useas a template for newchannels.

Channel Pre-sets Dialog

Click the checkbox forchannels you want toadd, and click OK.You can customizeavailable categories ofchannel presets usingan XML file in a folderspecified in yourpreferences.

Removechannel

•Menubar | Channels >Remove Channel

• Right-click | in ChannelsPalette > RemoveChannel

• Button | Channels Palette

>

Removes the selectedchannel, and any layersassociated with it, fromthe channels list.

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Function How to access it What it does Opens thisdialog box

Notes

Convertchannel

•Menubar | Channels >Convert Channel

• Right-click | in ChannelsPalette > ConvertChannel

• Button | Channels Palette

>

Changes the color depthof the channel to either8bit (Byte), 16bit (Half),or 32bit (Float).

Convert TypeDialog

Determines numberof pixels per RGBchannel.

Duplicatechannel

• Keyboard |Alt+drag anddrop channel

Duplicates the channeland all the layers belong-ing to that channel.

Flattenchannel

• Menubar | Channels >Flatten

• Right-click | in ChannelsPalette > Flatten

Flattens the channel dataand bakes down the tex-ture.

Channel trans-fer

• Menubar | Channels >Transfer

• Right-click | in ChannelsPalette > Transfer

Transfers channels fromone object or version toanother.

Channel Trans-fer Dialog

Cut channel • Menubar | Channels >Cut

• Right-click | in ChannelsPalette > Cut

• Keyboard | Ctrl/Cmd+X

Cuts the channel and allassociated layers fromthe channels list andplaces it in the clipboard.

Copy channel • Menubar | Channels >Copy

• Right-click | in ChannelsPalette > Copy

• Keyboard | Ctrl/Cmd+C

Copies the channel, andall associated layers fromthe channels list andplaces it in the clipboard.

7 CHANNEL FUNCTIONS |

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Function How to access it What it does Opens thisdialog box

Notes

Paste channel • Menubar | Channels >Paste

• Right-click | in ChannelsPalette > Paste

• Keyboard | Ctrl/Cmd+V

Pastes any cut or copiedchannel and associatedlayers from the clipboardto the channels list.

Exportcurrentchannel

•Menubar | Channels >Export CurrentChannel

• Right-click | canvas >Export > Export CurrentChannel

• Right-click | in ChannelsPalette > Export CurrentChannel

Exports the currentchannel to a series offiles.

Export Dialog

Export allchannels

•Menubar | Channels >Export > Export AllChannels

• Right-click | canvas >Export > Export AllChannels

• Right-click | in ChannelsPalette > Export >Export All Channels

Exports all the channels inthe channels palette to aseries of files.

Export Dialog

Exporteverything

•Menubar | Channels >Export > ExportEverything

• Right-click | canvas >Export > ExportEverything

• Right-click | in ChannelsPalette > Export > ExportEverything

Exports the channels forall the objects in yourproject to a series of files.

Export Dialog

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Function How to access it What it does Opens thisdialog box

Notes

Flatten andexport thecurrentchannel

•Menubar | Channels >Export Flattened >Export CurrentChannel Flattened

• Right-click | canvas >Export Flattened >Export CurrentChannel Flattened

• Right-click | in ChannelsPalette > ExportFlattened > ExportCurrent ChannelFlattened

Flattens the currentchannel and exports it toa series of files.

Export Dialog

Flatten andexport allchannels

•Menubar | Channels >Export Flattened >Export All ChannelsFlattened

• Right-click | canvas >Export Flattened >Export All ChannelsFlattened

• Right-click | ChannelsPalette > ExportFlattened > Export AllChannels Flattened

Flattens all the channelsin the channels paletteand exports it to a seriesof files.

Export Dialog

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Function How to access it What it does Opens thisdialog box

Notes

Flatten andexporteverything

•Menubar | Channels >Export Flattened >Export EverythingFlattened

• Right-click | canvas >Export Flattened >Export EverythingFlattened

• Right-click | ChannelsPalette > ExportFlattened > ExportEverything Flattened

Flattens the channels forall objects in your projectand exports them to aseries of files.

Export Dialog

Import into alayer stack

•Menubar | Channels >Import > Import intoLayer Stack

• Right-click | canvas >Import > Import intoLayer Stack

• Right-click | in ChannelsPalette > Import >Import into LayerStack

Imports the file as layersinto the layer stack ofyour current, selectedchannel.

Import Dialog

Import into anew channel

•Menubar | Channels >Import > Import intoNew Channel

• Right-click | canvas >Import > Import intoNew Channel

• Right-click | in ChannelsPalette > Import >Import into NewChannel

Import the file as a newchannel in the ChannelsPalette.

Import Dialog

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Function How to access it What it does Opens thisdialog box

Notes

Resizechannel

• Menubar | Channels >Resize

• Right-click | in ChannelsPalette > Resize

Resize options are:

• 256x256

• 512x512

• 1024x1024

• 2048x2048

• 4096x4096

• 8192x8192

• 16384x16384

• 32768x32768

• Half Size

• Double Size

Lock channel • Menubar | Channels >Lock Channel

• Right-click | channel inChannels Palette > LockChannel

• Button | Channels Palette

>

Lock the selected channelso that the channel norany of the layers in theassociated layer stack canbe edited or deleted.

Lock icons in theChannels Paletteshow the currentstate of thechannel.

Unlockchannel

• Menubar | Channels >Unlock Channel

• Right-click | channel inChannels Palette >Unlock Channel

• Button | Channels Palette

>

Unlocks the selectedchannel so that thechannel or the layerswithin the layer stack canbe edited.

Lock icons in theChannels Paletteshow the currentstate of thechannel.

Lock allchannels

• Menubar | Channels >Lock All Channels

• Right-click | ChannelsPalette > Lock AllChannels

Locks all the channels inthe Channels Palette,regardless of what isselected.

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Function How to access it What it does Opens thisdialog box

Notes

Unlock allchannels

Menubar | Channels >Unlock All Channels

Right-click | ChannelsPalette > Unlock AllChannels

Unlock all the channels inthe Channels Palette,regardless of what isselected.

In addition to theunlock options listedhere, you can alsounlock channels byselectingUnlockEntire Object.

View theNextChannel

•Menubar | Channels >Next Channel

• Right-click | in ChannelsPalette > Next Channel

•Mouse |

Selects the nextchannel in the list.

View thePreviousChannel

• Menubar | Channels >Previous Channel

• Right-click | in ChannelsPalette > PreviousChannel

• Mouse |

Selects the previouschannel in the list.

Snapshot allchannels

•Menubar | Channels >Snapshots > SnapshotAll Channels

• Right-click | in ChannelsPalette > Snapshots >Snapshot All Channels

Takes snapshots of all thechannels in theChannels Palette.

Snapshot thecurrentchannel

•Menubar | Channels >Snapshots > SnapshotCurrent Channel

• Right-click | in ChannelsPalette > Snapshots >Snapshot CurrentChannel

Takes snapshots of onlythe current selectedchannel.

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Function How to access it What it does Opens thisdialog box

Notes

Managesnapshots

•Menubar | Channels >Snapshots >ManageSnapshots

• Right-click | in ChannelsPalette > Snapshots >Manage Snapshots

Opens the Snapshotspalette.

Delete allsnapshots

• Menubar | Channels >Snapshots > Delete AllSnapshots

• Right-click | in ChannelsPalette > Snapshots >Delete All Snapshots

Deletes all thesnapshots taken for thecurrent project.

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8 Layer FunctionsA list of functions for adding, editing, removing, exporting, or importing layers and layer stacks can be found in thetable below.

Function How to access it What it does Opens thisdialog box

Notes

Add new layer • Menubar | Layers > AddNew Layer

• Right-click | in LayersPalette > Add New Layer

• Button | Layers Palette >

Adds a new layer to thelayer stack.

Addadjustmentlayer

• Menubar | Layers > AddAdjustment Layer

• Right-click | layer inLayersPalette > Add LayerAdjustment

• Button | Layers Palette >

• Keyboard | Tab

Adds the selected filteras an Adjustment layerto the layer stack.

Following the arrows inthe Add AdjustmentLayermenu leads to achoice of 25 adjustmentlayers.

If adding adjustmentsby pressing Tab, typein the name of theadjustment you wantto add, for example,Contrast.

Addprocedurallayer

• Menubar | Layers > AddProcedural Layer

• Right-click | in LayersPalette > AddProcedural Layer

• Button | Layers Palette >

• Keyboard | Tab

Adds the selected Basic,Environment,Geometry, orProcedural layer to thelayer stack.

Following the arrows inthe Add ProceduralLayermenu leads to achoice of 27procedurals.

If adding proceduralsby pressing Tab, typein the name of theprocedural you wantto add, for example,Cloud.

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Function How to access it What it does Opens thisdialog box

Notes

Cut layer orlayermask

• Menubar | Layers > Cut

• Right-click | layer in LayersPalette > Cut

• Menubar | Layers >Layer Mask > Cut

• Right-click | layermask inLayers Palette > LayerMask > Cut

• Keyboard | Ctrl/Cmd+X

Cuts the layer from thelayers list to allow you topaste it elsewhere in theproject ortemporarily remove it.

Using theCtrl/Cmd+Xshortcut cuts thewhole layer. You can-not cut only the layermask.

Copy layer orlayermask

• Menubar | Layers > Copy

• Right-click | layer in LayersPalette > Copy

• Menubar | Layers >Layer Mask > Copy

• Right-click | layermask inLayers Palette > LayerMask > Copy

• Keyboard | Ctrl/Cmd+CorAlt+drag

Copies the layer fromthe layers list to allowyou to paste itelsewhere in theproject.

Using theCtrl/Cmd+Cshortcut copies thewhole layer. You can-not copy only the layermask.

Paste layer orlayermask

• Menubar | Layers >Paste

• Right-click | layer in LayersPalette > Paste

• Menubar | Layers >Layer Mask > Paste

• Right-click | layermask inLayers Palette > LayerMask > Paste

• Keyboard | Ctrl/Cmd+V

Pastes a cut or copiedlayer into the selectedlocation in the project’sLayers Palette. Layerscan be paste as a copy inthe layer list, or as a newlayer in amask stack oradjustment stack.

Duplicatelayer

• Button | Layers Palette > Creates an exact copy ofthe selected layer.

’Copy’ is added to thelayer name to denotewhich layer is theduplicate.

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Function How to access it What it does Opens thisdialog box

Notes

Removelayers

• Right-click | layer in LayersPalette > RemoveLayers

• Button | Layers Palette >

Removes the selectedlayer from the currentproject.

Merge layers • Right-click | layer in LayersPalette >Merge Layers

Merges two ormorelayers together into asingle new layer.

Any masks or layergroups contained inthe selection will alsobemerged into thelayer and are no longerdisplayed asmasks orgroups.

Layer transfer • Menubar | Layers >Transfer

• Right-click | layer in LayersPalette > Transfer

Transfers layers fromone object or version toanother.

Layer TransferDialog

Add emptylayer group

• Right-click | in LayersPalette > Add LayerGroup

• Button | Layers Palette >

Adds an empty layergroup, which allows youto add layers, masks,adjustments orprocedurals within asingle layer group.

These layer groups canbe flattened to create asingle layer.

Group layers • Right-click | layer inLayersPalette > Group Layers

Gathersmultipleselected layers togetherunder a single group.

Selected layers arelocated under a parentlayer, which is given a‘group’ name.

Flatten layergroup

• Right-click | layer in LayersPalette > Flatten LayerGroup

Reducesmultiple layersinto a single layer, whereall the textures are stillpresent.

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Function How to access it What it does Opens thisdialog box

Notes

Addmask • Menubar | Layers >Layer Mask > Add Mask

• Right-click | layer in LayersPalette > Layer Mask >Add Layer Mask

• Button | Layers Palette >

Adds a layermask to theselected layer. SelectReveal All,Hide All, orto create From Alpha.

Bakemask •Menubar | Layers >Layer Mask > BakeMask

• Right-click | layer in LayersPalette > Layer Mask >Bake Mask

Bakes themask into thelayer, essentiallyflattening it.

ResizeMask •Menubar | Layers >Layer Mask > ResizeMask

• Right-click | layer in LayersPalette > Layer Mask >Resize Mask

Resizes themask to asize listed in theResizeMask dropdownmenu.

Removemask •Menubar | Layers >Layer Mask > RemoveMask

• Right-click | layer in LayersPalette > Layer Mask >Bake Mask

Remove themask fromthe layer.

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Function How to access it What it does Opens thisdialog box

Notes

Makemaskstack

• Menubar | Layers >Layer Mask >MakeMask Stack

• Right-click | layer in LayersPalette > Layer Mask >Make Mask Stack

• Button | Layers Palette >

Creates amask layerstack from a singlemaskon a layer. Requires theselected layer to have amask, unless you areadding themask stackusing theAdd MaskStack button in theLayers palette.

Clicking themask stack

icon opens anundockedmask stackpalette.

Flattenmaskstack

• Menubar | Layers >Layer Mask >MakeMask Stack

• Right-click | layer in LayersPalette > Flatten MaskStack

Reduces themasks in amask stack back into asinglemask on the layer.

Enablemask • Menubar | Layers >Layer Mask > EnableMask

• Right-click | in LayersPalette > Layer Mask >Enable Mask

Enables themask to beviewed on themodel.

Disablemask • Menubar | Layers >Layer Mask > DisableMask

• Right-click | in LayersPalette > Layers Mask >Disable Mask

Disables themask frombeing viewed on themodel. Disabling themask only temporarilyremoves it from view.

To remove themaskentirely, simplyRemove Mask in thesamemenu.

Convert Mask • Menubar | Layers >Layer Mask > ConvertMask

• Right-click | in LayersPalette > Layers Mask >Convert Mask

Converts themask'stexel format to either8bit (Byte), 16bit(Half), or 32bit (Float).This worksmuch thesameway as convertinga channel's texel format.

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Function How to access it What it does Opens thisdialog box

Notes

Addsecondaryadjustment

• Menubar | Layers >Secondary Adjustment> Add SecondaryAdjustment

• Right-click | adjustmentlayer in Layers Palette >Secondary Adjustment

Allows you to addanother type ofadjustment to theselected adjustmentlayer.

This only applies toadjustment layers. Theoption appears grayedout if the selected layerisn’t an adjustment.

Removesecondaryadjustment

• Menubar | Layers >Secondary Adjustment> Remove SecondaryAdjustment

• Right-click | adjustmentlayer in Layers Palette >Remove SecondaryAdjustment

Removes any secondaryadjustment that hasbeen applied to theselected adjustmentlayer.

This only applies toadjustment layers. Theoption appears grayedout if the selected layerisn’t an adjustment.

Addadjustmentstack

• Menubar | Layers >Adjustment Stack > AddAdjustment Stack

• Right-click | layer in LayersPalette > AdjustmentStack > AddAdjustment Stack

• Button | Layers Palette >

Adds an adjustmentstack to the selectedlayer. Add anadjustment layer fromthemenu of 21 Filteradjustment layers.

This only applies tolayers other thanadjustment layers.

Bakeadjustmentstack

• Menubar | Layers >Adjustment Stack >Bake Adjustment Stack

• Right-click | layer in LayersPalette > AdjustmentStack > BakeAdjustment Stack

Bakes an adjustmentstack down, essentiallyflattening the stack intoa single adjustmentlayer.

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Function How to access it What it does Opens thisdialog box

Notes

Removeadjustmentstack

• Menubar | Layers >Adjustment Stack >Remove AdjustmentStack

• Right-click | layer in LayersPalette > AdjustmentStack > RemoveAdjustment Stack

Removes anyadjustment stack thathas been applied to theselected layer.

This only applies tolayers other thanadjustment layers.

Enableadjustmentstack

• Menubar | Layers >Adjustment Stack >Enable AdjustmentStack

• Right-click | layer in LayersPalette > AdjustmentStack > EnableAdjustment Stack

If an adjustment stackhas been disabled, thisoption re-enables theadjustment stack.

This only applies toadjustment stacks thathave been disabled. Ifa layer does not havean adjustment stack,or if the stack isalready enabled, theoption appears grayedout.

Disableadjustmentstack

• Menubar | Layers >Adjustment Stack >Disable AdjustmentStack

• Right-click | layer in LayersPalette > AdjustmentStack > DisableAdjustment Stack

Disables an adjustmentstack to show the paintlayer result as it iswithout the stack.Useful for comparingthemodel with andwithout the adjustmentstack.

This only applies toadjustment stacks thathave been added to alayer. If a layer doesnot have an adjust-ment stack, the optionappears grayed out.

Convert topaintable

• Menubar | Layers >Convert to Paintable

• Right-click | layer in LayersPalette > Convert toPaintable

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Function How to access it What it does Opens thisdialog box

Notes

Share Layer • Menubar | Layers >Sharing > Share Layer

• Right-click | layers inLayers Palette > Sharing> Share Layer

• Shift+drag layer

Creates a shared layer inthe layer stack.

Unshare layer • Menubar | Layers >Sharing > UnshareLayer

• Right-click | layer in LayersPalette > Sharing >Unshare Layer

Undoes the shared stateof the shared(created) layer and theoriginal layer.

If sharing a layer as achannel, unsharing thelayer to remove theshared state doesn’tremove the channelfrom the ChannelsPalette. This needs tobe donemanually.

Share LayersAs Channel

• Menubar | Layers >Sharing > ShareLayers As Channel

• Right-click | layers inLayers Palette > Sharing> Share Layers As Chan-nel

Copies the selectedlayers into the ChannelsPalette as a newChannel. Clicking on thechannel icon opens anew palette with theshared layer alreadylisted.

Make sharedchannelcurrent

• Menubar | Layers >Sharing >Make SharedChannel Current

• Right-click | layer in LayersPalette > Sharing >MakeShared Channel Cur-rent

Makes the sharedchannel the currentchannel in theViewCurrent Channeloption of theDefaultShaders toolbar.

Cache layer(s) • Menubar | Layers >Cache Layers

• Right-click | layer in LayersPalette > Cache Layers

Bakes the layer to speedup layer performance.Caching a layer caches itto the hard-disk.

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Function How to access it What it does Opens thisdialog box

Notes

Cache up tohere

• Menubar | Layers >Cache Up To Here

• Right-click | layer in LayersPalette > Cache Up ToHere

Caches up to thecurrent selected layer inthe layer stack.

Uncachelayer(s)

• Menubar | Layers >Uncache Layers

• Right-click | layer in LayersPalette > Uncache Lay-ers

Release the cached filesand unlocks the layerstack, allowing it to beedited again.

Uncache layerup to here

• Menubar | Layers >Uncache Up To Here

• Right-click | layer in LayersPalette > Uncache Up ToHere

Releases the cached filesand unlocks the layerstack up to the selectedlayer, allowing thoselayers to be editedagain.

Exportselected layers

• Menubar | Layers >Export > ExportSelected Layers

• Right-click | layer in LayersPalette > Export > ExportSelectedLayers

Exports the selectedlayer to an externalsource.

Export Dialog

Export alllayers

• Menubar | Layers >Export > Export AllLayers

• Right-click | layer in LayersPalette > Export > ExportAll Layers

Exports all the layers inthe layer stack to anexternal source.

Export Dialog

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Function How to access it What it does Opens thisdialog box

Notes

Exportselected layersflattened

• Menubar | Layers >Export Flattened >Export SelectedLayers Flattened

• Right-click | layer in LayersPalette > Export > ExportSelected LayersFlattened

Exports the selectedlayer or layers flattenedinto a single file to anexternal source.

Export Dialog

Export alllayersflattened

• Menubar | Layers >Export Flattened >Export All LayersFlattened

• Right-click | layer in LayersPalette > Export > ExportAll Layers Flattened

Exports all the layers inthe layer stack flattenedinto a single file to anexternal source.

Export Dialog

Import intolayer

• Menubar | Layers >Import > Import intoLayer

• Right-click | layer in LayersPalette > Import >Import into Layer

Selects a file with paintormask data to beimported into theselected layer.

Import Dialog

Import intolayer stack

• Menubar | Layers >Import into Layer Stack

• Right-click | layer in LayersPalette > Import >Import into Layer Stack

Selects a file with paintormask data to beimported into thecurrent layer stack.

Import Dialog

Inspect layerproperties

• Right-click | layer in LayersPalette > LayerProperties

Opens a separatewindow to display theproperties of theselected layer.

Refresh layerview

• Right-click | in LayersPalette > Refresh LayerView

Refreshes the entirelayer stack.

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9 Ptex FunctionsA list of the functions for working with Ptex objects can be found in the table below.

Function How to access it What it does Opens thisdialog box

Notes

Double faceresolution

•Menubar | Ptex > DoubleFace Resolution

• Button | Ptex Toolbar >

Double the selected faceresolution.

Halve faceresolution

•Menubar | Ptex > HalveFace Resolution

• Button | Ptex Toolbar >

Halve the selected faceresolution.

Set theworldspace faceresolution for theselected face

•Menubar | Ptex >WorldSpace Face Resolution

• Button | Ptex Toolbar >

Set theworld space faceresolution for theselected face.

Set the faceresolution for theselected face

•Menubar | Ptex > Set FaceResolution

• Button | Ptex Toolbar >

Set the face resolution forthe selected face.

Fill selected faceswith foregroundcolor

•Menubar | Ptex > FillFaces Foreground

• Button | Ptex Toolbar >

Fill the selected faces withthe foreground color.

Fill selected faceswith backgroundcolor

•Menubar | Ptex > FillFaces Background

• Button | Ptex Toolbar >

Fill the selected faces withthe background color.

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10 Patch FunctionsA list of the functions for working with patches, including copying, filling, mirroring, and transforming patches, can befound in the table below.

Function How to access it What it does Opens thisdialog box

Notes

Extract patch •Menubar | Patches >Extract Selected

• Right-click | canvas >Patches > ExtractSelected

Extracts the selectedpatches as images, anddisplays them in theImageManager Palette.

You can only extractimages up to 8K inresolution.

Select patchesby number

•Menubar | Patches >Select Range

• Right-click | canvas >Patches > Select Range

Lets you enter a seriesof patch numbers inorder to select thosepatches.

SelectPatches

Copy selectedpatches tosystemclipboard

•Menubar | Patches >Copy Indexes toClipboard

• Right-click | canvas >Patches > Copy Indexesto Clipboard

• Right-click | PatchesPalette > Copy Indexesto Clipboard

Copies selected patchIDs to the systemclipboard.

Copies theUDIM ofthe selected patch(es) to the system clip-board, for use inother applications.

Paste selectedpatch

•Menubar | Patches >Quick Paste

• Right-click | canvas >Patches > Quick Paste

• Keyboard | Ctrl/Cmd+V

Pastes a copied patch(from the clipboard).

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Function How to access it What it does Opens thisdialog box

Notes

Copy selectedpatch

Menubar | Patches >Quick Copy

Right-click | canvas >Patches > Quick Copy

Keyboard | Ctrl/Cmd+C

Copies the selectedpatch.

Only copies the paintbaked onto the patch(does not copyunbaked paint).

Copy textures •Menubar | Patches >Copy Textures

• Right-click | canvas >Patches > CopyTextures

Copiesmultipletextures fromselected patches.

Copy MultipleTextures Dia-log

Fill patches withblack

•Menubar | Patches > Fill> Black

• Right-click | canvas >Patches > Fill > Black

Fills the patch with blackpaint.

Fill patches withgray

•Menubar | Patches > Fill> Gray

• Right-click | canvas >Patches > Fill > Gray

Fills the patch with graypaint.

Fill patches withwhite

• Menubar | Patches > Fill>White

• Right-click | canvas >Patches > Fill >White

Fills the patch withwhite paint.

Fill patches withforeground color

•Menubar | Patches > Fill> Foreground

• Right-click | canvas >Patches > Fill >Foreground

Paints the selectedpatch(es) with thecurrent foregroundcolor.

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Function How to access it What it does Opens thisdialog box

Notes

Fill patches withbackgroundcolor

•Menubar | Patches > Fill> Background

• Right-click | canvas >Patches > Fill >Background

Paints the selectedpatch(es) with thecurrent backgroundcolor.

Fill patches withtransparency

•Menubar | Patches > Fill> Transparent

• Right-click | canvas >Patches > Fill >Transparent

Makes the selectedpatch(es) transparent.

Fill patches witha UVmask

• Menubar | Patches > Fill> UV Mask

• Right-click | canvas >Patches > Fill > UVMask

Fills the selectedpatches with a blackand white UV mask forthe current layer’scurrent paintcomponent, ifpaintable.

Fill patches withwireframe

• Menubar | Patches > Fill>Wireframe

• Right-click | canvas >Patches > Fill >Wireframe

Fills the selectedpatches with awireframe for thecurrent layer’s currentcomponent, ifpaintable.

Copy the patchmask

•Menubar | Patches > UVMask to ImageManager

• Right-click | canvas >Patches > UV Mask toImage Manager

• Right-click | patch inPatches Palette > UVMask to ImageManager

Copies the outline(mask) of the UVs onthe patch to the ImageManager.

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Function How to access it What it does Opens thisdialog box

Notes

Copy thepatcheswireframe

•Menubar | Patches > UVWireframe to ImageManager

• Right-click | canvas >Patches > UVWireframe to ImageManager

Copies thewireframe oftheUVs on the patch tothe ImageManager.

Extend the patchbleed area

•Menubar | Patches >Bleed Patch Edges

• Right-click | canvas >Patches > Bleed PatchEdges

• Right-click | in PatchesPalette > Bleed PatchEdges

Extends the bleed areaat the edges of the UVpatches out to the edgeof the entire patch.

Flip patchvertically

•Menubar | Patches >Transform > FlipVertical

• Right-click | canvas >Patches > Transform >Flip Vertical

Flips the paint on theselected patch(es)vertically.

Flip patchhorizontally

•Menubar | Patches >Transform > FlipHorizontal

• Right-click | canvas >Patches > Transform >Flip Horizontal

Flips the paint on theselected patch(es)horizontally.

Rotate patch 90degrees coun-terclockwise

•Menubar | Patches >Transform > Rotate 90CCW

• Right-click | canvas >Patches > Transform >Rotate 90 CCW

Rotates the paint on theselected patch(es) 90degreescounterclockwise.

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Function How to access it What it does Opens thisdialog box

Notes

Rotate patch 90degreesclockwise

•Menubar | Patches >Transform > Rotate 90CW

• Right-click | canvas >Patches > Transform >Rotate 90 CW

Rotates the paint on theselected patch(es) 90degrees clockwise.

Rotate patch180 degrees

•Menubar | Patches >Transform > Rotate180

• Right-click | canvas >Patches > Transform >Rotate 180

Rotates the paint on theselected patch(es) 180degrees.

Mirror patchfrom left to right

•Menubar | Patches >Mirror >Mirror Left toRight

• Right-click | canvas >Patches >Mirror >Mirror Left to Right

Mirrors the paint on theselected patch(es) fromleft to right.

Mirror patchfrom right to left

•Menubar | Patches >Mirror >Mirror Rightto Left

• Right-click | canvas >Patches >Mirror >Mirror Right to Left

Mirrors the paint on theselected patch(es) fromright to left.

Mirror patchfrom top tobottom

•Menubar | Patches >Mirror >Mirror Top toBottom

• Right-click | canvas >Patches >Mirror >Mirror Top to Bottom

Mirrors the paint on theselected patch(es) fromtop to bottom.

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Function How to access it What it does Opens thisdialog box

Notes

Mirror patchfrombottom totop

•Menubar | Patches >Mirror >MirrorBottom to Top

• Right-click | canvas >Patches >Mirror >Mirror Bottom to Top

Mirrors the paint on theselected patch(es) frombottom to top.

Link selectedpatches

•Menubar | Patches >Link > Link SelectedPatch Images

• Right-click | canvas > Link> Link Selected PatchImages

• Right-click | PatchesPalette > Link SelectedPatch Images

Links patches that havebeen selected in thePatches palette. Thisallows you to quicklyreplicate changes fromone patch acrossmultiple patches.

A colored box high-lights linked patchesin theUV view.

Unlinkselected patches

•Menubar | Patches >Link > Unlink SelectedPatch Images

• Right-click | canvas > Link> Unlink SelectedPatch Images

• Right-click | PatchesPalette > UnlinkSelected Patch Images

Unlinks any linkedpatches that have beenselected in the Patchespalette.

Removes the coloredbox from theunlinked patches intheUV view.

Selects allpatches linked toa specific patch

•Menubar | Patches >Link > Select LinkedPatch Images

• Right-click | canvas > Link> Select Linked PatchImages

• Right-click | PatchesPalette > Select LinkedPatch Images

Selects all of thepatches that have beenlinked to the specifiedpatch selection, andhighlights them in thePatches palette.

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Function How to access it What it does Opens thisdialog box

Notes

Unlinks all linkedpatches

•Menubar | Patches >Link > Unlink AllLinked Patch Images

• Right-click | canvas > Link> Unlink All LinkedPatch Images

• Right-click | PatchesPalette > Unlink AllLinked Patch Images

Unlinks all linkedpatches for the entireproject.

Resize patches •Menubar | Patches >Resize Selected > Size

• Right-click | canvas >Resize Selected > Size

• Right-click | PatchesPalette > ResizeSelected > Size

Resizes the selectedpatches to the selectedsize, including optionsto double or halve thesize.

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11 Shading FunctionsA list of functions for adding, editing, removing, and toggling shaders, as well as how to change the lighting, can befound in the table below.

Function How to access it What it does Opens thisdialog box

Notes

Add newshader

•Menubar | Shading >AddNew Shader

• Right-click | in ShadersPalette > AddNewShader

• Button | Shaders Palette >

Adds a new shader fromthe choices:

• Phong,

• Cook Torrance,

• Beckman,

• Blinn,

• Flat,

• sRGB Lighting,

• BRDF,

• Standard Lighting,

• Layered, and

• Choose Diffuse andSpecular.

Create ShaderDialog whenselecting ChooseDiffuse and Spec-ular.

Masks FormatsDialog whenselectingLayered.

TheChooseDiffuse andSpecular optionallows you tocreate a customshader.

Refer to the CreateShader Dialog formoreinformation.

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Function How to access it What it does Opens thisdialog box

Notes

Add newshader layer

• Button | Shaders Palette >Shader Layers tab >

Adds a new shader to thelayer stack for the selec-ted layered shader:

• Phong,

• Cook Torrance,

• Beckman,

• Blinn,

• Flat,

• sRGB Lighting,

• BRDF,

• Standard Lighting,and

• Choose Diffuse andSpecular.

Create ShaderDialog whenselecting ChooseDiffuse and Spec-ular.

TheChooseDiffuse andSpecularoptionallows you tocreate a customshader.

Refer to the CreateShader Dialogformoreinformation.

Duplicateshader

•Menubar | Shading >Duplicate Shader

• Right-click | in ShadersPalette > DuplicateShader

• Button | Shaders Palette >

Makes a copy of theselected shader.

Delete shader • Menubar | Shading >Remove Shader

• Right-click | in ShadersPalette> Remove Shader

• Button | Shaders Palette >

Deletes the selectedshader from the project.

Cut shader • Right-click | on shader inShaders Palette > Cut

• Ctrl/Cmd+X

Cuts the shader from theShaders palette list andplaces it in the clipboard.

Default shaderscannot be cut orpasted.

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Function How to access it What it does Opens thisdialog box

Notes

Copy shader • Right-click | on shader inShaders Palette > Copy

• Ctrl/Cmd+C

Copies the shader fromthe Shaders palette listand places it in theclipboard.

Default shaderscannot be copiedor pasted.

Paste shader • Right-click | on shader inShaders Palette > Paste

• Ctrl/Cmd+V

Pastes the cut or copiedshader from the clip-board into the Shaderspalette list.

add shadermask

• Button | Shaders Palette >Shader Layers tab >

Adds amask to the selec-ted shader layer in theShader Layers tab.

add shadermask stack

• Button | Shaders Palette >Shader Layers tab >

Adds amask stack to theselected shader layer inthe Shader Layers tab.

removeshader layer

• Button | Shaders Palette >Shader Layers tab >

Removes the shaderlayer from the layer stackin the Shader Layerstab.

assign a colortag

• Button | Shaders Palette >Shader Layers tab >

Assigns the selectedshader a color tag thatcan be searched for withthe color tag filter.

Set lighting onmainmesh toflat

•Menubar | Shading >Flat

• Toolbar |

Shades all pixels with thesame value.

Set lighting onmainmesh tobasic

•Menubar | Shading >Basic

• Toolbar |

Applies a basic lightingmodel.

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Function How to access it What it does Opens thisdialog box

Notes

Set lighting onmainmesh tofull

•Menubar | Shading >Full

• Toolbar |

Applies a full, con-figurable lightingmodel.

Fromwithin theLighting palette,you can alsoadjust the fourbasic lights or theenvironment light.

Mari saves theselighting valueswith the project.

Toggleshadows inthe display

•Menubar | Shading >Shadows

• Toolbar |

Toggles whether to showthe shadows in thedisplay.

This does notenable or disableshadow pro-cessing. To enableshadow pro-cessing, enableDepth Pro-jections in thePreferences. Bydefault this pref-erence is disabled.

Togglewireframeview

•Menubar | Shading >Toggle Wireframe

• Keyboard | Shift+W

• Toolbar |

Toggles whether to showthewireframes on themodel.

Toggle UVimagerendering

•Menubar | Shading >Toggle UvImage

• Toolbar |

Shows the patches in theUV view as they appearafter export, includingthe overspill areas.

Toggle wholepatch project

•Menubar | Shading >Toggle Whole PatchProject

• Toolbar |

Enables painting outsidegeometry shellboundaries in UVpatches.

This is onlyavailable in UVviews.

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12 Painting FunctionsA list of functions and shortcuts for painting and baking paint can be found in the table below.

Function How to access it What it does Opens thisdialog box

Notes

Undo allunbakedpainting

•Menubar | Painting >Clear Painting

• Toolbar |

•Mouse |

Undo all painting notyet baked into themodel (still in the paintbuffer).

For themouse gesture:press and hold \, clickand drag in the dir-ection indicated. (A thinred line traces gesturesonscreen.)

Undo •Menubar | Edit > Undo

• Keyboard | Ctrl/Cmd+Z

• Toolbar |

•Mouse |

Undo the last action. For themouse gesture:press and hold \, clickand drag in the dir-ection indicated. (A thinred line traces gesturesonscreen.)

See also theHistoryView Palette.

Redo •Menubar | Edit > Redo

• Keyboard | Ctrl/Cmd+Y

• Toolbar |

•Mouse |

Redo the last (undone)action.

For themouse gesture:press and hold \, clickand drag in the dir-ection indicated. (A thinred line traces gesturesonscreen.)

See also theHistoryView Palette.

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Function How to access it What it does Opens thisdialog box

Notes

Bake paintinginto themodel

• Keyboard |B

•Menubar | Painting >Bake

•Mouse |

• Statusbar |

Saves the painting aspart of the project.

For themouse gesture:press and hold \, clickand drag in the dir-ection indicated. (A thinred line traces gesturesonscreen.)

Show or hidepainting

• Keyboard | . Shows or hides thecontents of the paintbuffer (that is, theunbaked paint).

Show or hidepaintableareas(not currentlymasked out)

•Menubar | Painting >Toggle Mask Preview

• Keyboard | ,

• Projection Palette |MaskPreview |MaskPreview Enabled

Shows or hides thecurrent masking(including all maskingcurrently turned on - theedgemask, channelmask, ambientocclusionmask, depthmask, and backfacemask).

When this is on, thisshows paintable areasnormally, andunpaintable areas arecolored.

Save currentpainting as afile

•Menubar | Painting >Save Painting

Saves the currentunbaked paint (thecontents of the paintbuffer) as an .exr file.

SaveWindowPainting

Saves the paint bufferas an .exr file, and putsit in the ImageManagerPalette.

Loadpreviouslysavedpainting files

•Menubar | Painting >Load Painting

Loads an .exr file andprojects it onto themodel as the currentpainting.

LoadWindowPainting

Draw straightline betweentwo points

•Mouse | Click, thenShift+click

Draws a linewith thecurrent brush betweenthe two selected points.

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Function How to access it What it does Opens thisdialog box

Notes

Draw straightlinehorizontally orvertically

•Mouse | Shift+click anddrag

Constrains painting tostraight horizontal orvertical lines.

Toggle LastBrush Tip •Mouse |

• Keyboard |N

Switches to the lastbrush tip used.

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13 Filter FunctionsA list of the filters available in Mari, where to find them, and how to apply them can be found in the table below.

Function How to access it What it does Opens thisdialog box

Notes

Apply Invertfilter

•Menubar | Filters >Invert

Inverts the colors in theselection’s alpha channel.Replaces colors with their“opposite” in the colorchart. For example,replaces a color with afloat value of 0.3 with acolor with float value 0.7.

Apply Invert

ApplyLuminosityfilter

•Menubar | Filters >Luminosity

Outputs just theluminosity value of eachpixel in the selection. Thatis, it outputs a grayscaleimage based on thebrightness of every pixelin the original image.

ApplyLuminosity

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Function How to access it What it does Opens thisdialog box

Notes

Apply In Blurfilter

•Menubar | Filters >Blur > Blur

Applies a standard blur tothe selection.

Apply Blur You can select the blurradius - the number ofpixelsMari uses whencalculating the blur valuefor each pixel. The higherthe radius, themoreblurred the results. If youuse a larger blur radius,youmay get slight lineson the boundariesbetween patches. This isan artifact of thewaythat Mari handles patchedges.

This filter is not sup-ported with Ptex chan-nels.

Apply SoftenBlur filter

•Menubar | Filters >Blur > Soften

Applies a subtle softeningblur. This is a quick,predefined blur filter. Ifyou needmore controlover the degree or type ofblurring, use either thestandard Blur orGaussian Blur filters.

Apply Soften This filter is not sup-ported with Ptex chan-nels.

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Function How to access it What it does Opens thisdialog box

Notes

ApplyGaussian Blurfilter

•Menubar | Filters >Blur > Gaussian

Applies a Gaussian blur.Compared to thestandard Blur filter, thisgives youmuch finercontrol over the degree ofblurring, and the optionof usingmuch higher blurvalues.

ApplyGaussian

You can select the blurradius. The higher theradius, themore blurredthe results. If you use ahigher blur radius, youmay see artifacts alongthe boundaries ofgeometry shells and UVpatches.

This filter is not sup-ported with Ptex chan-nels.

Apply Gammafilter

•Menubar | Filters >Gamma

Changes the gammalevels in the selection.

ApplyGamma

Do Inverse reverses thegamma conversion. Thatis, a higher setting forGamma results in amorewashed-out lookingimage.

Apply sRGBTo LinearFilter

•Menubar | Filters >sRGB To Linear

Applies an sRGB to linearcolorspace conversion.

Apply sRGBTo Linear

Checking Invert applies alinear to sRGB colorspaceconversion.

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Function How to access it What it does Opens thisdialog box

Notes

Apply Huefilter

Menubar | Filters >Hue

Changes the hue,saturation, and value ofthe colors on themodel.

Apply Hue To change the hue of thecolors, set the value forHue. Thismoves thecolors around the colorwheel. The rotation valueis the degree around thecolor wheel that eachcolor shifts, between 0and 360 (which bothcorrespond to the ori-ginal colors). The optionsto change the Sat-uration are:

• Saturation - howmuchsaturation is applied.Select amultiplier from0 to 2, where 1.00 is theoriginal saturationvalue.

•Offset - an offset valueto add to the initialsaturation value, beforeapplying the scale.

You can also edit theSaturation curve. Thiscontrols how the filtertranslates currentsaturation values to newvalues. For each inputvalue along the bottomof the graph, the outputvalue is set from theposition of the line abovethat point. Edit the curveby:

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Function How to access it What it does Opens thisdialog box

Notes

• pulling the anchorpoints,

• clicking between anchorpoints to add a newpoint, and

• right-clicking to selectfrom a set of presetvalues.

You can edit the Scale,Offset and Value curvefor the value of the colorsin the sameway.

ApplyBrightnessfilter

•Menubar | Filters >Brightness

Changes the brightness ofthe paint, either overall orfor specific colorchannels. You can alsochange the contrast.

ApplyBrightness

You can either change thebrightness of all colorchannels at once, or one-by-one. Changing themain Brightness controlchanges (overwrites) anychanges youmake tobrightness values forindividual color channels.

ApplyContrast filter

•Menubar | Filters >Contrast

Changes the contrast ofthe paint.

ApplyContrast

You can select theamount of contrast usingthe slider.

Apply Clampfilter

•Menubar | Filters >Clamp

Clamps color values to liewithin the specified upperand lower values.

Apply Clamp Set theUpper Value andLower Value byadjusting the sliders orentering values in theentry boxes.

Select the individualColor Component toclamp in the dropdownmenu.

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Function How to access it What it does Opens thisdialog box

Notes

Apply Levelsfilter

Menubar | Filters >Levels

Changes the color levels inthe paint, by setting thewhite point, midtone, andblack point.

Apply Levels You can change the levelsof all color componentsor each color componentseparately. You can setthe:

• Color Component -whether this affects allcolor components, or aspecific one (Red,Green, orBlue).

•White Point - theupper limit of displayedcolorintensity. Areas with avalue higher than thisaremapped to 1(white).

•Midtone - themiddlepoint between whiteand black. Mari remapsthe values so that this isthemiddle of the rangebetween thewhitepoint and black point.Moving this pushes thevalues towards that endof the spectrum.

• Black Point - the lowerlimit of displayed colorintensity. Areas with avalue lower than thisaremapped to 0(black).

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Function How to access it What it does Opens thisdialog box

Notes

•White Output Level -how strongly to outputthewhite in the filteredimage. Higher valuesshow the entire whiteoutput, lower valuesshow decreasingamounts.

• Black Output Level -how strongly to outputthe black in the filteredimage. Higher valuesshow the entire blackoutput, lower valuesshow decreasingamounts.

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Function How to access it What it does Opens thisdialog box

Notes

Apply ColorCurves filter

•Menubar | Filters >Color Curves

Changes the color curvefor each colorcomponent (RGB) in thepainting.

Apply ColorCurves

You can also edit eachcolor curve, controllinghow each colorcomponent appears on-screen. This controls howthe filter translates cur-rent color values to newvalues. For each inputvalue along the bottomof the graph, the outputvalue is set from the pos-ition of the line abovethat point. Edit the curveby:

• pulling the anchorpoints,

• clicking between anchorpoints to add a newanchor point,

• right-clicking to selectfrom a set of presetvalues.

Apply ColorSwitches filter

•Menubar | Filters >Color Switches

Turns individual color com-ponents on or off.

Apply ColorSwitches

Use the checkboxes toselect which colorcomponents aredisplayed. WhenMariapplies the filter, itremoves any uncheckedcolor components fromthe painting.

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Function How to access it What it does Opens thisdialog box

Notes

Apply ToneMapping filter

•Menubar | Filters >Tone Mapping

Varies the “exposure” ofthe painting.

Apply ToneMapping

You can set the:

•White Point - theupper limit of colorintensity displayed; anycolors of greater intens-ity map to white.

• Exposure - lowerexposures give darkerimages; higherexposures give lighterones.

Apply CopyChannel filter

•Menubar | Filters >Copy Channel

Copies the value fromoneRGB colorcomponent to the othertwo. The result is agrayscale imagewith theintensity values from theselected component.

Apply CopyChannel

Select the sourcecomponent from the list.When you apply the filter,Mari copies the selectedcomponent over theother two components.

ApplyPremultiplyAlpha filter

•Menubar | Filters >Premultiply Alpha

Either pre- or post-multiplies the alpha in theselected image. If you arepainting using an imagewithout pre-multipliedalpha onto onewith it,use this filter to performthe pre-multiplication, sothe imagesmatch andyou avoid lines aroundthe outside of the patch.Post-multiply works thesame, but in reverse(removespre-multiplication tomatch images that do nothave pre-multipliedalphas).

ApplyPremultiplyAlpha

If the Postmultiply boxis checked, thepre-multiplied alpha isremoved.

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Function How to access it What it does Opens thisdialog box

Notes

Apply EdgeDetect filter

•Menubar | Filters >Edge Detect

Finds “edges”(transitions betweencolors) in the image andheightens them.

Apply EdgeDetect

This filter is not sup-ported with Ptex chan-nels.

Apply Embossfilter

•Menubar | Filters >Emboss

Applies an “emboss”effect, so that textureslook “raised” on thesurface.

ApplyEmboss

This filter is not sup-ported with Ptex chan-nels.

Apply Sharpenfilter

•Menubar | Filters >Sharpen

Removes 'fuzziness' andclarifies detail in theimage.

ApplySharpen

You can set the amountof sharpening. Higher val-uesmeanmore sharpen-ing, while a value of 0.00is the picturewithout thefilter applied.

This filter is not sup-ported with Ptex chan-nels.

Apply HighPass Filter

•Menubar | Filters >High Pass

Removes low frequencyinformation from theimagewhilemaintaininghigher frequency detail.

This can be useful forquickly creating specularmaps where only thehigher frequency imagehighlights aremaintained.

Apply HighPass

You can set the kernelsize (the amount of fil-tering) by adjusting theRadius.

If you use a large radius,youmay get slight lineson the boundariesbetween patches. This isan artifact of thewaythat Mari handles patchedges.

This filter is not sup-ported with Ptex chan-nels.

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Function How to access it What it does Opens thisdialog box

Notes

Apply ColorCorrectionfilter

•Menubar | Filters >Color Correction

Applies a colorspacecorrection to the currentchannel or painting.

Apply ColorCorrection

You have the option touseMari’s defaultConfiguration File or acustomone.

Set the colorspace of thecurrent channel orpainting in the InputColorSpace dropdown.

Set the colorspacecorrection to apply to thecurrent channel orpainting in theOutputColorSpace dropdown.

Apply AddNoise filter

•Menubar | Filters >Add Noise

Applies noise to thecurrent channel orpainting.

Apply AddNoise

Use theAmount sliderto adjust howmuch noiseis applied and select thecomponent you want toaffect from theColorComponent dropdown.

For additive grayscalenoise that modifies theintensity while retainingthe original color, checktheGrayscalecheckbox.

You can regenerate thenoise using differentrandom samples bydragging on the Seedslider.

Adjust the size of thenoise applied bydragging on the Sizeslider.

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14 Camera FunctionsA list of functions for using cameras, including how to project and unproject them, saving views and snapshots, andcommands formoving the camera, can be found in the table below.

Function How to access it What it does Opens thisdialog box

Notes

View allselected areas

•Menubar | Camera >ViewAll

• Keyboard |A

•Mouse |

Fills the canvas with allselected areas (or allobjects in the project ifnothing is selected).

For themouse gesture:press and hold \, clickand drag in the directionindicated. (A thin red linetraces gesturesonscreen.)

Load FBXCamera

•Menubar | Camera >Load Camera

Loads a 3rd party .fbxcamera view point ofthe current model.

(The view point mayseem arbitrary,depending on themodel)

LoadCamera

File format is .fbx

Project ontothe frontpatches fromthe currentview

•Menubar | Camera >Quick Project Front

Loads the data from thefile set in theQuickProjection dialog. Theresult is projected ontothe patches of themodel visible from thecurrent view, and bakedon.

QuickProjection (ifdetails havenot alreadybeen set)

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Function How to access it What it does Opens thisdialog box

Notes

Project ontoall imagesfrom thecurrent view

•Menubar | Camera >Quick Project Through

Loads the data from thefile set in theQuickProjection dialog. Theresult is projected ontoall patches of themodel(whether visible in thecurrent view or not) andbaked on.

QuickProjection (ifdetails havenot alreadybeen set)

Unprojectfrom thecurrent view

•Menubar | Camera >Quick Unproject

Saves the current bakedpainting, as visible in thecurrent view, to animage file (as set in theQuick Projectionproperties dialog box).

QuickProjection (ifdetails havenot alreadybeen set)

Set up quickprojection

•Menubar | Camera >Quick Projection Set-tings

Lets you set the imageResolution, Path andLighting setup for theprojected file.

QuickProjection

Project from alayered PSDfile.

•Menubar | Camera >Layered PaintingProject

Manually loads the datafrom the PSD file set inthe PaintingProjection settingsdialog. The result isprojected onto allpatches and relevantchannels of themodeland baked down.

PaintingProjection (ifdetails havenot alreadybeen set)

Unproject to alayered PSDfile.

•Menubar | Camera >Layered PaintingUnproject

Unprojects selectedchannels to a layeredPSD file, set in thePainting Projectionsettings dialog, forfurther editing in anexternal image editor.

PaintingProjection (ifdetails havenot alreadybeen set)

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Function How to access it What it does Opens thisdialog box

Notes

Set up layeredprojection.

•Menubar | Camera >Layered PaintingProjection Settings

Opens the PaintingProjection settingsdialog.

PaintingProjection

The PaintingProjection settingsdialog lets you set thefollowing:

• Channels - thechannels to unproject.

• Resolution - theimage resolution ofthe unprojectedchannels.

• Path - the filenameand path of the PSDfile.

• Image Editor - thelocation of your imageeditor applicationbinary.

•Watch Files - whetherexternal changes tothe PSD file areautomatically appliedin Mari.

• Reset Projection -whether the originalposition of themodelis restored before thepainting is projectedonto it.

View left sideof model

•Menubar | Camera >Camera Left

• Keyboard | 1

Changes the view toshow the “left” side ofthemodel.

Model's “left” (may seemarbitrary, depending onthemodel).

View right sideof model

•Menubar | Camera >Camera Right

• Keyboard | 2

Changes the view toshow the “right” side ofthemodel.

Model's “right” (mayseem arbitrary,depending on themodel).

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Function How to access it What it does Opens thisdialog box

Notes

View top ofmodel

•Menubar | Camera >Camera Top

• Keyboard | 3

Changes the view toshow the “top” of themodel.

Model's “top” (mayseem arbitrary,depending on themodel).

View bottomof model

•Menubar | Camera >Camera Bottom

• Keyboard | 4

Changes the view toshow the “bottom” ofthemodel.

Model's “bottom” (mayseem arbitrary,depending on themodel).

View front ofmodel

•Menubar | Camera >Camera Front

• Keyboard | 5

Changes the view toshow the “front” themodel.

Model's “front” (mayseem arbitrary,depending on themodel).

View back ofmodel

•Menubar | Camera >Camera Rear

• Keyboard | 6

Changes the view toshow the “rear” themodel.

Model's “back” (mayseem arbitrary,depending on themodel).

Create aprojector

• Right-click | in ProjectorsPalette > CreateProjector

• Button | Projectors

Palette >

Sets the current cameraand paintable region, toframe a particular viewon themodel.

Use the viewsaved in aparticularprojector

• Right-click | Projector inProjectors Palette >Make ProjectorCurrent

Changes the currentview to the view set inthe selected projector.

Save thecurrentcamera view

• Right-click | Projector inProjectors Palette > SaveProjector

• Button | Projectors

Palette >

Saves the currentprojector (including alldetails of the view) todisk.

Save

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Function How to access it What it does Opens thisdialog box

Notes

Save allprojectorsdefined in theproject

• Right-click | in ProjectorsPalette > Save AllProjectors

Saves all the projectorscurrently defined in theproject. Mari saves allthe projectors as asingle file.

File format is .mpc (MariProjector Collection).

Loadprojectorsfromdisk

• Right-click | in ProjectorsPalette > LoadProjector

• Button | Projectors

Palette >

Loads one ormoreprojectors from a file,and changes the currentview to the firstprojector in the file.

Load

Save asnapshotfrom aprojector to afile

• Right-click | Projector inProjectors Palette >Unproject

Saves the current bakedpainting from theselected projector to animage file.

SaveUnprojectedImage (ifOutput Pathhas not beenset yet)

Load imagedata from thecurrentprojector

Right-click | Projector inProjectors Palette >Project

Loads the data from thefile specified for thatprojector, projects itonto themodel, andbakes it on.

Pick Path (ifInput Pathhas not beenset yet)

Unprojectmultiplechannels atonce

• Right-click | Projector inProjectors Palette >Batch Unproject

Unprojectsmultiplechannels at once.

BatchUnproject

Projectmultiplechannels atonce

• Right-click | Projector inProjectors Palette >Batch Project

Projects onto multiplechannels at once.

BatchProjectDialog

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Function How to access it What it does Opens thisdialog box

Notes

Load imagedata into thepaint bufferfrom thecurrentprojector

• Right-click | Projector inProjectors Palette >Import Image

Loads the data from thefile specified for thatprojector, and puts itinto the paint buffer.

Pick Path (ifInput Pathhas not beenset yet)

Load aprojector

• Right-click | Projector inProjectors Palette >Make ProjectorCurrent

Displays the currentproject with thatprojector (camera andpaintable region).

Remove aprojector

• Right-click | Projector inProjectors Palette >Remove Projector

• Button | Projectors

Palette >

Deletes that projector.

Generate arenderturntablefrom aprojector

• Right-click | Projector inProjectors Palette >Render Turntable

Takes the scene asviewed through theselected projector, andcreates a series ofimages showing thescene rotating throughan axis. You can includecustom text orthumbnails of referenceimages in the turntable.

RenderTurntable Dia-log

Generate adiagnosticturntablefrom aprojector

• Right-click | Projector inProjectors Palette >Diagnostic Turntable

Takes the scene asviewed through theselected projector, andcreates a turntable for aset of channels. Theturntable has flatlighting and uses thedefault shader.

DiagnosticTurntable Dia-log

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Function How to access it What it does Opens thisdialog box

Notes

Rotate •Mouse |Alt and drag Drag to rotate themodel in differentdirections.

Keys plusmousemovement; uses lastmouse click as pivotpoint.

Zoom •Mouse |Alt+Ctrl/Cmdand drag left or right

Drag left to zoomout,right to zoom in.

Keys plusmousemovement.

Pan •Mouse |Alt+Shift anddrag

Drag themodel to adifferent place on thecanvas.

Keys plusmousemovement

Spin •Mouse | Ctrl/Cmd+R anddrag

Drag up to spin themodel clockwise, left tospin counterclockwise

Keys plusmousemovement.

Focus • Keyboard | F Re-centers view onselected patch(es).

If no patches areselected, focuses on thecenter of themodel.

Switch toOrtho Camera

• Keyboard | F10 Switches the canvasview toOrthographicmode.

Switch toPerspectiveCamera

• Keyboard | F11 Switches the canvasview to Perspectivemode.

Enables theNear, Far,and FoV fields. See Pro-jectors palette fields formore information.

Switch to UVCamera

• Keyboard | F12 Switches the canvasview toUVmode.

Reset themodelposition

• Keyboard | 1 In the UV view, resetsthemodel to its defaultposition.

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Function How to access it What it does Opens thisdialog box

Notes

Rotate themodel 90degreescounter-clockwise

• Keyboard | 2 In the UV view, rotatesthemodel 90 degreescounter-clockwise fromthe default position.

Rotate themodel 180degreescounter-clockwise

• Keyboard | 3 In the UV view, rotatesthemodel 180 degreescounter-clockwise.

Rotate themodel 270degreescounter-clockwise

• Keyboard | 4 In the UV view, rotatesthemodel 270 degreescounter-clockwise.

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15 View FunctionsA list of functions for changing your view and saving layouts can be found in the table below.

Function How to access it What it does Opens thisdialog box

Notes

Set thedisplayproperties

• Right-click |main canvas> Display Properties

•Menubar | View >Display Properties

Opens a dialog boxallowing you to controlhow themain canvasdisplays.

Display Prop-erties Dialog

Save thecurrent layout

•Menubar | View > SaveLayout

Saves the current layoutof yourMari workspaceas a *.mws file.

SaveWindowLayout

Saves the position ofpalettes and otherelements of the GUI.

Open a savedlayout

•Menubar | View > LoadLayout

Opens a saved layout(*.mws file).

LoadWindowLayout

By default, Mari startswith the last-usedlayout.

Revert to thedefault layout

•Menubar | View >Default Layout

Resets the layout backto theMari default.

Save image ofcurrentcanvas

•Menubar | View > TakeScreenshot

Saves the current viewof the canvas as animage file.

Various image formatsavailable.

Adjust thescreenshotsettings

•Menubar | View >Screenshot Settings

Opens a dialog box thatallows you to set howscreenshots are saved.

ScreenshotSettings

Hide dockedpalettes

•Menubar | View > HidePalettes

• Keyboard |Home

Hides all dockedpalettes, so the canvastakes up the entireworkspace.

TheHome key cyclesbetween showing allpalettes, hidingundocked palettes, andhiding all palettes.

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Function How to access it What it does Opens thisdialog box

Notes

HideGUIcomponentson canvas

• Keyboard | / Hides displayedinformation (such as thehistogram, heads-updisplay, etc) from thecanvas.

View aparticularpalette

•Menubar | View >Palettes ><palettename>

• Right-click |Menubar orToolbar > <palettename>

Displays the selectedpalette.

The palette re-displays inits last position.

Enter fullscreenmode

•Menubar | View > FullScreen

Enters full screenmode Click View > FullScreen to exit fullscreenmode.

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16 Tool FunctionsA list of functions formanaging plug-ins, imported custom content, and other tools can be found in the table below.

Function How to access it What it does Opens thisdialog box

Notes

View installedplug-ins

•Menubar | Tools >Plug-ins

Displays a list ofinstalled plug-ins.

Plug-ins Drag the edge of thedialog box, and columnheadings within, todisplay full content.

ImportsCustomBrushes

•Menubar | Tools >Import Brushes

Allows you to select thecustomPhotoshopbrush file that you wantto import into Mari

ImportBrushes

Photoshop custombrush filesmust be inthe .abr file format.

Set theMaricache location

•Menubar | Tools >Cache Location Setup

Lets you set the area tohold theMari cache.

CacheLocation

You can only add orremove additional cachelocations when there areno projects. Onceprojects have beencreated for a given set ofcache locations, that setmust not be changed orproject corruption willoccur.

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Function How to access it What it does Opens thisdialog box

Notes

Make changesto yourlicense

Menubar | Tools >License

Lets you:

• purchase, activate, andinstall licenses,

• tell Mari where to finda license server,

• obtain 15-day triallicenses,

• see howmany daysremain before yourlicense expires (if youare using a temporarylicense),

• see your System ID (ifyou are using a nodelocked license), and

• see your server name(if you are using a float-ing license).

Mari Licensing You can only obtain atrial license for amajorMari release once oneachmachine. Forexample, if you had atrial license forMari1.1v1, you can’t getanother one forMari1.1v2 on the samemachine.

16 TOOL FUNCTIONS |

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17 Python FunctionsA list of functions for working with Python and accessing the Python and API documentation can be found in thetable below.

Function How to access it What it does Notes

Execute examplescripts

•Menubar | Python >Examples

Executes example scriptsand displays results in theoutput pane of the PythonConsole.

View Python APIdocumentation

•Menubar | Python >Documentation

Displays the Python APIdocumentation in awebbrowser.

View Software APIOverviewdocumentation

•Menubar | Python >Readme

Displays the Software APIOverview documentation.

An introduction to Python inMari and GLSL shaders

Display PythonConsole

•Menubar | Python > ShowConsole

Displays the Python Console

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18 Help FunctionsA list of the functions for accessing the documentation and training information in Mari can be found in the tablebelow.

Function How to access it What it does Notes

View informationabout Mari

•Menubar |Help > About Displays theMari info screen. About thisrelease, credits,and so on.

View theMari GettingStarted Guide

•Menubar |Help > GettingStarted

Displays the basic guide to workingwith Mari.

View theMari UserGuide

•Menubar |Help > UserGuide

Displays the comprehensive, step-by-step guide to all Mari's functions.

View theMariReference Guide

•Menubar |Help >Reference Guide

Displays the overallMari ReferenceGuide.

View theMari ReleaseNotes

•Menubar |Help > ReleaseNotes

Displays aweb page that links to therelease notes

View theMari TrainingResources web page.

•Menubar |Help > Trainingand Tutorials

Displays aweb pagewith links touser guide assets and videotutorials.

View Software APIOverviewdocumentation

•Menubar |Help > SDK > APIOverview

Displays the Software API Overviewdocumentation.

An introductionto Python inMariand GLSLshaders.

View the Python APIdocumentation andexamples.

•Menubar |Help > SDK >Python

Displays the Python APIdocumentation and a list ofexamples.

View the C APIdocumentation andexamples.

•Menubar |Help > SDK > CAPI

Displays the C API documentationand a list of examples.

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19 ToolbarsThe toolbars that are available in Mari are shown in the tables below, along with example images, the controls thatcan be found on each toolbar, and a list of descriptions of both the toolbar and the controls on it.

Project Toolbar

What it looks like What it does

Lets you perform common project functions, such as creating, closing andsaving projects.

Project Toolbar Controls

Control Type What it does Opens thisdialog box

Notes

button Create a new project. New Project Dia-log

Name the project,select options,and addgeometry.

button Close the current project. Save ChangesBefore Closing?(if unsavedchanges)

button Save the current project.

button Undo the last action. See also HistoryView Palette.

button Redo the last action. See also HistoryView Palette.

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Lighting Toolbar

What it looks like What it does

Lets you change the lighting on the object. You can select one of the threelighting presets: flat, basic, or full, and toggle the use of shadows in the display.

By default, lighting is relative to the scene, not the view. You can set individuallights to movewith the view.

Mari saves custom lighting with the project. If you need the same lights inanother project, you need to set themup separately.

Lighting Toolbar Controls

Control Type What it does Notes

button Set the lighting on the object to "flat". In thismode, the position of the lights has noeffect.

button Set the lighting on the object to "basic". In thismode, you canmove lights around onthe canvas ormake fine adjustments tolighting using the Lights Palette.

button Set the lighting on the object to "full". In thismode, you canmove lights around onthe canvas ormake fine adjustments tolighting using the Lights Palette.

button Toggles shadows on or off. This does not enable or disable shadowprocessing. It simply controls whether theshadows are displayed or not. To enableshadow processing, enableDepthProjections in the Preferences. By default,this preference is disabled.

19 TOOLBARS | LIGHTING TOOLBAR

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Painting Toolbar

What it looks like What it does

Clears all painting not yet baked into themodel (still in the paint buffer).

Tools Toolbar

What it looks like What it does

Lets you select a tool forpainting.

Tools Toolbar Controls

Control Type What it does Opens thisdialog box

Notes

button Activate the Select tool. This tool lets youselect areas on themodel(s) in your pro-ject.

You can select whole objects,patches, or areas on thesurface of the objects. Onceyou havemade a selection,you can choose to show orhide the selected areas, or tolock them for editing.

button Activate theMarquee Select tool. Thistool lets you select areas on the screen, tocontrol where you can apply paint.

When you'vemade aselection, paint only bakesdownwithin the selectedareas.

19 TOOLBARS | PAINTING TOOLBAR

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Control Type What it does Opens thisdialog box

Notes

button Activate the Transform Paint Buffertool. This tool lets you resize, rotate, andmove the paint buffer (and any unbakedpaint in the buffer). It works on the entirepaint buffer at once.

You can also make thesetransformations by manuallyediting the values underTransform in the PaintBuffer section of the PaintingPalette.

button Activate the Zoom Paint Buffer tool.This tool lets you zoom in and out of thescenewith the paint buffer locked to theobject and without baking the paint.

You can also enable this toolby pressing Z. Zooming isreset when paint is baked.

button Activate the Pan Object tool. This toollets youmove objects and lights aroundon the canvas.

button Activate theVector Inspector tool. Thistool lets you control the appearance ofthe directionalmarkers for paintedvectors.

You can opt to enable ordisable the visibility of thedirectionalmarkers in theVector Inspector toolbar. Ifthemarkers don’t appearwhen you select the tool,ensure that this option is setto enabled.

button Activate theBlur tool. This tool lets youblur paint already baked on amodel.

If you want to blur large areasof the surface, youmay wantto use the blur Filter Func-tions instead. These apply acontrolled blur to entirepatches or objects. Mariincludes several blurfilters, including a controllableGaussian blur.

button Activate theWarp tool. This tool lets youwarp a selected areawithin your paintbuffer. You create awarp box - a rectanglewith between 4 and 64 control points.

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Control Type What it does Opens thisdialog box

Notes

button Activate the Slerp tool. This tool workslike the Liquify tool in Adobe®Photoshop®. It lets you “pull” thecontents of the paint buffer around.

As well as pulling, Slerp letsyou grow, shrink, and rotatethe paint. You can also use itto selectively erase distortionsyou've already applied.

button Activate the Pinup tool. This tool lets youworks like theWarp tool, but lets you setyour own control points (pins) whereveryou want.

Shift-click to create a pin.

button Activate the Paint tool. This tool lets youdraw paint strokes in the paint buffer.

button Activate theVector Paint tool. This toollets you draw vector paint strokes in thepaint buffer.

button Activate the Eraser tool. This tool lets youerase paint from the paint buffer. It doesnot affect any underlying paint bakedonto themodel.

To clear the entire paint

buffer, click the buttonin the Painting Toolbar.

button Activate the Paint Through tool. Thistool lets you position an image over anobject, and then as you paint, paints theimage "through" onto yourmodel.

button Activate the Paint Gradient tool. Thislets you create a color gradient floatingover yourmodel, which you can paintthrough to stamp onto yourmodel (likethe Paint Through tool).

button Activate theClone Stamp tool. This toollets you clone from an existing image,shown in a separatewindow. You set asource point on the image. As you paint,Mari copies the texture around thatsource point onto yourmodel.

You can also clone stampfrompainting already on anobject, in the paint buffer, orin another channel.

19 TOOLBARS | TOOLS TOOLBAR

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Control Type What it does Opens thisdialog box

Notes

button Activate the Towbrush tool. This tool letsyou lets you select areas of paint and dragthem around the surface of yourmodel.As you tow the paint around, it blends theedges of your selection with thesurrounding paint. It works like theCloneStamp tool, but blends in the edgesof the cloned selection.

button Activate the Color Picker/PixelAnalyzer tool. This tool lets you pick acolor from the paint on themodel.

Colorswatch

button Select a foreground color. Select Color

button Swap the foreground and background col-ors.

Colorswatch

button Select a background color. Select Color

button Set the foreground color to white and thebackground color to black.

Selection Toolbar

What it lookslike

What it does

Lets you switch between three selectionmodes (objects, patches, and faces) when using theSelect tool.

19 TOOLBARS | SELECTION TOOLBAR

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Selection Toolbar Controls

Control Type What it does Notes

button Set Mari to select whole objects.

button Set Mari to select patches on objects. You can hold down Shift to add to the selection,

Ctrl/Cmd to remove from the selection, and(Windows) to intersect the selection.

button Set Mari to select areas on objects. You can hold down Shift to add to the selection,

Ctrl/Cmd to remove from the selection, and(Windows) to intersect the selection.

When using the Select tool, double-click on theface of themodel to create a smart selection basedon the settings in the Smart Type dropdownmenu.

Canvas Toolbar

What it looks like What it does

Lets you set the view options for theUV and3D views.

Canvas Toolbar Controls

Control Type What it does Notes

button Toggle whether to show thewireframeson themodel.

You can also press Shift+W to do this.

19 TOOLBARS | CANVAS TOOLBAR

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Control Type What it does Notes

button Toggle between showing the patches intheUV view:

• as they appear as part of themodel, and

• as they appear when exported (that is, assquare images, with overpaint areasaround the corners of the patches).

button Toggle whether paint can be projectedonto UV patches located outside theshells of the original geometry.

This control is only available in UV view.

button Switch to the orthographic camera view.

button Switch to the perspective camera view. In this view, you can set the near and farclipping planes and the field of view.

button Switch to theUV camera view (theUVtab). This gives you a “flat” view of thepatches in themodel.

Near entrybox

Set the value for the near clipping plane.Mari doesn’t display parts of the scenethat are closer than theNear plane.

This control is only available in the perspectivecamera view.

Far entrybox

Set the value for the far clipping plane.Mari doesn’t display parts of the scenethat are further than the Far plane.

This control is only available in the perspectivecamera view.

FoV entrybox,slider

Set the value for the field of vision. Thiscontrols howmuchMari distorts the viewwhen applying perspective. At 0, theperspective camera gives exactly the sameview as the ortho camera. As the valueincreases, the distortion increases.

This control is only available in the perspectivecamera view.

19 TOOLBARS | CANVAS TOOLBAR

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Tool Properties Toolbar

What it looks like What it does

Displays information about theselected tool.

19 TOOLBARS | TOOL PROPERTIES TOOLBAR

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Tool Properties Toolbar Control

Tool Control Type What it does Opens thisdialog box

Notes

Facing dropdown Set whether the selection onlyapplies to the Front of themodelas you can see it, or if the selectiongoes Through themodel andincludes the other side.

button ActivateRectangle Selectionmode. This lets you draw arectangular selection.

This controlonly works inFace selectionmode.

button Activate Lasso Selectionmode.This lets you draw the outline ofyour selected area. You can drawany shape you want.

This controlonly works inFace selectionmode.

button Activate the Polygonal LassoSelectionmode. This lets you drawthe outline of your selected area bysetting points between polygonsides until you close the selection.

You can closethe selectionby double-clicking on thecanvas, press-ing Enter, orclicking on thefirst point.

button Activate Smart Selectionmode.This lets you create selections basedon the surface of themodel.

Smart selec-tion onlyworks in Faceselectionmode.

19 TOOLBARS | TOOL PROPERTIES TOOLBAR

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Tool Control Type What it does Opens thisdialog box

Notes

SmartType

dropdown Choosewhether to base your smartselection on:

• Connectedness - selects theareas on themodel connected tothe selected face. When you lookat the area in theUV view, thisselects thewhole connected areawithin the current UV patch. If theUV patch holds several differentareas, only those areas you clickon are selected.

• Edge Angle - selects based on thedegree of change betweenneighboring faces. The selectiongoes until it hits an angle higherthan the Smart Angle.

•Orientation - selects the areathat faces in the same direction asyour initial selection.

This controlonly works inSmartSelectionmode.

19 TOOLBARS | TOOL PROPERTIES TOOLBAR

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Tool Control Type What it does Opens thisdialog box

Notes

SmartAngle

entry box, slider Set themaximumangle for thesmart selection.

• For Edge Angles, this sets themaximumangle between areas onthemodel surface. For example, ifthe angle is set to 30, this selectsareas up to a 30 degree change offacing.

• ForOrientation, this sets how farfrom the facing of your originalselection the selection goes to.For example, if the angle is set to30, this selects areas up to 30degrees away from the facing ofyour original selection.

This controlonly works inSmartSelectionmode.

All button Select all items.

None button Unselect all items.

Invert button Invert the current selection. Unse-lected areas become selected, andvice versa.

Grow button Grow the current selection. This controlonly works inFace selectionmode.

Shrink button Shrink the current selection. This controlonly works inFace selectionmode.

Grow/Shrink by

dropdown Choosewhether to grow or shrinkthecurrent selection by Vertex orEdge.

This controlonly works inFace selectionmode.

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Tool Control Type What it does Opens thisdialog box

Notes

button ActivateRectangle Selectionmode. This lets you draw a rect-angular selection.

button Activate Lasso Selectionmode.This lets you draw the outline ofyour selected area. You can drawany shape you want.

button Activate the Polygonal LassoSelectionmode. This lets you drawthe outline of your selected area bysetting points between polygonsides until you close the selection.

You can closethe selectionby double-clicking on thecanvas, press-ing Enter, orclicking on thefirst point.

button Activate Ellipse Selectionmode.This lets you draw an elliptical selec-tion.

button ActivateMagicWand Selectionmode. This lets you select by color.When you click, Mari creates aselection around the point youclicked. The selection is based oncolor – areas with a similar color tothe original point are selected. Youcan change the color threshold forthe selection.

19 TOOLBARS | TOOL PROPERTIES TOOLBAR

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Tool Control Type What it does Opens thisdialog box

Notes

Mode button How drawing a new selectionaffects the current marqueeselection:

• Replace - the new selectionreplaces the existing selection.

• Transform - this lets youmoveyour selection area around (move,rotate, or scale the selection).

In Replacemode (the default), youcan:

• hold down Shift, click and drag toadd to the current selection, or

• hold down Ctrl/Cmd, click anddrag to remove from the currentselection.

In Transformmode, you can:

• hold down Shift, click and drag tomove the current selection,

• hold down Ctrl/Cmd, click anddrag to rotate the currentselection, or

• hold down Shift+Ctrl/Cmd, clickand drag to scale the currentselection.

Invert button Invert the current selection.Unselected areas become selected,and vice versa.

Clear button Clear the current selection.

Feathering entry box Soften the edges of the selection.Higher values give the selection asofter, fuzzier edge. At 0, theselection has a hard edge.

19 TOOLBARS | TOOL PROPERTIES TOOLBAR

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Tool Control Type What it does Opens thisdialog box

Notes

ResetBuffer

button Reset any transformations (moves,rotations, scales) applied to thepaint buffer (and any unbakedpaint in the buffer).

Reset button Reset the zoom level of the paintbuffer.

Zoom In button Zoom in on the paint buffer.

Zoom Out button Zoomout of the paint buffer.

Noproperties.

Reset button Reset the settings of the vectorinspector.

Can also be done by using the ’(apostrophe) shortcut when thevector inspector is active.

Enabled checkbox Enable (or disable) the visibledirectionalmarkers for the vectorpaint tool.

Can also be done by using theShift+I shortcut.

Linespacing

entry box, slider Adjust the spacing between thedirectionalmarkers.

Can also be done by Shift+draggingthemousewhen the vectorinspector is active.

Linelength

entry box, slider Adjust the length of the directionalmarkers.

Start Color button Change the color at the base of thedirectionalmarkers.

19 TOOLBARS | TOOL PROPERTIES TOOLBAR

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Tool Control Type What it does Opens thisdialog box

Notes

End Color button Change the color at the tip of thedirectionalmarkers.

VectorSpace

dropdown Set whether the vector inspectoroperates in ScreenSpace,TangentSpace, orWorldSpace.

Same asPaint,plus:

Blur entry box, slider Set the blur strength. The higherthe value, themore blur isproduced.

Clear button Remove the current warp.

+ button Increase the number of controlpoints (up to 64) in thewarp grid.

- button Decrease the number of controlpoints in thewarp grid.

ToggleGrid

button Toggle between hiding anddisplaying the grid lines connectingthe control points.

19 TOOLBARS | TOOL PROPERTIES TOOLBAR

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Tool Control Type What it does Opens thisdialog box

Notes

Mode dropdown Select how to use the Slerp tool:

• Pull - pulls paint around.

• Grow - makes the paint in aspecific area larger.

• Shrink - makes the paint in aspecific area smaller.

• Rotate - rotates paint around.

• Erase - lets you undo thedistortion in a specific area of thepainting.

You can also:

• press ’ (apostrophe) to undo allthe distortions you've applied, or

• press ;(semicolon) to apply yourchanges to the paint buffer (thatis, make them so you can't erasethe distortions).

Radius entry box, slider Set the slerp radius (that is, how bigthe brush tip is).

Opacity entry box, slider Set the strength of the Slerp effect.

Reset Pins button Undo all the distortions you'veapplied, moving the pins back totheir original positions.

Clear Pins button Remove all the current pins.

+ button Increase the strength of thecurrently selected pin. Stronger pinspull more of the surroundingtexture towards them.

- button Decrease the strength of thecurrently selected pin.

19 TOOLBARS | TOOL PROPERTIES TOOLBAR

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Tool Control Type What it does Opens thisdialog box

Notes

Apply button Apply your changes to the paintbuffer and remove all current pins.

PaintingMode

dropdown The blendingmode used when thepaint bakes down onto the channelsurface. The default isNormal(paint in the buffer overwrites thesurface), but Mari supports anumber of other blendingmodes.

Colors checkbox Whethermore pressure causes thecolor to vary (from slightly darker tothe target color).

Alpha checkbox Whethermore pressure increasesthe opacity.

Radius checkbox Whethermore pressure increasesthe radius.

Flow checkbox Whethermore pressure increasesthe flow.

Radius entry box Set how big the brush tip is (inpixels).

Opacity entry box How opaque the paint is. This is amultiplier on the paint buffercontents. At 1.0, the paint bakesdown to the surfacewith the sameopacity as it is in the buffer. At 0.5,the paint applied to the surface ishalf as transparent as when it's inthe buffer.

Flow entry box Mimics how quickly paint is applied,by setting themaximumopacity ina splat.

19 TOOLBARS | TOOL PROPERTIES TOOLBAR

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Tool Control Type What it does Opens thisdialog box

Notes

Same asPaint

Same asPaint.

Same asPaint, plus:

Mode dropdown Select from twomodes:

• Paint through - you hover theimage preview over themodeland stamp it down onto thesurface.

• Image clone - you hover theimage next to themodel, set asource point, and clone from thatpoint.

Stamp button Stamp the image straight onto themodel.

ToggleRepeat

button Toggle source image tiling on andoff. If this is on, when you paint offthe edge of the image, Mari repeatsthe image (so you always havesource data).

Tint button Tint combines the foreground colorwith the paint through texture.

19 TOOLBARS | TOOL PROPERTIES TOOLBAR

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Tool Control Type What it does Opens thisdialog box

Notes

Stencil dropdown Stencil uses the Paint Throughtexture’s alpha channel as amaskand paints the foreground color.There are three options available:

•No Stencil - if this is selected,Mari ignores the stencil color andfollows the alpha value.

• Stencil - if this is selected, paint isapplied to the foreground color.

• Inverted Stencil - if this isselected, paint is applied ineverything that is transparent.

19 TOOLBARS | TOOL PROPERTIES TOOLBAR

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Tool Control Type What it does Opens thisdialog box

Notes

Luminance dropdown Luminance uses the Paint Throughtexture’s luminance instead of thealpha, but works similarly toStencil. The following options existwithin the same dropdownmenu asthe Stencil options:

• Luminance - Works well for dirt,noise, and other similar images byusing the luminance value of animage instead of the alpha.

• Inverted Luminance - Similar tothe luminance option, but thecalculated luminance value isinverted before use.

ResetImage

button Reset any transformations (such asmoving, resizing, or rotating) youhavemade to the source image thatyou're cloning.

Pan Lock checkbox Lock the image position relative tothemodel. If you pan themodel,the image that you're paintingthrough pans too.

Scale Lock checkbox Lock the image size relative to themodel. If you zoom themodel in orout, the image that you're paintingthrough zooms in or out too.

19 TOOLBARS | TOOL PROPERTIES TOOLBAR

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Tool Control Type What it does Opens thisdialog box

Notes

Same asPaint,plus:

Colorswatch

Select the start color for thegradient.

Select Color

Colorswatch

Select the end color for thegradient.

Select Color

In Point entry box How far through the gradient thestart color lasts (before it startsgraduating into the end color).

Out Point entry box How far through the gradient theend color reaches.

Type dropdown Select between Linear orRadialgradient. A linear gradient has acolor at one end grading into theother color. A radial gradient has acolor in themiddle, radiating out ina circle to the other color on theoutside.

19 TOOLBARS | TOOL PROPERTIES TOOLBAR

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Tool Control Type What it does Opens thisdialog box

Notes

Same asPaint,plus:

Source dropdown Clone from:

• Current Paint Target - themodel's surface (baked paint) inthe active channel.

• Painting - the current (unbaked)paint in the paint buffer.

• Image - an external image(selected from the ImageManager, optionally zoomed inor out).

• Any of the other channels in theproject.

button Clone from the selected region toanother part of the surface.

button Overwrite the selected region withanother part of the surface.

button Swap the contents of the selectedregion with another area on thesurface.

SampleSize

entry box, slider Radius in pixels that the eyedropperuses when sampling colors off thesurface. The eyedropper takes theaverage value of all the pixels in thisarea, and sets this as theforeground color.

19 TOOLBARS | TOOL PROPERTIES TOOLBAR

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Ptex Toolbar

What it looks like What it does

Displays a number of options formanaging Ptex faces within yourproject.

This toolbar is only available for Ptexchannels.

Ptex Toolbar Controls

Control Type What it does Notes

button Double the selected face resolution.

button Halve the selected face resolution.

button,entry box

Set theworld space face resolution forthe selected face.

Enter the Texel Density and then click .

button,dropdown

Set the face resolution for the selectedface.

Select the Size and then click .

dropdown Fill the selected faces with theforeground color.

button Fill the selected faces with thebackground color.

19 TOOLBARS | PTEX TOOLBAR

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ColorSpace Toolbar

What it looks like What it does

Displays a number of optionsformanaging colorspaces inMari.

ColorSpace Controls

Control Type What it does Notes

button Enable colormanagement. Click to toggle.

button Select a custom colorspaceconfiguration file.

button Select a custom LUT to apply to thescene.

button Clear the current LUT applied to thescene.

Extra-polate

checkbox Sets whether theGPU extrapolatesthe grid values or clamps to themaximum value of the LUT.

InputColorSpace

dropdown Set the colorspace of the scene.

DisplayDevice

dropdown Set the colorspace of the displaydevice used to view the scene.

ViewTransform

dropdown Select a colorspace transform to applyto the scene.

Com-ponent

dropdown View the individual color channels forthe scene.

19 TOOLBARS | COLORSPACE TOOLBAR

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Control Type What it does Notes

Gain incre-menter,entry box,slider

Set the amount of exposureadjustment applied before the displaytransform.

You can boost or reduceGain by entering amultiplier (exposure value), dragging on theslider, or adjusting the F-Stop value.

Gamma entry box,slider

Set the amount of gamma correctionapplied after the display transform.

You can boost or reduceGammaby enter-ing a gamma level or dragging on the slider.

Navigation Toolbar

What it looks like What it does

Displays a number of options formanaging navigation inMari.

Navigation Toolbar Controls

Control Type What it does Notes

button Resets all the options in theNavigationtoolbar to the default settings.

button,dropdown

Provides the following options forpanning:

• Pan All - allows panning in anydirection.

• Pan X - allows panning on the x axisonly.

• Pan Y - allows panning on the y axisonly.

• Pan Disabled - disables all panning.

The button changes to reflect the selectedoption.

19 TOOLBARS | NAVIGATION TOOLBAR

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Control Type What it does Notes

button,dropdown

Provides the options to either enable ordisable zooming.

The button changes to reflect the selectedoption.

button,dropdown

Provides the options to either enable ordisable rolling.

The button changes to reflect the selectedoption.

button,dropdown

Provides the following options fororbiting:

•Orbit All - allows orbiting around themodel in any direction.

•Orbit X - allows orbiting around themodel on the x axis only.

•Orbit Y - allows orbiting around themodel on the y axis only.

•Orbit Disabled - disables all orbiting.

The button changes to reflect the selectedoption.

button,dropdown

Provides the following options:

• Snap 45 degrees - when rotating themodel it snaps at 45 degree angles.

• Snap 90 degrees - when rotating themodel it snaps at 90 degree angles.

• Snap angle disabled - when rotatingthemodel it does not snap to anyangle.

The button changes to reflect the selectedoption.

Paint Buffer Symmetry Toolbar

What it looks like What it does

Displays the four options for the Paint Buffer Symmetryfunctionality.

19 TOOLBARS | PAINT BUFFER SYMMETRY TOOLBAR

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Paint Buffer Symmetry Toolbar Controls

Control Type What it does Notes

button This is the default setting. Whenmirroringis disabled, the paint buffer acts as normaland the paint strokes are not mirrored.

button Mirroring left and right splits the paintbuffer down the center vertically. Anypaint strokesmade on either the left orright side of the divider aremirrored onthe opposite side.

This applies to paint strokes only.

button Mirroring top and bottom splits the paintbuffer down the center horizontally. Anypaint strokesmade on either the top orbottomof the divider aremirrored on theopposite side.

This applies to paint strokes only.

button Mirroring four ways splits the paint bufferinto quarters around the center of thecanvas. Any paint strokesmade in one ofthe quadrants aremirrored in the otherthree.

This applies to paint strokes only.

Vector Painting Toolbar

What it looks like What it does

Displays the option to toggle the vector inspector on or offand to create default vector shaders. When the tool is active,the vector inspectormarkers are shown, regardless ofwhether you toggle the option on or off.

19 TOOLBARS | VECTOR PAINTING TOOLBAR

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Vector Painting Toolbar Controls

Control Type What it does Notes

button Quickly enables the vector inspector sothat the directionalmarkers are visible. Toquickly turn off the directionalmarkers,click the button again.

Can also be done by using the Shift+I shortcut.

button Sets up two default vector shaders withdefault channels and layers for paintingflow or normalmaps. Also changes thetool to Vector Paint and switches thePainting Mode to Paint Flow Vectors.

Can also be done by navigating to Python |Examples > Setup Vector Brush.

Default Shaders Toolbar

What it looks like What it does

Displays one of the four default shader in the Shaderspalette: Current Channel, Current Layer and Below,Current Layer, and Current Paint Target. Selecting acustom created shader in the Shaders palette won’t highlightany of the shaders in the toolbar, but selecting a defaultshader from either the palette or the toolbar activates theshader and highlights the icon in the toolbar.

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Default Shaders Toolbar Controls

Control Type What it does Notes

button Selects the default Current Channelshader from the Shaders palette anddisplays only the paint in the currentchannel.

button Selects the default Current Layer andBelow shader from the Shaders paletteand displays only the paint in the currentlayer stack.

button Selects the default Current Layer shaderfrom the Shaders palette and displaysonly the paint in the current layer.

button Selects the default Current Paint Targetshader from the Shaders palette anddisplays only the paint of the currentlyselected target.

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20 Status BarThe status bar and descriptions of all the controls on it can be found in the tables below.

What it looks like What it does

Displays status icons that indicatewhich features are active, whether an errorhas been encountered, and information about the current project. Thisincludes progress bars on running processes.

Status Bar Icons

Icon What it does Notes

Displays theUDIM number of the patch you have selected. Ifnothing is selected, then there is nothing listed afterUdim.

Notifies you that there is paint to bake. Click on the icon to bake.

Notifies you that background jobs are currently running. Clicking on this icon displays adialog for the progress bar.

Notifies you that the project has changed and allows you tosave.

Click on the icon to save changes.

Notifies you that your painting is hidden.

Notifies you that colormanagement is active.

Notifies you that you are currently projecting on the front ofobjects.

Clicking on this icon togglesbetween projecting throughobjects and projecting on the frontof objects. The icon takes thedefault icon’s placewhen switchingto project through.

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Icon What it does Notes

Notifies you that you currently have edgemasking enabled. Clicking on this icon disables edgemasking.

Notifies you that you currently have channelmasking enabled. Clicking on this icon disableschannelmasking.

Notifies you that you currently have ambient occlusionmaskingenabled.

Clicking on this icon disablesambient occlusionmasking.

Notifies you that you currently have depthmasking enabled. Clicking on this icon disables depthmasking.

Notifies you that you currently have backfacemasking enabled. Clicking on this icon disablesbackfacemasking.

Notifies you that you currently have fractal noisemaskingenabled.

Clicking on this icon disables fractalnoisemasking.

Notifies you that you currently have the globalmask previewenabled.

Clicking on this icon disables theglobalmask preview.

Notifies you whether you are in LDR (LowDynamic Range) orHDR (High Dynamic Range) mode.

Clicking on this icon togglesbetween LDR and HDR. When inHDRmode, the icon appears as

.

Warns you that a lowmemory status has been detected. Lowmemory affectsMari’s performance andmay make it unstable.

Try freeingmemory or closing andrestartingMari to clear this issue.

Notifies you that there arewarningmessages present. Clicking on this icon displays thesewarnings.

Warns you that the cache disk is critically full. If you don’t free disk space, datalossmay occur. A simpleway tofree disk space is to close theproject and re-open it. Mari savesyour session history, but closingyour project clears this used diskspace up for use.

Warns you that there is no disk space left for the operation youare trying to run.

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Icon What it does Notes

Warns you that channels are a higher bit-depth than what thevirtual texture is configured for.

Notifies you that Mari is currently loading data from the disk.

Notifies you that Mari is currently loading data from the RAM toGPU memory.

Notifies you that Mari is listening for commands on [COMPUTERNAME] port [PORTNUMBER].

Hovering over this icon displaysthe computer name and portnumber on whichMari is listeningfor commands.

Notifies you that therewas an error whileMari was listening forcommands.

Notifies you that Nuke is connected to send commands to Marion [COMPUTER NAME] port [PORTNUMBER].

Hovering over this icon displaysthe computer name and portnumber fromwhich Nuke isconnected.

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21 Channels PaletteTheChannels palette and the controls that can be found on it are described in the table below. When controls alsobring up additional dialogs, these are referenced formore information.

What It DoesTheChannels palette displays:

• a list of channels in the project,

• buttons to add, duplicate, convert, or remove channels,

• options for creating quick channels, and

• channel attribute information.

Channels provide a foundation that layers and layered shaders are built on. These channels can be diffuse, bump, orspecular channels, to name only a few. Channels are assigned to lighting shaders, and sliders in that palette give youfine control over aspects of each channel.

Channels Palette Fields

Control Type What it does Dialog Notes

button Adds a new channel to the channels list. Add ChannelDialog

button Converts the channel into either 8bit (Byte),16bit (Half), 32bit (Float).

Convert TypeDialog

button Removes the channel.

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Control Type What it does Dialog Notes

Quick Channel

|

swatch Creates a channel filled in black.

The created channel is namedQuick Channel.If there aremultiple Quick Channels, then thename is followed with a number.

Quick Channel

|

swatch Creates a channel filled in white.

The created channel is namedQuick Channel.If there aremultiple Quick Channels, then thename is followed with a number.

Quick Channel

|

swatch Creates a channel filled inmid-gray.

The created channel is namedQuick Channel.If there aremultiple Quick Channels, then thename is followed with a number.

Quick Channel

|

swatch Creates a channel filled in transparent.

The created channel is namedQuick Channel.If there aremultiple Quick Channels, then thename is followed with a number.

Quick Channel|

dropdown Sets the channel size used when creating aQuick Channel, from the options:

• 256x256

• 512x512

• 1024x1024

• 2048x2048

• 4096x4096

• 8192x8192

• 16384x16384

• 32768x32768

Ensure this isset to the sizeyou wantbeforecreating QuickChannels.

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Control Type What it does Dialog Notes

Quick Channel|

dropdown Sets the channel depth used when creating aQuick Channel, from the options:

• 8bit (Byte)

• 32bit (Float)

• 16bit (Half)

Ensure this isset to thedepth youwant beforecreating QuickChannels.

button Opens an individual palette that displays the lay-ers of that channel only.

button Indicates an unlocked state. Clicking the iconchanges the channel state to locked.

button Indicates a locked state. Clicking the iconchanges the channel state to unlocked.

button Adds user attributes for the channel.

<channelname> >General | FileSpace

information Sets whether the channel isNormal, Vector,Vector (flipped Y)

<channelname> >General | ColorSpace

information Sets whether the channel is Color or Scalar.

<channelname> >General | Size

information Lists the size of the patches in the channel.

<channelname> >General |Depth

information Lists the color depth of the channel.

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22 Layers PaletteThe Layers palette and the controls that can be found on it are described in the table below. When controls alsobring up additional dialogs, these are referenced formore information.

What It DoesThe Layers palette lets you view, create and edit layers. You can also add the following to individual layers, or layergroups:

• masks

• adjustments

• procedurals

• shader layers

NOTE: For shader layers, the fields that are available to each shader are the same as those in the ShadersPalette chapter.

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Layers Palette Fields

Control Type What it does Notes

dropdown,switch

Filter bar function that gives the choices:Name, Type,Attribute, and Color Tag.Depending on which filter option you select,the filter bar shows one of thefollowing:

• - filter for the type of layers byclicking on the associated icons.

• - filter for the attrib-utes of layers by clicking on theassociated icons.

• - filter for the colortags of the selected color icon.

Both Type and Attributeprovide icons that allow youto set the parameters foryour filter.

Quickly clear the entry box

by pressing the icon.

dropdown Click to select from the blendmode optionsavailable for individual layers. To adjust theblend amount, enter the value into the entrybox, or adjust the slider located to the right ofthe blendmodemenu.

• - adjusts theblendmode amount.

This list does not include theadvanced blendmodeoptions.

button Opens theAdvanced Blendingmenu, whichgives options for blendmodes andcomponents, blend amount, and whether theblend applies to only the selected layer.

icon Click to toggle the selected layers’ visibility onthe canvas.

icon Denotes whether the layer is a paint layer and,when lit, whether it is selected as the currentpaint target.

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Control Type What it does Notes

icon Denotes whether the layer is amask layer and,when lit, whether themask is selected as thecurrent paint target.

Shift+click on themask todisable it, or right-click onthe layer and select LayerMask > Disable Mask. The

disabledmask icon indic-ates the disabled state.

To enable it, Shift+click onthemask again or selectLayer Mask > EnableMask from the right-clickmenu.

icon Denotes whether the layer has amask stackand, when lit, whether themask stack isselected as the current layer.

Clicking on the icon opensthemask stack palette.

icon Denotes whether the layer is an adjustmentlayer, or has an adjustment as part of the layerand, when lit, whether the adjustment isselected as the current layer.

To distinguish whether thelayer is an adjustment layeror simply has anadjustment on it, look forthe position of the icon. Ifthe icon is in the left-most

column, where the iconis normallylocated on paint layers, thenthe layer is anadjustment layer.

icon Denotes whether the layer is a procedurallayer and, when lit, whether the procedural isselected as the current layer.

icon Denotes whether the layer is the parent layerof a group.

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Control Type What it does Notes

icon Locks or unlocks the selected layer. If the layeris the parent of a group of layers, all the layersin the group are also locked or unlocked. Click-ing the padlock icon when a layer is cachedalso unlocks it.

button Adds a new paint layer to the layer stack.

button Adds amask to the selected layer or, if none isselected, the top layer in the layer stack.

If amask has already beenadded to a layer, youcannot add a secondmaskusing thismethod. Youmust create amask stackusing the right-click menu.

button Adds amask stack to the selected layer, or ifnone is selected, the top layer in the layerstack.

Clicking on themask stackicon opens themask stackpalette.

button Adds an adjustment layer to the layer stack. Select adjustments from thedropdownmenu when youclick the icon.

button Adds an adjustment stack to the selectedlayer.

Select adjustments from thedropdownmenu when youclick the icon. Clicking on theadjustment stack iconopens the adjustment stackpalette.

button Adds a procedural layer to the layer stack. Select procedurals from thedropdownmenu when youclick the icon.

button Adds a parent layer for a group to the layerstack. Additional layers can be added after theparent layer is created.

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Control Type What it does Notes

button Duplicates the selected layer in the layer stack. The duplicate has "copy"included in the name so thatit can be differentiated fromthe original.

button Removes the selected layer from the layerstack.

button Assigns a color to the selected layers. To clearan already assigned color, click the icon andselect the gray color in the center of thepalette. This effectively removes the color andreturns it to the default color state.

Adjustment/Brightness

Brightness entry box,slider

Controls the brightness of the paint on themodel.

Adjustment/Brightness Lookup

Map curve editor Adjusts the brightness to a specific lookupvalue using a curvemap.

Adjustment/Clamp

Min entry box,slider

Clamps theminimumRGB value for theselected checkboxes below.

Max entry box,slider

Clamps themaximumRGB value for theselected checkboxes below.

Components | R checkbox If enabled, specifies that the red channelshould be affected by theMin andMaxsliders.

Components |G checkbox If enabled, specifies that the green channelshould be affected by theMin andMaxsliders.

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Control Type What it does Notes

Components |B checkbox If enabled, specifies that the blue channelshould be affected by theMin andMaxsliders.

Components |A checkbox If enabled, specifies that the alpha channelshould be affected by theMin andMaxsliders.

Adjustment/Color Balance

Preserve Lumin-osity

checkbox Ensures that the luminosity value ismaintained when other values are adjusted.

Highlights |Cyan/Red

entry box,slider

Adjusts the scale of the Red color component.Dragging the slider to the left pulls the scaletowards cyan, whereas dragging the slider tothe right pulls it towards red. Themodificationapplies to the texture’s highlights.

Highlights |Magenta/Green

entry box,slider

Adjusts the Green color component. Draggingthe slider to the left pulls the scale towardsmagenta, whereas dragging the slider to theright pulls it towards green. Themodificationapplies to the texture’s highlights.

Highlights |Yellow/Blue

entry box,slider

Adjusts the Blue color component. Draggingthe slider to the left pulls the scale towardsyellow, whereas dragging the slider to the rightpulls it towards blue. Themodification appliesto the texture’s highlights.

Shadows |Cyan/Red

entry box,slider

Adjusts the scale of the Red color component.Dragging the slider to the left pulls the scaletowards cyan, whereas dragging the slider tothe right pulls it towards red. Themodificationapplies to the texture’s shadows.

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Control Type What it does Notes

Shadows |Magenta/Green

entry box,slider

Adjusts the Green color component. Draggingthe slider to the left pulls the scale towardsmagenta, whereas dragging the slider to theright pulls it towards green. Themodificationapplies to the texture’s shadows.

Shadows |Yellow/Blue

entry box,slider

Adjusts the Blue color component. Draggingthe slider to the left pulls the scale towardsyellow, whereas dragging the slider to the rightpulls it towards blue. Themodification appliesto the texture’s shadows.

Midtones |Cyan/Red

entry box,slider

Adjusts the scale of the Red color component.Dragging the slider to the left pulls the scaletowards cyan, whereas dragging the slider tothe right pulls it towards red. Themodificationapplies to the texture’smidtones

Midtones |Magenta/Green

entry box,slider

Adjusts the Green color component. Draggingthe slider to the left pulls the scale towardsmagenta, whereas dragging the slider to theright pulls it towards green. Themodificationapplies to the texture’smidtones

Midtones | Yel-low/Blue

entry box,slider

Adjusts the Blue color component. Draggingthe slider to the left pulls the scale towardsyellow, whereas dragging the slider to the rightpulls it towards blue. Themodification appliesto the texture’smidtones.

Adjustment/Color Lookup

Red curve editor Adjusts the value of the red channel for theoverall layer stack, using the curve editor.

Green curve editor Adjusts the value of the green channel for theoverall layer stack, using the curve editor.

Blue curve editor Adjusts the value of the blue channel for theoverall layer stack, using the curve editor.

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Control Type What it does Notes

Adjustment/Color Switch

Red checkbox Turns the red channel on or off. Disabling thered channel removes it from the painting.

Green checkbox Turns the green channel on or off. Disablingthe green channel removes it from thepainting.

Blue checkbox Turns the blue channel on or off. Disabling theblue channel removes it from thepainting.

Alpha checkbox Turns the alpha channel on or off. Disablingthe alpha channel removes it from thepainting.

Adjustment/Contrast

Contrast entry box,slider

Adjusts the contrast for the layer stack.

Contrast Pivot entry box,slider

Sets the point around which Contrast isadjusted.

Adjustment/Copy Channel

Channel dropdown Copies the value fromone RGB color channelto the other two. The result is a grayscaleimagewith the intensity values from theselected channel.

Adjustment/Gamma

Gamma entry box,slider

Adjusts the gamma levels in the layer stack.

Invert entry box,slider

Reverses the gamma conversion. That is, ahigher setting forGamma results in amorewashed-out looking image.

Adjustment/Grade

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Control Type What it does Notes

Blackpoint entry box,slider

Sets the blackpoint of the RGB values. Blackpoint is the color valueat which the input isconsidered to be 100%black.

Whitepoint entry box,slider

Sets thewhitepoint of the RGB values. Whitepoint is the color valueat which the input is con-sidered to be 100% white.

Lift entry box,slider

Lifts the blackpoint, while keeping thewhitepoint the same.

Gain entry box,slider

Adjusts thewhitepoint, while keeping the black-point the same

Multiply entry box,slider

Multiplies the value to lighten the texturewhilepreserving the blackpoint.

Offset entry box,slider

Specifies a fixed value to add in order tolighten the texture.

Adding negative valuesessentially darkens thetexture.

Gamma entry box,slider

Adjusts themidtones, while keeping thewhitepoint and blackpoint the same.

Adjustment/HSL

Hue Shift entry box,slider

Adjusts the hue, as tied to theHSL, for thelayer stack.

Saturation Scale entry box,slider

Adjusts the saturation level, as tied to theHSL,for the layer stack.

Lightness Scale entry box,slider

Adjusts the lightness level, as tied to theHSL,for the layer stack.

Adjustment/HSV

Hue Shift entry box,slider

Adjusts the hue level, as tied to theHSV, forthe layer stack.

Saturation Scale entry box,slider

Adjusts the saturation level, as tied to theHSV,for the layer stack.

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Control Type What it does Notes

Value Scale entry box,slider

Adjusts the value level, as tied to theHSV, forthe layer stack.

Adjustment/Height As Normal

Bump Weight entry box,slider

Adjusts the sensitivity of the bumpweightwhen calculating height as a normal value.

Adjustment/Hue Shift

Hue entry box,slider

Changes the RGB hue value of the paint in thelayer stack.

Adjustment/Invert

Red checkbox Inverts the contents of the red colorcomponent when checked. Uncheck theparameter to leave the componentunchanged. If there is a significant amount ofred paint in your layer stack the inverse is asignificant absence of red.

It is uncommon that onlyone component would beselected, however if theneed arises, you can chooseto invert only one, or asubset, of the fourcomponents.

Green checkbox Inverts the contents of the green colorcomponent when checked. Uncheck theparameter to leave the componentunchanged. If there is a significant amount ofgreen paint in your layer stack the inverse is asignificant absence of green.

It is uncommon that onlyone component would beselected, however if theneed arises, you can chooseto invert only one, or asubset, of the fourcomponents.

Blue checkbox Inverts the contents of the blue colorcomponent when checked. Uncheck theparameter to leave the componentunchanged. If there is a significant amount ofblue paint in your layer stack the inverse is asignificant absence of blue.

It is uncommon that onlyone component would beselected, however if theneed arises, you can chooseto invert only one, or asubset, of the fourcomponents.

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Control Type What it does Notes

Alpha checkbox Inverts the contents of the alpha colorcomponent when checked. Uncheck theparameter to leave the componentunchanged.

It is uncommon that onlyone component would beselected, however if theneed arises, you can chooseto invert only one, or asubset, of the fourcomponents.

Adjustment/Levels

Red checkbox Determines whether to apply the adjustmentto the red component.

Green checkbox Determines whether to apply the adjustmentto the green component.

Blue checkbox Determines whether to apply the adjustmentto the blue component.

Output Level |WhiteOut

entry box,slider

Adjusts thewhite level of the output in thepaint for the selected color components.

Output Level |BlackOut

entry box,slider

Adjusts the black level of the output in thepaint for the selected color component.

Input Level |White entry box,slider

Adjusts thewhite level of the input for theselected color component.

Input Level |Mid entry box,slider

Adjusts themidtone level of the input for theselected color components.

Input Level |Black entry box,slider

Adjusts the black level of the input for theselected color component.

Adjustment/Luminosity

Adjustment/Premultiply Alpha

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Control Type What it does Notes

Unpremultiply checkbox Either pre- or post-multiplies the alpha in theselected image. If you are painting using animagewithout pre-multiplied alpha onto onewith it, use this filter to perform thepre-multiplication, so the imagesmatch andyou avoid lines around the outside of thepatch. Post-multiply works the same, but inreverse: it removes pre-multiplication to matchimages that do not have pre-multiplied alpha.

Adjustment/Saturation

Saturation entry box,slider

Adjusts the color saturation of the paint in thelayer stack.

Adjustment/Scale

R entry box,slider

Adjusts the scale of the Red color component.Dragging the slider to the left pulls the scaletowards cyan, whereas dragging the slider tothe right pulls it towards red.

G entry box,slider

Adjusts the Green color component. Draggingthe slider to the left pulls the scale towardsmagenta, whereas dragging the slider to theright pulls it towards green.

B entry box,slider

Adjusts the Blue color component. Draggingthe slider to the left pulls the scale towardsyellow, whereas dragging the slider to the rightpulls it towards blue.

A entry box,slider

Adjusts the Alpha component.

Adjustment/Set Value

Channel dropdown The options available in the dropdownmenuare Red, Green, Blue, Alpha.

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Control Type What it does Notes

Value entry box,slider

Adjusting the slidermodifies the value of thecomponent selected from the dropdownmenu above.

Adjustment/Shuffle

R dropdown Select a color component from the options r,g, b, and a in the dropdownmenu to replacethe Red component with another color.Setting r in the dropdownmenu keeps the redcolor in the Red component.

G dropdown Select a color component from the options r,g, b, and a in the dropdownmenu to replacetheGreen component with another color.Setting g in the dropdownmenu keeps thegreen color in theGreen component.

B dropdown Select a color component from the options r,g, b, and a in the dropdownmenu to replacethe Blue component with another color.Setting b in the dropdownmenu keeps theblue color in the Blue component.

A dropdown Select a color component from the options r,g, b, and a in the dropdownmenu to replacethe Alpha component with another color.Setting a in the dropdownmenu keeps thealpha color in the Alpha component.

Adjustment/Tangent To Screen

Suppress Blue checkbox Suppresses the blue value from thecolor-encoded vectors in screen space.

Adjustment/Tangent ToWorld

Suppress Blue checkbox Suppresses the blue value from thecolor-encoded vectors in world space.

Adjustment/World To Tangent

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Control Type What it does Notes

Suppress Blue checkbox Suppresses the blue value from thecolor-encoded vectors in world space.

Flip Y dropdown Choosewhether to Flip the Y axis normals orleave them as they arewith normal.

Adjustment/sRGB2Linear

Invert checkbox Applies an sRGB to linear colorspaceconversion. Checking Invert applies a linear tosRGB colorspace conversion.

Procedural/Basic/Color

Color swatch Applies the specified color from the colorswatch to the entiremodel.

Procedural/Basic/Constant

Constant entry box,slider

Generates a constant number across theRGBorRGBA components that may be relied uponformathematical operations.

This number ranges from 0to 10,000, and defaults to1.000.

Components dropdown Choosewhether the contact applies to theRGB orRGBA components.

Procedural/Basic/Vector

X entry box,slider

Adjusts the values of the X axis, whichcorrespond to the Red color component, tomodify the color-encoded vectors.

Y entry box,slider

Adjusts the values of the Y axis, whichcorrespond to theGreen color component, tomodify the color-encoded vectors.

Z entry box,slider

Adjusts the values of the Z axis, whichcorrespond to the Blue color component, tomodify the color-encoded vectors.

W entry box,slider

Adjusts the values of theW axis, whichcorrespond to the Alpha component, tomodify the color-encoded vectors.

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Control Type What it does Notes

Procedural/ Environment/Cubemap

Cubic Image entry box,file browser

The environment image you want to bereflected.

This procedural cannot becached or baked and is fordisplay purposes only.

Falloff Start entry box,slider

Specifies where the cubic image starts.

Falloff End entry box,slider

Specifies where the cubic image ends.

Procedural/ Environment/Cubemap Projector

Cubic Image entry box,file browser

Select or input the filepath to the .dds cubicimage to project as a texture.

This procedural cannot becached or baked and is fordisplay purposes only.

Cull Backfaces checkbox When the checkbox is ticked, this settingensures that projection does not affect areasfacing away from the camerawhen factoringedge falloff.

Offset | X entry box,incrementer

The offset of the projected image along theXaxis. This affects the position of where the cam-era sits in the scene.

Offset | Y entry box,incrementer

The offset of the projected image along the Yaxis. This affects the position of where the cam-era sits in the scene.

Offset | Z entry box,incrementer

The offset of the projected image along the Zaxis. This affects the position of where the cam-era sits in the scene.

Rotation | X entry box,slider

The rotation of the projected image along theX axis.

This rotates the camera forthe entire scene, not justone part.

Rotation | Y entry box,slider

The rotation of the projected image along theY axis.

This rotates the camera forthe entire scene, not justone part.

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Control Type What it does Notes

Rotation | Z entry box,slider

The rotation of the projected image along theZ axis.

This rotates the camera forthe entire scene, not justone part.

Edge Falloff | Start entry box,slider

Modifies how far away the projection falloffstarts on themodel.

Edge Falloff | End entry box,slider

Modifies how far away the projection falloffends on themodel.

Edge Falloff |Curve

curve editor Modifies the otherwise linear shape of theedge falloff to your desired shape.

Distance Falloff |Start

entry box,incrementer

Modifies the falloff start distance. From0-100; 100 represents straight-on projection.

Distance Falloff |End

entry box,incrementer

Modifies the falloff end distance. From 0-100;100 represents straight-on projection.

Distance Falloff |Curve

curve editor Modifies the otherwise linear shape of thedistance falloff to your desired shape.

Procedural/Environment/SphereMap

SphereMap file browser The environment image you want to bereflected.

This procedural cannot becached or baked and is fordisplay purposes only.

FalloffStart entry box,slider

Specifies where the spherical image starts.

FalloffEnd entry box,file browser

Specifies where the spherical image ends.

Procedural/Environment/SphereMap Projector

Spherical Image file browser Uses a spherical image of any file type as atexture to project onto themodel. Select thefilepath to the spherical image to project as atexture.

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Control Type What it does Notes

Cull Backfaces checkbox When the checkbox is ticked, this settingensures that projection does not affect areasfacing away from the camerawhen factoringedge falloff.

Offset | X entry box,incrementer

The offset of the projected image along theXaxis. This affects the position of where the cam-era sits in the scene.

Offset | Y entry box,incrementer

The offset of the projected image along the Yaxis. This affects the position of where the cam-era sits in the scene.

Offset | Z entry box,incrementer

The offset of the projected image along the Zaxis. This affects the position of where the cam-era sits in the scene.

Rotation | X entry box,slider

The rotation of the projected image along theX axis.

This rotates the camera forthe entire scene, not justone part.

Rotation | Y entry box,slider

The rotation of the projected image along theY axis.

This rotates the camera forthe entire scene, not justone part.

Rotation | Z entry box,slider

The rotation of the projected image along theZ axis.

This rotates the camera forthe entire scene, not justone part.

Edge Falloff | Start entry box,slider

Modifies how far away the projection falloffstarts on themodel.

Edge Falloff | End entry box,slider

Modifies how far away the projection falloffends on themodel.

Edge Falloff |Curve

curve editor Modifies the otherwise linear shape of theedge falloff to your desired shape.

Distance Falloff |Start

entry box,incrementer

Modifies the falloff start distance. From0-100; 100 represents straight-on projection.

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Control Type What it does Notes

Distance Falloff |End

entry box,incrementer

Modifies the falloff end distance. From 0-100;100 represents straight-on projection.

Distance Falloff |Curve

curve editor Modifies the otherwise linear shape of thedistance falloff to your desired shape.

Procedural/Environment/Triplanar Projection

World Scale entry box Gives overall scale control for the imageprojection.

Top | Top Image file browser Specifies the location of the image you want toproject onto the top of yourmodel.

Top | Top Repeat entry box,slider

Specifies the frequency at which the image isrepeated across the top of yourmodel.

Top | Top Angle entry box,slider

Specifies the rotation angle of the image onthe top of yourmodel.

Top | Top U Off-set

entry box,slider

Specifies howmuch the image on the top ofyourmodel is offset by on theU axis.

Top | Top V Offset entry box,slider

Specifies howmuch the image on the top ofyourmodel is offset by on the V axis.

Top | Top U Scale entry box,slider

Specifies howmuch the image on the top ofyourmodel is stretched or contracted on theUaxis.

Top | Top V Scale entry box,slider

Specifies howmuch the image on the top ofyourmodel is stretched or contracted on the Vaxis.

Top | Top FalloffStart

entry box,slider

Controls where the image projection starts onthe top of themodel.

Top | Top FalloffEnd

entry box,slider

Controls where the image projection ends onthe top of themodel.

Top | Top Falloff curve editor Controls the falloff of the image projectionbetween the start and end values on the topof themodel.

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Control Type What it does Notes

Front | FrontImage

file browser Specifies the location of the image you want toproject onto the front of yourmodel.

Front | FrontRepeat

entry box,slider

Specifies the frequency at which the image isrepeated across the front of yourmodel.

Front | FrontAngle

entry box,slider

Specifies the rotation angle of the image onthe front of yourmodel.

Front | Front UOffset

entry box,slider

Specifies howmuch the image on the front ofyourmodel is offset by on theU axis.

Front | Front VOffset

entry box,slider

Specifies howmuch the image on the front ofyourmodel is offset by on the V axis.

Front | Front UScale

entry box,slider

Specifies howmuch the image on the front ofyourmodel is stretched or contracted on theUaxis.

Front | Front VScale

entry box,slider

Specifies howmuch the image on the front ofyourmodel is stretched or contracted on the Vaxis.

Front | Front Fal-loffStart

entry box,slider

Controls where the image projection starts onthe front of themodel.

Front | Front Fal-loffEnd

entry box,slider

Controls where the image projection ends onthe front of themodel.

Front | Front Fal-loff

curve editor Controls the falloff of the image projectionbetween the start and end values on the frontof themodel.

Right | RightImage

file browser Specifies the location of the image you want toproject onto the side of yourmodel.

Right | RightRepeat

entry box,slider

Specifies the frequency at which the image isrepeated across the side of yourmodel.

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Control Type What it does Notes

Right | RightAngle

entry box,slider

Specifies the rotation angle of the image onthe side of yourmodel.

Right | Right UOffset

entry box,slider

Specifies howmuch the image on the side ofyourmodel is offset by on theU axis.

Right | Right VOffset

entry box,slider

Specifies howmuch the image on the side ofyourmodel is offset by on the V axis.

Right | Right UScale

entry box,slider

Specifies howmuch the image on the side ofyourmodel is stretched or contracted on theUaxis.

Right | Right VScale

entry box,slider

Specifies howmuch the image on the side ofyourmodel is stretched or contracted on the Vaxis.

Right | Right Fal-loff Start

entry box,slider

Controls where the image projection starts onthe side of themodel.

Right | Right Fal-loff End

entry box,slider

Controls where the image projection ends onthe side of themodel.

Right | Right Fal-loff

curve editor Controls the falloff of the image projectionbetween the start and end values on the sideof themodel.

Procedural/Geometry/Ambient Occlusion

Procedural/Geometry/Position

Procedural/Geometry/Surface Normal

Procedural/Geometry/UDIMMask

UDIM entry box Enter theUDIM number of the UDIM youwant to unmask.

Procedural/Geometry/UV

Procedural/Procedural/Fractal/ Cloud

Size entry box,slider

Adjusts the size of the cloud pattern.

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Control Type What it does Notes

Roughness entry box,slider

Adjusts the roughness of the cloud pattern.Dragging the slider to lower values smoothsout the transition from color A to color B.

Offsets | X Offset entry box,slider

Moves the pattern across themodel on the xaxis.

Offsets | Y Offset entry box,slider

Moves the pattern across themodel on the yaxis.

Offsets | Z Offset entry box,slider

Moves the pattern across themodel on the zaxis.

Color | Color A swatch Sets the color to be used for the pattern’s Ainput.

Color | Color B swatch Sets the color to be used for the pattern’s Binput.

Procedural/Procedural/Fractal/Turbulence

Size entry box,slider

Adjusts the size of the turbulence pattern.

Roughness entry box,slider

Adjusts the roughness of the turbulencepattern. Dragging the slider to lower valuessmooths out the transition from color A tocolor B.

Color | Color A swatch Sets the color to be used for the pattern’s Ainput.

Color | Color B swatch Sets the color to be used for the pattern’s Binput.

Procedural/Procedural/Misc/Flow

Animation |Anim-ated

checkbox Enables or disables the animation.

Animation | TimeOffset

entry box,slider

Adjusts the flow over time to view the effect ofvector paint.

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Control Type What it does Notes

Animation | Speed entry box,slider

Adjusts the sensitivity of Time Offset toaffect the speed of flow.

Image | TileImage

file browser Selects the image to use on themodel for flow.

Image | Repeat entry box,slider

Sets the repetition value of the tiled image.

Procedural/Procedural/Misc/Oil

Size entry box,slider

Adjusts the size of the oil pattern.

Organicness entry box,slider

Sets the overall organic quality of the oilpattern.

Roughness entry box,slider

Adjusts the roughness of the oil pattern.Dragging the slider to lower values smoothsout the transition from color A to color B.

Color | Color A swatch Sets the color to be used for the pattern’s Ainput.

Color | Color B swatch Sets the color to be used for the pattern’s Binput.

Procedural/Procedural/Noise/Cellular

Size entry box,slider

Adjusts the size of the cellular pattern.

Type dropdown Sets how color A and color B are used in thepattern.

Distance Method dropdown Changes the shape of the cells to affect the dis-tance the cells are from each other.

Color | Color A swatch Sets the color to be used to the pattern’s colorA input.

Color | Color B swatch Sets the color to be used for the pattern’s colorB input.

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Control Type What it does Notes

Procedural/Procedural/Noise/Perlin

Size entry box,slider

Adjusts the size of the noise pattern.

Color | Color A swatch Sets the color to be used for the pattern’s colorA input.

Color | Color B swatch Sets the color to be used for the pattern’s colorB input.

Procedural/Procedural/Noise/Squiggle

Size entry box,slider

Adjusts the size of the squiggle pattern.

Color | Color A swatch Sets the color to be used for the pattern’s colorA input.

Color | Color B swatch Sets the color to be used for the pattern’s colorB input.

Procedural/Procedural/ Pattern/Cube

Repeat entry box,slider

Specifies the repetition frequency of the cubepattern.

Gap entry box,slider

Sets the spacing between the cubes in thepattern.

Fall Off entry box,slider

Adjusts the falloff amount between the cubes.

Roundness entry box,slider

Adjusts howmuch the cubes are rounded off.

Color | Color A swatch Sets the color to be used for the pattern’s colorA input.

Color | Color B swatch Sets the color to be used for the pattern’s colorB input.

Procedural/Procedural/Pattern/Object Space Linear Gradient

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Control Type What it does Notes

Start entry box,slider

Sets the start point on the object for Color B ofthe gradient.

End entry box,slider

Sets the end point of Color B, where Color Abegins, on the object of the gradient.

Map curve editor Set the color A and color B transitions for thegradient using points on a curve.

Rotation | X entry box,slider

Adjusts how the gradient appears on themodel by rotating the gradient on the X axis.

Rotation | Y entry box,slider

Adjusts how the gradient appears on themodel by rotating the gradient on the Y axis.

Rotation | Z entry box,slider

Adjusts how the gradient appears on themodel by rotating the gradient on the Z axis.

Color | Color A swatch Sets the color to be used for the gradient’s Ainput.

Color | Color B swatch Sets the color to be used for the gradient’s Binput.

Procedural/Procedural/Pattern/Sphere

Size entry box,slider

Adjusts the size of the spherical pattern.

Falloff curve editor Adjusts the falloff amount between thespheres.

Color | Color A swatch Sets the color to be used for the pattern’s colorA input.

Color | Color B swatch Sets the color to be used for the pattern’s colorB input.

Procedural/Procedural/Pattern/Tiled

Tile Image file browser The image you want to have tiled across themodel.

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Control Type What it does Notes

Rotation Angle(Degrees)

entry box,slider

Changes the angle of rotation for the tiledimage.

Offset |U Offset entry box,slider

Specifies howmuch the image is offset by ontheU axis.

Offset | V Offset entry box,slider

Specifies howmuch the image is offset by onthe V axis.

Repeat |U Repeat entry box,slider

Specifies howmuch the image is repeated ontheU axis.

Repeat | V Repeat entry box,slider

Specifies howmuch the image is repeated onthe V axis.

Mirror |Mirror U entry box,slider

Sets whether the tiled image ismirrored on theU axis.

Mirror |Mirror V entry box,slider

Sets whether the tiled image ismirrored on theV axis.

Procedural/Procedural/Pattern/UV Grid

Color swatch Sets the color to be used for the grid lines.

Repeat entry box,slider

Specifies the repeat rate for the grid on themodel’s surface.

Thickness entry box,slider

Sets the thickness of the grid lines.

Procedural/Procedural/Pattern/UV Linear Gradient

Start entry box,slider

Sets the start point on theUV patches forColor B of the gradient.

End entry box,slider

Sets the end point of Color B, where Color Abegins, on theUV patches of the gradient.

Map curve editor Set the color A and color B transitions for thegradient in UV space using points on a curve.

Angle entry box,slider

Specifies the angle of the linear gradient on theUV patches.

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Control Type What it does Notes

Repeat entry box,slider

Sets howmuch the linear gradient is repeatedacross theUV patches.

Color | Color A swatch Sets the color to be used for the gradient’s Ainput.

Color | Color B swatch Sets the color to be used for the gradient’s Binput.

Procedural/Procedural/Plant/Wood

Size entry box,slider

Adjusts the size of thewood pattern across theentiremodel.

Bands entry box,slider

Adjusts the size of the individual bands in thewood pattern.

Noise | Size entry box,slider

Adjusts the amount of the noise in the bandsof thewood pattern.

Noise | Rough-ness

entry box,slider

Adjusts the roughness of thewood pattern.Dragging the slider to lower valuesmakes thetransition from color A to color B moredistinct.

Stretch | X entry box,slider

Stretches thewood pattern across themodelon the x axis.

Stretch | Y entry box,slider

Stretches thewood pattern across themodelon the y axis.

Stretch | Z entry box,slider

Stretches thewood pattern across themodelon the z axis.

Color | Color A swatch Sets the color to be used for the pattern’s colorA input.

Color | Color B swatch Sets the color to be used for the pattern’s colorB input.

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23 Patches PaletteThe Patches palette and the controls that can be found on it are described in the table below. When controls alsobring up additional dialogs, these are referenced formore information.

What It DoesThe Patches palette displays a selectable list of patches in the project, with icons and buttons to toggle whether theyare visible, or whether they are locked. You can group patches into sets.

Patches palette fields

Control Type What it does Opens thisdialog box

Notes

Sorted by dropdown Lets you specify whether to list patchesby: UDIM, or a custom sort (by draggingpatches up and down the list).

icon Click to toggle whether a patch is visible ornot.

icon Click to toggle whether a patch is locked ornot.

button Hide selected patches.

button Show selected patches.

button Select all patches.

button Lock selected patches.

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Control Type What it does Opens thisdialog box

Notes

button Unlock selected patches.

button Link selected patches.

This allows you to replicate changesmadeto one patch onto all linked patchesquickly and easily.

button Unlink selected patches.

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24 Objects PaletteTheObjects palette and the controls that can be found on it are described in the table below. When controls alsobring up additional dialogs, these are referenced formore information.

What It DoesTheObjects palette displays the current objects in the project, and allows you to:

• Show and hide the objects.

• Add and remove objects from the project.

• Lock and unlock the objects.

• Select the object to edit.

• Add versions to existing objects.

Objects palette fields

Control Type What it does Notes

Sorted by dropdown Lets you specify whether to list the objectsby name , version number, or none.

icon Click to toggle whether an object is visibleor not.

icon Click to toggle whether an object is lockedor not.

button Add another object to the project.

button Removes the selected object from theproject.

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Control Type What it does Notes

button Allows you to add user attributes to theselected object.

<object name> > Geometry |Version

dropdown List of versions of the object, listed by thename of the source file. When you select aversion from this list, Mari updates to showthat version in the display.

<object name> > Info |Name text The name of the object file. You can edit thisif required.

<object name> > Rendering | CastShadows

checkbox Specify whether or not the object is set tocast shadowswhenDepth Projectionsare enabled and toggle shadows is set toshow themon the canvas.

<object name> > State |Hidden checkbox Whether the object is hidden.

<object name> > State | Locked checkbox Whether the object is locked or editable.

<object name> > UserAttributes |Created

info The creation date of themodel file.

<object name> > UserAttributes |Modified

info The last modification date of themodel file.

<object name> > UserAttributes |Owner

info The user whomade the last edit to themodel file.

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25 Shaders PaletteThe Shaders palette and the controls that can be found on it are described in the table below. When controls alsobring up additional dialogs, these are referenced formore information.

What It DoesThe Shaders palette displays the lighting shaders and allows you to toggle between the shader setup for the currentchannel, layer stack, layer, and paint target, as well as custom-made shaders.

Shaders Palette Fields

Control Type What it does Dialog Notes

CurrentChannel

shader Default shader that displays only thepaint in the selected channel.

This shader canalso be found ontheDefaultShaders toolbar.

Current Layerand Below

shader Default shader that displays only thepaint in your selected sub-stack (suchas amask or adjustment stack) up tothe selected layer. If you don’t have asub-stack selected, it shows the parentstack up to the selected layer.

This shader canalso be found ontheDefaultShaders toolbar.

Current Layer shader Default shader that displays only thepaintable paint andmasks in yourselected layer.

This shader canalso be found ontheDefaultShaders toolbar.

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Control Type What it does Dialog Notes

Current PaintTarget

shader Default shader that displays only thepaint in your selected layer, includingany mask ormask stack, adjustment,filter or groups associated with thelayer.

This shader canalso be found ontheDefaultShaders toolbar.

button Adds a new shader or layered shader tothe shader list in the palette from adropdownmenu list of:

• Phong

• Cook Torrance

• Beckman

• Blinn

• Flat

• sRGB Lighting

• BRDF

• Standard Lighting

• Layered , and

• Choose Diffuse And Specular.

Create ShaderDialog whenselectingChooseDiffuse andSpecular.

MasksFormats Dia-log whenselectingLayered.

TheChooseDiffuse andSpecular optionallows you tocreate a customshader. Refer tothe Create ShaderDialog formoreinformation.

The Layeredoption creates alayered shader.When selected, itslayers can beaccessed using theShader Layers TabFields.

button Makes a copy of the selected shader.

button Removes the shader from the shaderlist in the palette.

Default shaderscannot beremoved from theShaders palette.

button Selects the default Current Channelshader from the shader list anddisplays only the paint in the currentchannel.

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Control Type What it does Dialog Notes

button Selects the default Current Layerand Below shader from the shader listand displays only the paint in thecurrent layer stack.

button Selects the default Current Layershader from the shader list anddisplays only the paint in the currentlayer.

button Selects the default Current PaintTarget shader from the shader list anddisplays only the paint of thecurrently selected target.

Lambertian/Phong

Inputs | Dif-fuse Color

dropdown The channel controlling the RGBdiffuse color effect of the shadedsurface.

Inputs | Spec-ular Color

dropdown The channel controlling the RGBspecular color effect of the shadedsurface.

Inputs | Spec-ularShininess

dropdown The channel controlling the high shineareas for highlights in the specularshaded surface.

Inputs |Normal

dropdown The channel used for input as arepresentation of the surface normals,added to the shaded surface.

Youmust select either aBump orNormal shader component in thesame shader. If you attempt to useboth,Normal overrides theBumpshader component.

Inputs | Bump dropdown The channel controlling the bumpmapto show as a perturbed lighting.

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Control Type What it does Dialog Notes

Inputs | Envir-onment Color

dropdown The channel controlling the reflectivesurface, using an image in a channel asthe reflection, on the shaded surface.

Inputs | Ambi-ent Occlusion

dropdown The channel controlling the ambientocclusion effect of the shaded surface.Using this input overrides the ambientocclusion values stored on the object(Objects > Ambient Occlusion).

Inputs |EmissiveColor

dropdown The channel controlling the RGB colorof the emissive (glow) qualities on theshaded surface.

Inputs |Vector

dropdown The channel controlling the vector fieldand resulting vector data frompaint onthe shaded surface.

This data is usedby the vectorinspector.

Inputs |Dis-placement

dropdown The channel controlling thedisplacement map and dynamictessellation to show amore advancedpreview of displacement.

This component isdisabled for Ptexchannels.

button Adds a new channel to be used for theshader component.

Add ChannelDialog

Diffuse entry box,shader

Howmuch of the diffuse input appearson the shaded surface.

From 0 to 2;defaults to 1.

Specular entry box, slider Howmuch of the specular lightappears on the shaded surface.

From 0 to 2;defaults to 1.

SpecularShininess

entry box, slider Howmuch shininess the specularityappears to have on the shadedsurface.

From 0 to 100;defaults to 30.

Environment entry box, slider Howmuch of the environmentappears on the shaded surface.

From 0 to 2;defaults to 1.

Ambient entry box, slider Howmuch ambient light appears onthe shaded surface.

From 0 to 2;defaults to 0.200.

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Control Type What it does Dialog Notes

AmbientOcclusion

entry box, slider Howmuch ambient occlusion occurson the shaded surface.

From 0 to 2;defaults to 1.

Emissive entry box, slider Howmuch glow the emissive channelappears to have.

From 0 to 2;defaults to 1.

Displacement |DisplacementBias

entry box, slider Howmuch thewhite or black valuesare pushed or pulled from the surface.

From 0 to 1;defaults to 0.500.

Displacement |DisplacementScale

entry box, slider Howmuch displacement is applied tothe shaded surface. Lower values equalsmaller displacement; highervalues equal larger andmore obviousdisplacement.

From 0 to 1;defaults to 0.500.

Displacement |DisplacementRange

entry box What the range of displacement is. Thissetting ismultiplied by theDisplacement Scale to give thedisplacement.

Displacement |Max Tes-sellation

entry box, slider Howmany texels the surface istessellated to.

From 1 to 64;defaults to 10.

Displacement |PerturbNormals

dropdown Selecting yes changes thedisplacement so that displacementmoves the surface but leaves thesurface normals as they are.

Bump | BumpWeight

entry box, slider Howmuch weight the bumpmap has.Lower values are smaller bumps, highervalues are larger andmoreobvious displacements.

From 0 to 10;defaults to 0.100.

Bump | BumpMode

dropdown Whether you want bump to be dis-played quickly (Fast) or accurately(Accurate).

By default, BumpMode is set toFast.

Lambertian/Cook Torrance

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Control Type What it does Dialog Notes

Inputs | Dif-fuse Color

dropdown The channel controlling the RGBdiffuse color effect of the shadedsurface.

Inputs | Spec-ular Color

dropdown The channel controlling the RGBspecular color effect of the shadedsurface.

Inputs | Spec-ular Rough-ness

dropdown The channel controlling the roughshaded surface for specularity.

button Inverts the channel values of the selec-ted channel.

Inputs | Spec-ular IOR

dropdown The channel controlling the specularityfor the index of refraction. This can beadjusted to the IOR value of thedesiredmaterial.

button Inverts the channel values of the selec-ted channel.

Inputs |Normal

dropdown The channel used for input as arepresentation of the surface normals,added to the shaded surface.

Youmust select either aBump orNormal shader component in thesame shader. If you attempt to useboth,Normal overrides theBumpshader component.

Inputs | Bump dropdown The channel controlling the bumpmapto show as a perturbed lighting.

Inputs | Envir-onment Color

dropdown The channel controlling the reflectivesurface, using an image in a channel asthe reflection, on the shaded surface.

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Control Type What it does Dialog Notes

Inputs | Ambi-ent Occlusion

entry box, slider The channel controlling the ambientocclusion effect of the shaded surface.Using this input overrides the ambientocclusion values stored on the object(Objects > Ambient Occlusion).

Inputs |EmissiveColor

entry box, slider The channel controlling the RGB colorof the emissive (glow) qualities on theshaded surface.

Inputs |Vector

dropdown The channel controlling the vector fieldand resulting vector data frompaint onthe shaded surface.

This data is usedby the vectorinspector.

Inputs | Dis-placement

dropdown The channel controlling thedisplacement map and dynamictessellation to show amore advancedpreview of displacement.

This component isdisabled for Ptexchannels.

button Adds a new channel for the shadercomponent.

Add ChannelDialog

Diffuse entry box, slider Howmuch of the diffuse input appearson the shaded surface.

From 0 to 2;defaults to 1.

SpecularRoughness

entry box, slider How “rough” the surface is by default.Rougher surfaces have the highlightspreadmore across the surface. Lowervaluesmean the surface is smoother(specular lights aremoreconcentrated), higher valuesmean it isrougher (specular lights are spread outmore).

From 0 to 1;defaults to 0.700.

Specular IORWeight

entry box, slider Adjust the IOR to the value of aspecific material, or adjust the slideruntil you find the index of refractionthat suits your needs.

From 0 to 5;defaults to 1.

Specular entry box, slider Howmuch of the specular lightappears on the shaded surface.

From 0 to 2;defaults to 1.

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Control Type What it does Dialog Notes

Environment entry box, slider Howmuch of the environmentappears on the shaded surface.

From 0 to 2;defaults to 1.

Ambient entry box, slider Howmuch ambient light appears onthe shaded surface.

From 0 to 2;defaults to 0.200.

AmbientOcclusion

entry box, slider Howmuch ambient occlusion occurson the shaded surface.

From 0 to 2;defaults to 1.

Emissive entry box, slider Howmuch glow the emissive channelappears to have.

From 0 to 2;defaults to 1.

Displacement |DisplacementBias

entry box, slider Howmuch thewhite or black valuesare pushed or pulled from the surface.

From 0 to 1;defaults to 0.500.

Displacement |DisplacementScale

entry box, slider Howmuch displacement is applied tothe shaded surface. Lower values equalsmaller displacement; higher valuesequal larger andmore obviousdisplacement.

From 0 to 1;defaults to 0.500.

Displacement |DisplacementRange

entry box What the range of displacement is. Thissetting ismultiplied by theDisplacement Scale to give thedisplacement.

Displacement |Max Tes-sellation

entry box, slider Howmany texels the surface istessellated to.

From 1 to 64;defaults to 10.

Displacement |PerturbNormals

dropdown Selecting yes changes thedisplacement so that displacementmoves the surface but leaves thesurface normals as they are.

Bump | BumpWeight

entry box, slider Howmuch weight the bumpmap has.Lower values are smaller bumps, highervalues are larger andmoreobvious displacements.

From 0 to 10;defaults to 0.100.

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Control Type What it does Dialog Notes

Bump | BumpMode

dropdown Whether you want bump to be dis-played quickly (Fast) or accurately(Accurate).

By default, BumpMode is set toFast.

Lambertian/Beckman

Inputs | Dif-fuse Color

dropdown The channel controlling the RGBdiffuse color effect of the shadedsurface.

Inputs | Spec-ular Color

dropdown The channel controlling the RGBspecular color effect of the shadedsurface.

Inputs | Spec-ular Rough-ness

dropdown The channel controlling the roughshaded surface for specularity.

button Inverts the channel values of the selec-ted channel.

Inputs |Normal

dropdown The channel used for input as arepresentation of the surface normals,added to the shaded surface.

Youmust select either aBump orNormal shader component in thesame shader. If you attempt to useboth,Normal overrides theBumpshader component.

Inputs | Bump dropdown The channel controlling the bumpmapto show as a perturbed lighting.

Inputs | Envir-onment Color

dropdown The channel controlling the reflectivesurface, using an image in a channel asthe reflection, on the shaded surface.

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Control Type What it does Dialog Notes

Inputs | Ambi-ent Occlusion

dropdown The channel controlling the ambientocclusion effect of the shaded surface.Using this input overrides the ambientocclusion values stored on the object(Objects > Ambient Occlusion).

Inputs |EmissiveColor

dropdown The channel controlling the RGB colorof the emissive (glow) qualities on theshaded surface.

Inputs |Vector

dropdown The channel controlling the vector fieldand resulting vector data frompaint onthe shaded surface.

This data is usedby the vectorinspector.

Inputs | Dis-placement

dropdown The channel controlling thedisplacement map and dynamictessellation to show amore advancedpreview of displacement.

This component isdisabled for Ptexchannels.

button Adds a new channel for the shadercomponent.

Add ChannelDialog

Diffuse entry box, slider Howmuch of the diffuse input appearson the shaded surface.

From 0 to 2;defaults to 1.

Specular entry box, slider Howmuch of the specular lightappears on the shaded surface.

From 0 to 2;defaults to 1.

SpecularRoughness

entry box, slider How “rough” the surface is by default.Rougher surfaces have the highlightspreadmore across the surface. Lowervaluesmean the surface is smoother(specular lights aremoreconcentrated), higher valuesmean it isrougher (specular lights are spread outmore).

From 0 to 1;defaults to 0.700.

Environment entry box, slider Howmuch of the environmentappears on the shaded surface.

From 0 to 2;defaults to 1.

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Control Type What it does Dialog Notes

Ambient entry box, slider Howmuch ambient light appears onthe shaded surface.

From 0 to 2;defaults to 0.200.

AmbientOcclusion

entry box, slider Howmuch ambient occlusion occurson the shaded surface.

From 0 to 2;defaults to 1.

Emissive entry box, slider Howmuch glow the emissive channelappears to have.

From 0 to 2;defaults to 1.

Displacement |DisplacementBias

entry box, slider Howmuch thewhite or black valuesare pushed or pulled from the surface.

From 0 to 1;defaults to 0.500.

Displacement |DisplacementScale

entry box, slider What the range of displacement is. Thissetting ismultiplied by theDisplacement Scale to give thedisplacement.

Displacement |DisplacementRange

entry box Howmuch displacement is applied tothe shaded surface. Lower values equalsmaller displacement; higher valuesequal larger andmore obviousdisplacement.

From 0 to 1;defaults to 0.500.

Displacement |Max Tes-sellation

entry box, slider Howmany texels the surface istessellated to.

From 1 to 64;defaults to 10.

Displacement |PerturbNormals

dropdown Selecting yes changes thedisplacement so that displacementmoves the surface but leaves thesurface normals as they are.

Bump | BumpWeight

entry box, slider Howmuch weight the bumpmap has.Lower values are smaller bumps, highervalues are larger andmore obvious dis-placements.

From 0 to 10;defaults to 0.100.

Bump | BumpMode

dropdown Whether you want bump to be dis-played quickly (Fast) or accurately(Accurate).

By default, BumpMode is set toFast.

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Control Type What it does Dialog Notes

Lambertian/Blinn

Inputs | Dif-fuse Color

dropdown The channel controlling the RGBdiffuse color effect of the shadedsurface.

Inputs | Spec-ular Color

dropdown The channel controlling the RGBspecular color effect of the shadedsurface.

Inputs | Spec-ular Shini-ness

dropdown The channel controlling the high shineareas for highlights in the specularshaded surface.

Inputs |Normal

dropdown The channel used for input as arepresentation of the surface normals,added to the shaded surface.

Youmust select either aBump orNormal shader component in thesame shader. If you attempt to useboth,Normal overrides theBumpshader component.

Inputs | Bump dropdown The channel controlling the bumpmapto show as a perturbed lighting.

Inputs | Envir-onment Color

dropdown The channel controlling the reflectivesurface, using an image in a channel asthe reflection, on the shaded surface.

Inputs | Ambi-ent Occlusion

dropdown The channel controlling the ambientocclusion effect of the shaded surface.Using this input overrides the ambientocclusion values stored on the object(Objects > Ambient Occlusion).

Inputs |EmissiveColor

dropdown The channel controlling the RGB colorof the emissive (glow) qualities on theshaded surface.

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Control Type What it does Dialog Notes

Inputs |Vector

dropdown The channel controlling the vector fieldand resulting vector data frompaint onthe shaded surface.

This data is usedby the vectorinspector.

Inputs | Dis-placement

dropdown The channel controlling thedisplacement map and dynamictessellation to show amore advancedpreview of displacement.

This component isdisabled for Ptexchannels.

button Adds a new channel for the shadercomponent.

Add ChannelDialog

Diffuse entry box, slider Howmuch of the diffuse input appearson the shaded surface.

From 0 to 2;defaults to 1.

Specular entry box, slider Howmuch of the specular lightappears on the shaded surface.

From 0 to 2;defaults to 1.

SpecularShininess

entry box, slider Howmuch shininess the specularityappears to have on the shadedsurface.

From 0 to 100;defaults to 30.

Environment entry box, slider Howmuch of the environmentappears on the shaded surface.

From 0 to 2;defaults to 1.

Ambient entry box, slider Howmuch ambient light appears onthe shaded surface.

From 0 to 2;defaults to 0.200.

AmbientOcclusion

entry box, slider Howmuch ambient occlusion occurson the shaded surface.

From 0 to 2;defaults to 1.

Emissive entry box, slider Howmuch glow the emissive channelappears to have.

From 0 to 2;defaults to 1.

Displacement |DisplacementBias

entry box, slider Howmuch thewhite or black valuesare pushed or pulled from the surface.

From 0 to 1;defaults to 0.500.

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Control Type What it does Dialog Notes

Displacement|DisplacementScale

entry box, slider Howmuch displacement is applied tothe shaded surface. Lower values equalsmaller displacement; higher valuesequal larger andmore obviousdisplacement.

From 0 to 1;defaults to 0.500.

Displacement |DisplacementRange

entry box What the range of displacement is. Thissetting ismultiplied by theDisplacement Scale to give thedisplacement.

Displacement |Max Tes-sellation

entry box, slider Howmany texels the surface istessellated to.

From 1 to 64;defaults to 10.

Displacement |PerturbNormals

dropdown Selecting yes changes thedisplacement so that displacementmoves the surface but leaves thesurface normals as they are.

Bump | BumpWeight

entry box, slider Howmuch weight the bumpmap has.Lower values are smaller bumps, highervalues are larger andmoreobvious displacements.

From 0 to 10;defaults to 0.100.

Bump | BumpMode

dropdown Whether you want bump to be dis-played quickly (Fast) or accurately(Accurate).

By default, BumpMode is set toFast.

Flat

Inputs | Color dropdown The channel controlling the RGB valuesof the shaded surface under flatlighting.

Inputs |Vector

dropdown The channel controlling the vector fieldand resulting vector data frompaint onthe shaded surface.

This data is usedby the vectorinspector.

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Control Type What it does Dialog Notes

Inputs | Dis-placement

dropdown The channel controlling thedisplacement map and dynamictessellation to show amore advancedpreview of displacement.

This component isdisabled for Ptexchannels.

button Adds a new channel for the shadercomponent.

Add ChannelDialog

Displacement |DisplacementBias

entry box, slider Howmuch thewhite or black valuesare pushed or pulled from the surface.

From 0 to 1;defaults to 0.500.

Displacement |DisplacementScale

entry box, slider Howmuch displacement is applied tothe shaded surface. Lower values equalsmaller displacement; higher valuesequal larger andmore obviousdisplacement.

From 0 to 1;defaults to 0.500.

Displacement |DisplacementRange

entry box What the range of displacement is. Thissetting ismultiplied by theDisplacement Scale to give thedisplacement.

Displacement |Max Tes-sellation

entry box, slider Howmany texels the surface istessellated to.

From 1 to 64;defaults to 10.

Displacement |PerturbNormals

dropdown Selecting yes changes thedisplacement so that displacementmoves the surface but leaves thesurface normals as they are.

sRGB Lighting

Inputs | Dif-fuse Color

dropdown The channel controlling the sRGB dif-fuse color effect of the shadedsurface.

Inputs |Vector

dropdown The channel controlling the vector fieldand resulting vector data frompaint onthe shaded surface.

This data is usedby the vectorinspector.

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Control Type What it does Dialog Notes

Inputs | Dis-placement

dropdown The channel controlling thedisplacement map and dynamictessellation to show amore advancedpreview of displacement.

This component isdisabled for Ptexchannels.

button Adds a new channel for the shadercomponent.

Add ChannelDialog

Diffuse entry box, slider Howmuch of the diffuse input appearson the shaded surface.

From 0 to 1;defaults to 0.600.

Specular entry box, slider Howmuch of the specular lightappears on the shaded surface.

From 0 to 1;defaults to 0.200.

SpecularRoughness

entry box, sldier How “rough” the surface is by default.Rougher surfaces have the highlightspreadmore across the surface. Lowervaluesmean the surface is smoother(specular lights aremore con-centrated), higher valuesmean it isrougher (specular lights are spread outmore).

From .001 to .999;defaults to .500.

sRGB checkbox When the checkbox is selected, Marichanges the output colors from linearcolor space to sRGB color space. Thiscan be used to set up a single shaderthat is sRGB, rather than setting theentire color profile in theColor Man-ager palette to sRGB.

Displacement |DisplacementBias

entry box, slider Howmuch thewhite or black valuesare pushed or pulled from the surface.

From 0 to 1;defaults to 0.500.

Displacement |DisplacementScale

entry box, slider Howmuch displacement is applied tothe shaded surface. Lower values equalsmaller displacement; higher valuesequal larger andmore obviousdisplacement.

From 0 to 1;defaults to 0.500.

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Control Type What it does Dialog Notes

Displacement |DisplacementRange

entry box What the range of displacement is. Thissetting ismultiplied by theDisplacement Scale to give thedisplacement.

Displacement |MaxTessellation

entry box, slider Howmany texels the surface istessellated to.

From 1 to 64;defaults to 10.

Displacement |PerturbNormals

dropdown Selecting yes changes thedisplacement so that displacementmoves the surface but leaves thesurface normals as they are.

BRDF

Inputs |Dif-fuse Color

dropdown The channel controlling the RGBdiffuse color effect of the shadedsurface.

Inputs | Spec-ular Color

dropdown The channel controlling the RGBspecular color effect of the shadedsurface.

Inputs |Glossi-ness

dropdown The channel controlling the glossyareas for highlights in the specularshaded surface.

button Inverts the channel values of the selec-ted channel.

Inputs |Reflectance

dropdown The channel controlling the reflectiveeffect of the shaded surface.

Inputs | Ambi-ent Occlusion

dropdown The channel controlling the ambientocclusion effect of the shaded surface.Using this input overrides the ambientocclusion values stored on the object(Objects > Ambient Occlusion).

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Control Type What it does Dialog Notes

Inputs |EmissiveColor

dropdown The channel controlling the RGB colorof the emissive (glow) qualities on theshaded surface.

Inputs |Normal

dropdown The channel used for input as arepresentation of the surface normals,added to the shaded surface.

Youmust select either aBump orNormal shader component in thesame shader. If you attempt to useboth,Normal overrides theBumpshader component.

Inputs | Bump dropdown The channel controlling the bumpmapto show as a perturbed lighting.

Inputs |Vector

dropdown The channel controlling the vector fieldand resulting vector data frompaint onthe shaded surface.

This data is usedby the vectorinspector.

Inputs | Dis-placement

dropdown The channel controlling thedisplacement map and dynamictessellation to show amore advancedpreview of displacement.

This component isdisabled for Ptexchannels.

button Adds a new channel for the shadercomponent.

Add ChannelDialog

Diffuse entry box, slider Howmuch of the diffuse input appearson the shaded surface.

From 0 to 1;defaults to 1.

Specular entry box, slider Howmuch of the specular lightappears on the shaded surface.

From 0 to 1;defaults to 1.

Glossiness entry box, slider How glossy the highlights appear onthe shaded surface. The closer to 1 thisis set, themoremirror-like the shadedsurface appears.

From 0 to 1;defaults to .200.

AmbientOcclusion

entry box, slider Howmuch ambient occlusion occurson the shaded surface.

From 0 to 2;defaults to 1.

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Control Type What it does Dialog Notes

Reflectance entry box, slider Howmuch of the reflection appears onthe shaded surface. The closer to 1 thisis set, the higher the reflectiveness.

From 0 to 1;defaults to .200.

Emissive entry box, slider Howmuch glow the emissive channelappears to have.

From 0 to 100;defaults to 1.000.

Displacement |DisplacementBias

entry box, slider Howmuch thewhite or black valuesare pushed or pulled from the surface.

From 0 to 1;defaults to 0.500.

Displacement |DisplacementScale

entry box, slider Howmuch displacement is applied tothe shaded surface. Lower values equalsmaller displacement; higher valuesequal larger andmore obviousdisplacement.

From 0 to 1;defaults to 0.500.

Displacement |DisplacementRange

entry box What the range of displacement is. Thissetting ismultiplied by theDisplacement Scale to give thedisplacement.

Displacement |Max Tes-sellation

entry box, slider Howmany texels the surface istessellated to.

From 1 to 64;defaults to 10.

Displacement |PerturbNormals

dropdown Selecting yes changes thedisplacement so that displacementmoves the surface but leaves thesurface normals as they are.

Bump |BumpWeight

entry box, slider Howmuch weight the bumpmap has.Lower values are smaller bumps, highervalues are larger andmoreobvious displacements.

From 0 to 10;defaults to 1.000.

Bump |BumpMode

dropdown Whether you want bump to be dis-played quickly (Fast) or accurately(Accurate).

Standard Lighting

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Control Type What it does Dialog Notes

Inputs |Dif-fuse Color

dropdown The channel controlling the RGBdiffuse color effect of the shadedsurface.

Inputs |Vector

dropdown The channel controlling the vector fieldand resulting vector data frompaint onthe shaded surface.

This data is usedby the vectorinspector.

Inputs | Dis-placement

dropdown The channel controlling thedisplacement map and dynamictessellation to show amore advancedpreview of displacement.

This component isdisabled for Ptexchannels.

button Adds a new channel for the shadercomponent.

Add ChannelDialog

Diffuse entry box, slider Howmuch of the diffuse input appearson the shaded surface.

From 0 to 1;defaults to 0.600.

Specular entry box, slider Howmuch of the specular lightappears on the shaded surface.

From 0 to 1;defaults to 0.200.

SpecularRoughness

entry box, slider How “rough” the surface is by default.Rougher surfaces have the highlightspreadmore across the surface. Lowervaluesmean the surface is smoother(specular lights aremoreconcentrated), higher valuesmean it isrougher (specular lights are spread outmore).

From 0 to 1;defaults to 0.500.

Displacement |DisplacementBias

entry box, slider Howmuch thewhite or black valuesare pushed or pulled from the surface.

From 0 to 1;defaults to 0.500.

Displacement |DisplacementScale

entry box, slider Howmuch displacement is applied tothe shaded surface. Lower values equalsmaller displacement; higher valuesequal larger andmore obviousdisplacement.

From 0 to 1;defaults to 0.500.

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Control Type What it does Dialog Notes

Displacement |DisplacementRange

entry box What the range of displacement is. Thissetting ismultiplied by theDisplacement Scale to give thedisplacement.

Displacement |MaxTessellation

entry box, slider Howmany texels the surface istessellated to.

From 1 to 64;defaults to 10.

Displacement |PerturbNormals

dropdown Selecting yes changes thedisplacement so that displacementmoves the surface but leaves thesurface normals as they are.

Layered

Inputs |Vector

dropdown The channel controlling the vector fieldand resulting vector data frompaint onthe shaded surface.

This data is usedby the vectorinspector.

Inputs |Dis-placement

dropdown The channel controlling the dis-placement map and dynamictessellation to show amore advancedpreview of displacement.

This component isdisabled for Ptexchannels.

button The channel controlling the vector fieldand resulting vector data frompaint onthe shaded surface.

Displacement|DisplacementBias

entry box, slider Howmuch thewhite or black valuesare pushed or pulled from the surface.

From 0 to 1;defaults to 0.500.

Displacement |DisplacementScale

entry box, slider Howmuch displacement is applied tothe shaded surface. Lower values equalsmaller displacement; higher valuesequal larger andmore obviousdisplacement.

From 0 to 1;defaults to 0.500.

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Control Type What it does Dialog Notes

Displacement|DisplacementRange

entry box What the range of displacement is. Thissetting ismultiplied by theDisplacement Scale to give thedisplacement.

Displacement|MaxTessellation

entry box, slider Howmany texels the surface is tes-sellated to.

From 1 to 64;defaults to 10.

Displacement|PerturbNormals

dropdown Selecting yes changes the dis-placement so that displacement movesthe surface but leaves thesurface normals as they are.

ChooseDiffuse and Specular |Minnaert/Phong

Inputs |Dif-fuse Color

dropdown The channel controlling the RGBdiffuse color effect of the shadedsurface.

Inputs | Spec-ular Color

dropdown The channel controlling the RGBspecular color effect of the shadedsurface.

Inputs | Spec-ular Shini-ness

dropdown The channel controlling the high shineareas for highlights in the specularshaded surface.

Inputs |Normal

dropdown The channel used for input as a rep-resentation of the surface normals,added to the shaded surface.

Inputs | Bump dropdown The channel controlling the bumpmapto show as a perturbed lighting.

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Control Type What it does Dialog Notes

Inputs | Envir-onment Color

dropdown The channel controlling the reflectivesurface, using an image in a channel asthe reflection, on the shaded surface.

Youmust selecteither aBump orNormal shadercomponent in thesame shader. Ifyou attempt to useboth,Normaloverrides theBump shadercomponent.

Inputs | Ambi-ent Occlusion

dropdown The channel controlling the ambientocclusion effect of the shaded surface.Using this input overrides the ambientocclusion values stored on the object(Objects > Ambient Occlusion).

Inputs |EmissiveColor

dropdown The channel controlling the RGB colorof the emissive (glow) qualities on theshaded surface.

Inputs |Vector

dropdown The channel controlling the vector fieldand resulting vector data frompaint onthe shaded surface.

This data is usedby the vectorinspector.

Inputs |Dis-placement

dropdown The channel controlling the dis-placement map and dynamic tes-sellation to show amore advancedpreview of displacement.

This component isdisabled for Ptexchannels.

button Adds a new channel for the shadercomponent.

Add ChannelDialog

Diffuse entry box, slider Howmuch of the diffuse input appearson the shaded surface.

From 0 to 2;defaults to 1.

SpecularShininess

dropdown Howmuch shininess the specularityappears to have on the shaded sur-face.

From 0 to 100;defaults to 30.

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Control Type What it does Dialog Notes

Specular dropdown Howmuch of the specular lightappears on the shaded surface.

From 0 to 2;defaults to 1.

Environment dropdown Howmuch of the environmentappears on the shaded surface.

From 0 to 2;defaults to 1.

Ambient entry box, slider Howmuch ambient light appears onthe shaded surface.

From 0 to 2;defaults to 0.200.

AmbientOcclusion

entry box, slider Howmuch ambient occlusion occurson the shaded surface.

From 0 to 2;defaults to 1.

Emissive entry box, slider Howmuch glow the emissive channelappears to have.

From 0 to 2;defaults to 1.

Diffuse Falloff entry box, slider Howmuch falloff is given to the diffuseinput.

From 0 to 5;defaults to 1.

Displacement |DisplacementBias

entry box, slider Howmuch thewhite or black valuesare pushed or pulled from the surface.

From 0 to 1;defaults to 0.500.

Displacement |DisplacementScale

entry box, slider What the range of displacement is. Thissetting ismultiplied by theDis-placement Scale to give thedisplacement.

Displacement |DisplacementRange

entry box, slider Howmuch displacement is applied tothe shaded surface. Lower values equalsmaller displacement; higher valuesequal larger andmore obviousdisplacement.

From 0 to 1;defaults to 0.500.

Displacement |Max Tes-sellation

entry box, slider Howmany texels the surface istessellated to.

From 1 to 64;defaults to 10.

Displacement |PerturbNormals

dropdown Selecting yes changes thedisplacement so that displacementmoves the surface but leaves thesurface normals as they are.

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Control Type What it does Dialog Notes

Bump | BumpWeight

entry box, slider Howmuch weight the bumpmap has.Lower values are smaller bumps, highervalues are larger andmore obvious dis-placements.

From 0 to 10;defaults to 0.100.

Bump|BumpMode

dropdown Whether you want bump to be dis-played quickly (Fast) or accurately(Accurate).

ChooseDiffuse and Specular |Minnaert/Cook Torrance

Inputs | Dif-fuse Color

dropdown The channel controlling the RGBdiffuse color effect of the shadedsurface.

Inputs | Spec-ular Color

dropdown The channel controlling the RGBspecular color effect of the shadedsurface.

Inputs | Spec-ular Rough-ness

dropdown The channel controlling the roughshaded surface for specularity.

button Inverts the channel values of the selec-ted channel.

Inputs | Spec-ular IOR

dropdown The channel controlling the specularityfor the index of refraction. This can beadjusted to the IOR value of thedesiredmaterial.

button Inverts the channel values of the selec-ted channel.

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Control Type What it does Dialog Notes

Inputs |Normal

dropdown The channel used for input as arepresentation of the surface normals,added to the shaded surface.

Youmust selecteither aBump orNormal shadercomponent in thesame shader. Ifyou attempt to useboth,Normaloverrides theBump shadercomponent.

Inputs | Bump dropdown The channel controlling the bumpmapto show as a perturbed lighting.

Inputs | Envir-onment Color

dropdown The channel controlling the reflectivesurface, using an image in a channel asthe reflection, on the shaded surface.

Inputs | Ambi-ent Occlusion

dropdown The channel controlling the ambientocclusion effect of the shaded surface.Using this input overrides the ambientocclusion values stored on the object(Objects > Ambient Occlusion).

Inputs |EmissiveColor

dropdown The channel controlling the RGB colorof the emissive (glow) qualities on theshaded surface.

Inputs |Vector

dropdown The channel controlling the vector fieldand resulting vector data frompaint onthe shaded surface.

This data is usedby the vectorinspector.

Inputs | Dis-placement

dropdown The channel controlling the dis-placement map and dynamic tes-sellation to show amore advancedpreview of displacement.

This component isdisabled for Ptexchannels.

button Adds a new channel for the shadercomponent.

Add ChannelDialog

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Control Type What it does Dialog Notes

Diffuse dropdown Howmuch of the diffuse input appearson the shaded surface.

From 0 to 2;defaults to 1.

Specular dropdown Howmuch of the specular lightappears on the shaded surface.

From 0 to 2;defaults to 1.

SpecularRoughness

dropdown How “rough” the surface is by default.Rougher surfaces have the highlightspreadmore across the surface. Lowervaluesmean the surface is smoother(specular lights aremore con-centrated), higher valuesmean it isrougher (specular lights are spread outmore).

From 0 to 1;defaults to 0.700.

Specular IORWeight

dropdown Adjust the IOR to the value of aspecific material, or adjust the slideruntil you find the index of refractionthat suits your needs.

From 0 to 5;defaults to 1.

Environment dropdown Howmuch of the environmentappears on the shaded surface.

From 0 to 2;defaults to 1.

Ambient entry box, slider Howmuch ambient light appears onthe shaded surface.

From 0 to 2;defaults to 0.200.

AmbientOcclusion

entry box, slider Howmuch ambient occlusion occurson the shaded surface.

From 0 to 2;defaults to 1.

Emissive entry box, slider Howmuch glow the emissive channelappears to have.

From 0 to 2;defaults to 1.

Diffuse Falloff entry box, slider Howmuch falloff is given to thediffuse input.

From 0 to 5;defaults to 1.

Displacement |DisplacementBias

entry box, slider Howmuch thewhite or black valuesare pushed or pulled from the surface.

From 0 to 1;defaults to 0.500.

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Control Type What it does Dialog Notes

Displacement |DisplacementScale

entry box, slider What the range of displacement is. Thissetting ismultiplied by theDisplacement Scale to give thedisplacement.

Displacement |DisplacementRange

entry box, slider Howmuch displacement is applied tothe shaded surface. Lower values equalsmaller displacement; higher valuesequal larger andmore obviousdisplacement.

From 0 to 1;defaults to 0.500.

Displacement |Max Tes-sellation

entry box, slider Howmany texels the surface istessellated to.

From 1 to 64;defaults to 10.

Displacement |PerturbNormals

dropdown Selecting yes changes the dis-placement so that displacement movesthe surface but leaves thesurface normals as they are.

Bump | BumpWeight

entry box, slider Howmuch weight the bumpmap has.Lower values are smaller bumps, highervalues are larger andmore obvious dis-placements.

From 0 to 10;defaults to 0.100.

Bump|BumpMode

dropdown Whether you want bump to be dis-played quickly (Fast) or accurately(Accurate).

ChooseDiffuse and Specular |Minnaert/Beckman

Inputs | Dif-fuse Color

dropdown The channel controlling the RGBdiffuse color effect of the shadedsurface.

Inputs | Spec-ular Color

dropdown The channel controlling the RGBspecular color effect of the shadedsurface.

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Control Type What it does Dialog Notes

Inputs | Spec-ular Rough-ness

dropdown The channel controlling the roughshaded surface for specularity.

button Inverts the channel values of the selec-ted channel.

Inputs |Normal

dropdown The channel used for input as a rep-resentation of the surface normals,added to the shaded surface.

Youmust selecteither aBump orNormal shadercomponent in thesame shader. Ifyou attempt to useboth,Normaloverrides theBump shadercomponent.

Inputs | Bump dropdown The channel controlling the bumpmapto show as a perturbed lighting.

Inputs | Envir-onment Color

dropdown The channel controlling the reflectivesurface, using an image in a channel asthe reflection, on the shaded surface.

Inputs | Ambi-ent Occlusion

dropdown The channel controlling the ambientocclusion effect of the shaded surface.Using this input overrides the ambientocclusion values stored on the object(Objects > Ambient Occlusion).

Inputs |EmissiveColor

dropdown The channel controlling the RGB colorof the emissive (glow) qualities on theshaded surface.

Inputs |Vector

dropdown The channel controlling the vector fieldand resulting vector data frompaint onthe shaded surface.

This data is usedby the vectorinspector.

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Control Type What it does Dialog Notes

Inputs | Dis-placement

dropdown The channel controlling the dis-placement map and dynamic tes-sellation to show amore advancedpreview of displacement.

This component isdisabled for Ptexchannels.

button Adds a new channel for the shadercomponent.

Add ChannelDialog

Diffuse entry box, slider Howmuch of the diffuse input appearson the shaded surface.

From 0 to 2;defaults to 1.

Specular entry box, slider Howmuch of the specular lightappears on the shaded surface.

From 0 to 2;defaults to 1.

SpecularRoughness

entry box, slider How “rough” the surface is by default.Rougher surfaces have the highlightspreadmore across the surface. Lowervaluesmean the surface is smoother(specular lights aremore con-centrated), higher valuesmean it isrougher (specular lights are spread outmore).

From 0 to 1;defaults to 0.700.

Environment entry box, slider Howmuch of the environmentappears on the shaded surface.

From 0 to 2;defaults to 1.

Ambient entry box, slider Howmuch ambient light appears onthe shaded surface.

From 0 to 2;defaults to 0.200.

AmbientOcclusion

entry box, slider Howmuch ambient occlusion occurson the shaded surface.

From 0 to 2;defaults to 1.

Emissive entry box, slider Howmuch glow the emissive channelappears to have.

From 0 to 2;defaults to 1.

Diffuse Falloff entry box, slider Howmuch falloff is given to the diffuseinput.

From 0 to 5;defaults to 1.

Displacement |DisplacementBias

entry box, slider Howmuch thewhite or black valuesare pushed or pulled from the surface.

From 0 to 1;defaults to 0.500.

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Control Type What it does Dialog Notes

Displacement |DisplacementScale

entry box, slider What the range of displacement is. Thissetting ismultiplied by theDisplacement Scale to give thedisplacement.

Displacement |DisplacementRange

entry box Howmuch displacement is applied tothe shaded surface. Lower values equalsmaller displacement; higher valuesequal larger andmore obviousdisplacement.

From 0 to 1;defaults to 0.500.

Displacement |Max Tes-sellation

entry box, slider Howmany texels the surface is tes-sellated to.

From 1 to 64;defaults to 10.

Displacement |PerturbNormals

dropdown Selecting yes changes the dis-placement so that displacement movesthe surface but leaves thesurface normals as they are.

Bump | BumpWeight

entry box, slider Howmuch weight the bumpmap has.Lower values are smaller bumps, highervalues are larger andmoreobvious displacements.

From 0 to 10;defaults to 0.100.

Bump|BumpMode

dropdown Whether you want bump to be dis-played quickly (Fast) or accurately(Accurate).

ChooseDiffuse/Specular |Minnaert/ Blinn

Inputs | Dif-fuse Color

dropdown The channel controlling the RGBdiffuse color effect of the shadedsurface.

Inputs | Spec-ular Color

dropdown The channel controlling the RGBspecular color effect of the shadedsurface.

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Control Type What it does Dialog Notes

Inputs | Spec-ular Shini-ness

dropdown The channel controlling the high shineareas for highlights in the specularshaded surface.

Inputs |Normal

dropdown The channel used for input as a rep-resentation of the surface normals,added to the shaded surface.

Youmust selecteither aBump orNormal shadercomponent in thesame shader. Ifyou attempt to useboth,Normaloverrides theBump shadercomponent.

Inputs | Bump dropdown The channel controlling the bumpmapto show as a perturbed lighting.

Inputs | Envir-onment Color

dropdown The channel controlling the reflectivesurface, using an image in a channel asthe reflection, on the shaded surface.

Inputs | Ambi-ent Occlusion

dropdown The channel controlling the ambientocclusion effect of the shaded surface.Using this input overrides the ambientocclusion values stored on the object(Objects > Ambient Occlusion).

Inputs |EmissiveColor

dropdown The channel controlling the RGB colorof the emissive (glow) qualities on theshaded surface.

Inputs |Vector

dropdown The channel controlling the vector fieldand resulting vector data frompaint onthe shaded surface.

This data is usedby the vectorinspector.

Inputs | Dis-placement

dropdown The channel controlling the dis-placement map and dynamic tes-sellation to show amore advancedpreview of displacement.

This component isdisabled for Ptexchannels.

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Control Type What it does Dialog Notes

button Adds a new channel for the shadercomponent.

Add ChannelDialog

Diffuse entry box, slider Howmuch of the diffuse input appearson the shaded surface.

From 0 to 2;defaults to 1.

SpecularShininess

entry box, slider Howmuch shininess the specularityappears to have on the shadedsurface.

From 0 to 100;defaults to 30.

Specular entry box, slider Howmuch of the specular lightappears on the shaded surface.

From 0 to 2;defaults to 1.

Environment entry box, slider Howmuch of the environmentappears on the shaded surface.

From 0 to 2;defaults to 1.

Ambient entry box, slider Howmuch ambient light appears onthe shaded surface.

From 0 to 2;defaults to 0.200.

AmbientOcclusion

entry box, slider Howmuch ambient occlusion occurson the shaded surface.

From 0 to 2;defaults to 1.

Emissive entry box, slider Howmuch glow the emissive channelappears to have.

From 0 to 2;defaults to 1.

Diffuse Falloff entry box, slider Howmuch falloff is given to the diffuseinput.

From 0 to 5;defaults to 1.

Displacement |DisplacementBias

entry box, slider Howmuch thewhite or black valuesare pushed or pulled from the surface.

From 0 to 1;defaults to 0.500.

Displacement |DisplacementScale

entry box, slider Howmuch displacement is applied tothe shaded surface. Lower values equalsmaller displacement; higher valuesequal larger andmore obviousdisplacement.

From 0 to 1;defaults to 0.500.

Displacement |DisplacementRange

entry box What the range of displacement is. Thissetting ismultiplied by theDisplacement Scale to give thedisplacement.

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Control Type What it does Dialog Notes

Displacement |Max Tes-sellation

entry box, slider Howmany texels the surface istessellated to.

From 1 to 64;defaults to 10.

Displacement |PerturbNormals

dropdown Selecting yes changes the dis-placement so that displacement movesthe surface but leaves thesurface normals as they are.

Bump | BumpWeight

entry box, slider Howmuch weight the bumpmap has.Lower values are smaller bumps, highervalues are larger andmore obvious dis-placements.

From 0 to 10;defaults to 0.100.

Bump|BumpMode

dropdown Whether you want bump to be dis-played quickly (Fast) or accurately(Accurate).

Shader Layers Tab Fields

Control Type What it does Dialog Notes

dropdown,switch

Filter bar function that gives thechoices: Name, Type,Attribute,and Color Tag. Depending onwhich filter option you select, thefilter bar shows one of the fol-lowing:

• - filter by the typeof layers by clicking on the asso-ciated icons.

• - filterby the attributes of layers by click-ing on the associated icons.

• - filter bythe color tags of the selectedcolor icon.

Both Type andAttribute provideicons that allow youto set the parametersfor your filter.

Quickly clear the entrybox by pressing the

icon.

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Control Type What it does Dialog Notes

dropdown Click to select from the blendmodeoptions available for individual lay-ers. To adjust the blend amount,enter the value into the entry box,or adjust the slider located to theright of the blendmodemenu.

• -adjusts the blendmode amount.

This list does notinclude the advancedblendmode options.

button Opens theAdvanced Blendingmenu, which gives options forblendmodes and components,blend amount, and whether theblend applies to only the selectedlayer.

button Adds a new shader to the layerstack from a dropdownmenu listof:

• Phong

• Cook Torrance

• Beckman

• Blinn

• Flat

• sRGB Lighting

• BRDF

• Standard Lighting, and

• Choose Diffuse And Specular.

Create ShaderDialog whenselectingChooseDiffuse andSpecular.

TheChooseDiffuse andSpecular optionallows you tocreate a customshader. Refer to theCreate Shader Dialogformore information.

button Adds amask to the selected layeror, if none is selected, the top layerin the layer stack.

If amask has alreadybeen added to a layer,you cannot add asecondmask usingthismethod. Youmust create amaskstack using the right-click menu.

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Control Type What it does Dialog Notes

button Adds amask stack to the selectedlayer, or if none is selected, the toplayer in the layer stack.

Clicking on themaskstack icon opens themask stack palette.

button Removes the shader from the layerstack.

Default shaders can-not be removed fromthe Shaders palette.

button Assigns a color to the selected lay-ers. To clear an already assignedcolor, click the icon and select thegray color in the center of thepalette. This effectively removesthe color and returns it to thedefault color state.

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26 Lights PaletteThe Lights palette and the controls that can be found on it are described in the table below. When controls alsobring up additional dialogs, these are referenced formore information.

What It DoesThe Lights palette displays the lights in your project, and allows you to:

• Customize the lights.

• Turn each light on or off.

• Move the lights around.

• Reposition a light to the current camera position.

• Render shadows for individual lights.

Lights palette fields

Control Type What it does Notes

Sorted by dropdown Lets you specify whether to list lights by their name orin a customorder. To use a customorder, drag thelights up and down the list.

button Lets you reposition the selected light to the currentcamera position.

Environment > Color |Intensity

entry box,slider

Sets the intensity (brightness) of the selected light. 0.010 to100.000;defaults to1.000.

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Control Type What it does Notes

Environment > General |Fixed To

dropdown Sets what the light is fixed to:

• Scene (default) - the light is fixed to themodel, forexample if a light is set at themodel's back, it alwayspoints at themodel's back, nomatter how youmovethe view.

• Camera - the light is fixed to a camera view, forexample you can have a light always shining fromabove the camera, allowing you to move themodelaround and cast light on different areas.

Environment > General |On

checkbox Whether the light is on or off.

Environment > Texture |Up Axis

dropdown Sets the image being used for the environment light toeitherAxis X,Axis Y (default), orAxis Z. This adjustsboth the background (canvas) image and the lightingon themodel.

Environment > Texture |Rotation

entry box,slider

Rotates the background image and the lighting on theY axis.

0.000 to360.000degreerotation;defaults to0.000.

Environment > Texture |Background

dropdown Toggles the visibility of the background (canvas) imageby selecting Show orHide. This does not turning on oroff the lighting, only the image on the canvas.

Environment > Texture |Resolution

dropdown Sets the resolution of the lighting to either 64, 128, or256. This does not affect the resolution of the back-ground (canvas) image.

Environment > Texture |Cubemap Type

dropdown Sets how the cubemap is handled: eitherNone,LatLong, or Cross. If a 2D image is being used for theenvironment light, this option specifies themethodused for interpreting the image into a cubemap. Whena 2D image is brought into the Image field, Mariattempts to set theCubemap Type automatically, butthis can be changed at any time.

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Control Type What it does Notes

Environment > Texture |Image

arrows, filebrowser

Click the blank image space to choose an environmentfrom theMari Environment library. Clicking either ofthe arrow keys cycles backwards or forwards throughtheMari Environment library, loading the image as itdoes.

Clicking the file browser opens theOpen an Imagedialog. Select an image of any of the file formats listedin the File of Type field. You can also drag-and-dropan image from the Image Manager or a file browseronto the blank image space to load the image as anenvironment light.

Formoreabout theoptions in thedialog, refer toOpen anImageDialog.

Environment > Texture |Blur

entry box,slider

Blurs the background (canvas) image. If the image is alow resolution, it may not blur evenly.

0.000 to1.000;defaults to0.000.

Environment > TextureAnimation |Animation

dropdown Sets the background (canvas) image animation toeither be Static, where it does not move, orRotate,where it rotates around the object on the canvas at thespeed set in the Speed field. If the control is changedfromRotate to Static, the background (canvas) imageis reset back to its default position.

Environment > TextureAnimation | Speed

entry box,slider

Sets the rotation speed of the background (canvas)image. If theAnimation field is set to Static, this con-trol has no affect.

0.000 to1.000;defaults to0.050.

Light > Color | Specular swatch Sets the specular color of the light (the “shiny” color ofthe light).

Defaults towhite.

Light > Color |Diffuse swatch Sets the diffuse color of the light (the “surface” color ofthe light).

Defaults towhite.

Light > Color | Intensity entry box,slider

Sets the intensity (brightness) of the selected light. 0.010 to 100;defaults to1.000.

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Control Type What it does Notes

Light > General | Fixed To dropdown Sets what the light is fixed to:

• Scene (default) - the light is fixed to themodel, forexample if a light is set at themodel's back, it alwayspoints at themodel's back, nomatter how youmovethe view.

• Camera - the light is fixed to a camera view, forexample you can have a light always shining fromabove the camera, allowing you to move themodelaround and cast light on different areas.

Light > General |On checkbox Whether the light is on or off.

Light > Position | Position controlsphere

Lets youmove the light around your project. Click anddrag to move the light.

Light > Rendering |Render Shadows

checkbox Renders and displays the shadows cast on themodelby the selected light in its current position.

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27 Projectors PaletteThe Projectors palette and the controls that can be found on it are described in the table below. When controls alsobring up additional dialogs, these are referenced formore information.

What It DoesThe Projectors palette displays the projectors in your project, and allows you to:

• Create, load, save, and delete projectors.

• Use a projector to take a snapshot of the current view.

• Use a projector to project an edited snapshot back onto themodel's surface.

Projectors palette fields

Control Type What it does Opens thisdialog box

Notes

button Creates a new projector.

button Saves the selected projector todisk.

SaveProjector

button Loads a saved projector fromdisk.

LoadProjector

button Deletes the selected projector.

<projector name> > Gen-eral |Name

entry box Enter the name of the projector. This identifies theprojector at thetop of the palette.

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Control Type What it does Opens thisdialog box

Notes

<projector name> >Action | Frame Offset

entry box,slider

Set by howmany frames to off-set the loading of an animatedobject. You can specify a framerange, or simply a number offrames.

<projector name> >Action | Import

button Click to load the image from thefile set in the Input File Path andproject it as paint onto themodel(without baking).

Pick Path (ifInput FilePath has notbeenspecified)

<projector name> >Action | Project

button Click to load the image from thefile set in the Input File Pathand project and bake it onto themodel.

Pick Path (ifInput FilePath has notbeenspecified)

<projector name> >Action | Input FilePath

entry box Enter the filename and pathwhere the projector loadsupdated images from.

<projector name> >Action |Unproject

button Click to save the current viewbuffer out to the file set in theOutput File Path.

Pick Path (ifOutput FilePath has notbeenspecified)

<projector name> >Action |Output FilePath

entry box Enter the filename and pathwhere the projector saves imagesto disk.

<projector name> >Unprojection | Clamp

checkbox If this is checked, Mari restrictsthe range of the paint buffer tovalues between 0 and 1.

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Control Type What it does Opens thisdialog box

Notes

<projector name> >Unprojection |Shader Used

dropdown Select the shader you want theprojector to take a screensnapshot of. By default, this isset to Current Paint Target.

Current Shader,CurrentChannel, CurrentLayer, CurrentPaint Target, andCurrent Layerand Below.

<projector name> >Unprojection | Light-ing Mode

dropdown The lightingmode to usewhentaking a screen snapshot withthis projector.

Flat, Basic, Full.

<projector name> >Unprojection | ColorDepth

dropdown The color depth of the screensnapshots taken by this pro-jector.

8bit (Byte), 16bit(Half), 32bit(Float).

<projector name> >Unprojection | Size

dropdown The size (in pixels) of the screensnapshots taken by this pro-jector.

<projector name> >Painting | PaintingMode

dropdown Sets the paint blendingmode. The paint blendingmodes availableare similar tomany other paintpackages. If youaren't familiar withthe variousmodes, see PaintBlending Modes intheMari UserGuide fordescriptions andexamples.

<projector name> > Pro-jection | Projection

dropdown Sets whetherMari projects onlyonto the Front of themodel (asyou're seeing it) or whether paintgoes straight Through themodel(appearing on the back as well asthe front).

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Control Type What it does Opens thisdialog box

Notes

<projector name> >Transformation |Scale

entry boxes Sets the scale of the projector.

<projector name> >Transformation |Translation

entry boxes Sets the translated position ofthe projector.

<projector name> >Transformation |Rotation

entry box Sets the rotation, in degrees, ofthe projector.

<projector name> >Update |UpdateGlobal SettingsFrom Projector

button If you have adjusted anyprojection properties, click thisbutton to see the effect of yourchanges in the canvas. When youdo, the equivalent globalprojection properties in theProjection palette are alsoupdated.

Updates all globalprojectionproperties.

<projector name> >Update |UpdateOnly Masks FromProjector

button If you have adjusted anyprojectionmask properties, clickthis button to see the effect ofyour changes in the canvas.When you do, the equivalentglobalprojectionmask properties in theProjection palette are alsoupdated.

Updates globalprojectionmaskproperties only.

<projector name> ><projector name> >General |Name

information Nameof the camera used for theprojector.

<projector name> ><projector name> >General |Animated

information Whether the camera used for theprojector is animated.

True, False.

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Control Type What it does Opens thisdialog box

Notes

<projector name> ><projector name> >Perspective | FoV

entry box,slider

Enter the value for the field ofvision. This controls howmuchMari distorts the viewwhenapplying perspective. At 0, theperspective camera gives exactlythe same view as the orthocamera. As the value increases,the distortion increases.

<projector name> ><projector name> >Perspective |Nearplane

entry box,slider

Enter the value for the nearclipping plane. Mari doesn’tdisplay parts of the scene thatare closer than theNear plane.

<projector name> ><projector name> >Perspective | Farplane

entry box,slider

Enter the value for the far clip-ping plane. Mari doesn’t displayparts of the scene that are fur-ther than the Far plane.

<projector name> >Edge Mask > General| Enabled

checkbox Whether the edgemask is turnedon or not.

You need to clickeither of theupdate buttonsunderUpdate tosee the effect ofyour changes inthe canvas. Whenyou do, theequivalent globalproperties in theProjection paletteare also updated.

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Control Type What it does Opens thisdialog box

Notes

<projector name> >Edge Mask > General| Falloff Start

entry box,slider

Controls where the edgemaskstarts on themodel. The higherthe value, themore forwardfacing themasking starts. If thisis higher than the FalloffEnd,areas facing the view are paint-able, and areas oblique to theview aremasked. If this is lower,facing areas aremasked andoblique areas are paintable.

You need to clickeither of theupdate buttonsunderUpdate tosee the effect ofyour changes inthe canvas. Whenyou do, theequivalent globalproperties in theProjection paletteare also updated.

<projector name> >Edge Mask > General| Falloff End

entry box,slider

Controls where the edgemaskends on themodel. The higherthe value, the closer, more for-ward facing themask finishes.

You need to clickeither of theupdate buttonsunderUpdate tosee the effect ofyour changes inthe canvas. Whenyou do, theequivalent globalproperties in theProjection paletteare also updated.

<projector name> >Edge Mask > General| Falloff Curve

curve editor Adjusts the falloff, using a curveeditor to modify the falloff startand end point. To fine tun con-trol over the falloff, addmorepoints to the curve.

You need to clickeither of theupdate buttonsunderUpdate tosee the effect ofyour changes inthe canvas. Whenyou do, theequivalent globalproperties in theProjection paletteare also updated.

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Control Type What it does Opens thisdialog box

Notes

<projector name> >Channel Mask >General | Invert

checkbox If this is selected, themask data isblack on white rather than whiteon black.

You need to clickeither of theupdate buttonsunderUpdate tosee the effect ofyour changes inthe canvas. Whenyou do, theequivalent globalproperties in theProjection paletteare also updated.

<projector name> >Channel Mask >General |MaskCurve

curve editor Adjusts the amount of maskingon the channel, wherewhitepixels are totally masked, blackpixels are totally unmasked, and50% gray is 50%masked.

You need to clickeither of theupdate buttonsunderUpdate tosee the effect ofyour changes inthe canvas. Whenyou do, theequivalent globalproperties in theProjection paletteare also updated.

<projector name> >Channel Mask >General |MaskContrast

entry box,slider

The contrast applied to theoriginal channel to derive themask. At 1.0, themask comesdirectly from the original channel.Lower valuesmake themaskfuzzier than the input channel,higher valuesmake it sharperthan the input channel.

You need to clickeither of theupdate buttonsunderUpdate tosee the effect ofyour changes inthe canvas. Whenyou do, theequivalent globalproperties in theProjection paletteare also updated.

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Control Type What it does Opens thisdialog box

Notes

<projector name> >Channel Mask >General |MaskAmount

entry box,slider

The strength of themaskeffect.1.0 means that themaskabsolutely controls where youcan paint; the effects of themaskdecrease as the value gets lower.

You need to clickeither of theupdate buttonsunderUpdate tosee the effect ofyour changes inthe canvas. Whenyou do, theequivalent globalproperties in theProjection paletteare also updated.

<projector name> >Channel Mask >General |MaskChannel

dropdown Sets the channel holding themask from a list of available chan-nels in your project.

You need to clickeither of theupdate buttonsunderUpdate tosee the effect ofyour changes inthe canvas. Whenyou do, theequivalent globalproperties in theProjection paletteare also updated.

<projector name> >Channel Mask >General | Enabled

checkbox Whether the channelmask isturned on or not.

You need to clickeither of theupdate buttonsunderUpdate tosee the effect ofyour changes inthe canvas. Whenyou do, theequivalent globalproperties in theProjection paletteare also updated.

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Control Type What it does Opens thisdialog box

Notes

<projector name> >Ambient OcclusionMask > General |Invert

checkbox If this is selected, themask data isblack on white rather than whiteon black.

<projector name> >Ambient OcclusionMask > General |Mask Curve

curve editor Controls how the ambientocclusion pixel values relate tothe degree of masking. The hori-zontal axis is the darkness of theoccluded pixels (black to the left,white to the right), the verticalaxis is the degree of visibility. Bydefault, this is a direct line, wherewhite pixels are totally masked,black pixels are totally unmasked,and 50% gray is 50%masked.

<projector name> >Ambient OcclusionMask > General |Mask Contrast

entry box,slider

The contrast applied to theambient occlusion to derive themask. At 1.0, themask comesdirectly from the calculated ambi-ent occlusion. Lower valuesmakethemask fuzzier than the ambi-ent occlusion, higher valuesmakeit sharper.

You need to clickeither of theupdate buttonsunderUpdate tosee the effect ofyour changes inthe canvas. Whenyou do, theequivalent globalproperties in theProjection paletteare also updated.

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Control Type What it does Opens thisdialog box

Notes

<projector name> >Ambient OcclusionMask > General |Mask Amount

entry box,slider

The amount of ambient occlusionmasking to apply.

You need to clickeither of theupdate buttonsunderUpdate tosee the effect ofyour changes inthe canvas. Whenyou do, theequivalent globalproperties in theProjection paletteare also updated.

<projector name> >Ambient OcclusionMask > General |Enabled

checkbox Whether the ambient occlusionmask is turned on or not.

You need to clickeither of theupdate buttonsunderUpdate tosee the effect ofyour changes inthe canvas. Whenyou do, theequivalent globalproperties in theProjection paletteare also updated.

<projector name> >Depth Mask > General| Enabled

checkbox Whether the depthmask isturned on or not.

You need to clickeither of theupdate buttonsunderUpdate tosee the effect ofyour changes inthe canvas. Whenyou do, theequivalent globalproperties in theProjection paletteare also updated.

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Control Type What it does Opens thisdialog box

Notes

<projector name> >Depth Mask > General| Falloff

entry box,slider

How fast the depthmaskingapplies. Lower valuesmake themask apply slowly, higher valuesmake it apply more quickly.

You need to clickeither of theupdate buttonsunderUpdate tosee the effect ofyour changes inthe canvas. Whenyou do, theequivalent globalproperties in theProjection paletteare also updated.

<projector name> >Depth Mask > General| End

entry box,slider

The depth in the scene for thedepthmasking to finish.

You need to clickeither of theupdate buttonsunderUpdate tosee the effect ofyour changes inthe canvas. Whenyou do, theequivalent globalproperties in theProjection paletteare also updated.

<projector name> >Depth Mask > General| Start

entry box,slider

The depth in the scene for thedepthmasking to start.

You need to clickeither of theupdate buttonsunderUpdate tosee the effect ofyour changes inthe canvas. Whenyou do, theequivalent globalproperties in theProjection paletteare also updated.

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Control Type What it does Opens thisdialog box

Notes

<projector name> >Backface Mask >General | Enabled

checkbox Whether the backfacemask isturned on or not.

You need to clickeither of theupdate buttonsunderUpdate tosee the effect ofyour changes inthe canvas. Whenyou do, theequivalent globalproperties in theProjection paletteare also updated.

<projector name> >Fractal Noise Mask >General | Invert

checkbox If this is selected, themask data isblack on white rather than whiteon black.

<projector name> >Fractal Noise Mask >General |MaskCurve

curve editor Adjusts the fractal noisemaskingwherewhite pixels are totallymasked, black pixels are totallyunmasked, and 50% gray is 50%masked.

You need to clickeither of theupdate buttonsunderUpdate tosee the effect ofyour changes inthe canvas. Whenyou do, theequivalent globalproperties in theProjection paletteare also updated.

<projector name> >Fractal Noise Mask >General | Enabled

checkbox Whether the fractal noisemask isturned on or not.

When enabled, a

icon displaysin the status bar.

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Control Type What it does Opens thisdialog box

Notes

<projector name> >Fractal Noise Mask >General |MaskAmount

entry box,slider

The amount that themaskaffects the paint buffer. 1.0means that themask absolutelycontrols where you can paint; theeffects of themask decrease asthe value gets lower.

You need to clickeither of theupdate buttonsunderUpdate tosee the effect ofyour changes inthe canvas. Whenyou do, theequivalent globalproperties in theProjection paletteare also updated.

<projector name> >Fractal Noise Mask >General | Size

entry box,slider

Determines the size of the fractalnoise features.

You need to clickeither of theupdate buttonsunderUpdate tosee the effect ofyour changes inthe canvas. Whenyou do, theequivalent globalproperties in theProjection paletteare also updated.

<projector name> >Fractal Noise Mask >General | Roughness

entry box,slider

Determines the roughness of thefractal noise features.

You need to clickeither of theupdate buttonsunderUpdate tosee the effect ofyour changes inthe canvas. Whenyou do, theequivalent globalproperties in theProjection paletteare also updated.

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Control Type What it does Opens thisdialog box

Notes

<projector name> >Fractal Noise Mask >General | Contrast

entry box,slider

Controls the level of contrastapplied to the fractal noisefeatures to derive themask.

You need to clickeither of theupdate buttonsunderUpdate tosee the effect ofyour changes inthe canvas. Whenyou do, theequivalent globalproperties in theProjection paletteare also updated.

<projector name> >Fractal Noise Mask >General | Seed

entry box,slider

Changes the pattern of thefractal noise by moving the pat-tern start point through 3Dspace.

You need to clickeither of theupdate buttonsunderUpdate tosee the effect ofyour changes inthe canvas. Whenyou do, theequivalent globalproperties in theProjection paletteare also updated.

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28 Selection Groups PaletteThe Selection Groups palette and the controls that can be found on it are described in the table below. When con-trols also bring up additional dialogs, these are referenced formore information.

What It DoesThe Selection Groups palette lets you switch between saved selection groups. You can also create new selectiongroups, lock and unlock groups, and show or hide groups.

Selection Groups palette fields

Control Type What it does Opens thisdialog box

Notes

Sorted by dropdown Sets how to sort the entries in the list.

At present, you can only sort by name.

button Adds a new selection group, based onthe current selection.

button Removes the highlighted selectiongroup.

button Reloads the highlighted selection group.

button Locks the selection group.

button Unlocks the selection group.

button Hides the selection group.

button Shows the selection group.

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29 Color Manager PaletteTheColor Manager palette and the controls that can be found on it are described in the table below. When controlsalso bring up additional dialogs, these are referenced formore information.

What It DoesTheColor Manager lets youmanage how colors are displayed on yourmonitor. It includesmany options for colorcorrection, including a host of preset filters. Managing colors using the preset filters in this palette does not affectthe paint on yourmodel. For information on the filters used to apply transformations to the paint on yourmodel,refer to the Filter Functions chapter.

Color Manager Palette Fields

Control Type What it does Opens thisdialog box

Notes

Options | Enable ColorManagement

switch, on/offindicator

Turns colorcorrection on or off.

When on,displays in the statusbar, and a histogramdisplays a count offrequencies of colorsin RGBA channels inthe current view.

Options |Active on/off indicator Displays green whencolor correction ison.

Not active for scalarchannel.

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Control Type What it does Opens thisdialog box

Notes

Options |Histogram switch, on/offindicator

Turns histogramview on or off. If it'son, Mari displays acolor histogram inthe background ofthe canvas.

Options | Split Point entry box, slider Lets you split thedisplay betweenshowing correctedand uncorrectedcolor.

Enter a value or slideto specify whatpercentage of themodel (splitvertically) displayswith color correction.

Color Correction ison.

Range: 0.00 to 1.00

Current Color Profile | <profile> dropdown Lets you select fromsaved color profiles.

Default tries to makeonscreen colorsemulate film.

Current Color Profile |New button Prompts you toname a new profile,select available filtersto include in aparticular order, andsave.

Edit

Current Color Profile | Edit button Lets you rename andchange the currentprofile, includingadding filter to ordeleting filters fromthe profile.

Edit The default filtersGain, LUT, andDisplay cannot bedeleted from theprofile

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Control Type What it does Opens thisdialog box

Notes

Current Color Profile |Delete button Deletes the currentprofile (afterconfirming).

Really Delete?

Current Color Profile | LUT switch, on/offindicator, addattribute

Switches the filter onor off, or lets youadd attributes to it.

Current Color Profile > LUT >General | LUT File

entry box Enter the filenameand path of the LUT.

Current Color Profile > LUT >General | Extrapolate

checkbox Sets whether theGPU extrapolatesthe grid values orclamps to themaximum value ofthe LUT.

Current Color Profile |Composite Filter

switch, on/offindicator, addattribute

Switches the filter onor off, or lets youadd attributes to it.

Add UserAttribute

Current Color Profile | Levels switch, on/offindicator, addattribute

Changes the colorlevels in the paint, bysetting thewhitepoint, midtone, andblack point.

Current Color Profile > Levels >Channel | Color Component

dropdown Whether the filteraffects allcomponents, or aspecific one (Red,Green, orBlue).

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Control Type What it does Opens thisdialog box

Notes

Current Color Profile > Levels >Input Levels |White Point

entry box, slider Specifies the upperlimit of displayedcolor intensity. Areaswith a value higherthan this aremapped to 1 (purewhite).

Current Color Profile > Levels >Input Levels |Midtone

entry box, slider Sets themiddle pointbetween white andblack. Mari remapsthe values so thatthis is themiddle ofthe range betweenthewhite point andblack point. Movingthis pushes thevalues towards thatend of the spectrum.

Current Color Profile > Levels >Input Levels |Black Point

entry box, slider Specifies the lowerlimit of displayedcolor intensity. Areaswith a value lowerthan this aremapped to 0 (pureblack).

Current Color Profile > Levels >Output Levels |White OutputLevels

entry box, slider Sets howmuch whiteis output in thefiltered image.Higher values showthe entire whiteoutput, lower valuesshow decreasingamounts.

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Control Type What it does Opens thisdialog box

Notes

Current Color Profile > Levels >Output Levels |Black OutputLevels

entry box, slider Sets howmuch blackis output in thefiltered image.Higher values showthe entire blackoutput, lower valuesshow decreasingamounts.

Current Color Profile| sRGB ToLinear

switch, on/offindicator, addattribute

Applies an sRGB tolinear colorspaceconversion.

Current Color Profile > sRGB ToLinear > General | Invert

checkbox Applies a linear tosRGB colorspaceconversion.

Current Color Profile| ColorCurves

switch, on/offindicator, addattribute

Changes the colorcurve for each colorchannel (RGB) in thepainting.

Add UserAttribute

Presets can beloaded from .mgf(Mari Gradient Files).

Current Color Profile > ColorCurves > Channels | Red

curve editor Controls how thefilter translatescurrent Red values tonew values.

Current Color Profile > ColorCurves > Channels |Green

curve editor Controls how thefilter translatescurrent Green valuesto new values.

Current Color Profile > ColorCurves > Channels |Blue

curve editor Controls how thefilter translatescurrent Blue valuesto new values.

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Control Type What it does Opens thisdialog box

Notes

Current Color Profile | ColorSwitches

switch, on/offindicator, addattribute

Turns individualcolor channels on oroff. (WhenMariapplies the filter, itremoves anyunchecked colorchannels from thepainting.)

Add UserAttribute

Current Color Profile > ColorSwitches > Channels |Blue

checkbox Click to turn the Bluechannel display on oroff.

Current Color Profile > ColorSwitches > Channels |Green

checkbox Click to turn theGreen channeldisplay on or off.

Current Color Profile > ColorSwitches > Channels | Red

checkbox Click to turn the Redchannel display on oroff.

Current Color Profile |Brightness

switch, on/offindicator, addattribute

Changes thebrightness of thepaint on themodel,either overall or forspecific channels.

Add UserAttribute

Current Color Profile >Brightness > General |Brightness

entry box,slider, reset

Sets the brightnessvalue for all channels(overwrites changesto individualchannels).

Range: 0.00 to 2.00

Reset: 1.00

Current Color Profile >Brightness > Channels |Blue

entry box,slider, reset

Sets the brightnessvalue for the bluechannel.

Range: 0.00 to 2.00

Reset: 1.00

Current Color Profile >Brightness > Channels |Green

entry box,slider, reset

Sets the brightnessvalue for the greenchannel.

Range: 0.00 to 2.00

Reset: 1.00

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Control Type What it does Opens thisdialog box

Notes

Current Color Profile >Brightness > Channels | Red

entry box,slider, reset

Sets the brightnessvalue for the redchannel.

Range: 0.00 to 2.00

Reset: 1.00

Current Color Profile| Blur switch, on/offindicator, addattribute

Applies a standardblur to the selection.

Add UserAttribute

Current Color Profile > Blur >General|Blur Radius

entry box,slider, reset

Sets the blur radius -the number of pixelsMari uses whencalculating the blurvalue for each pixel.The higher theradius, themoreblurred the results.

Range: 0 to 10

Reset: 4

If you use a largerblur radius, youmayget slight lines on theboundaries betweenpatches. This is anartifact of thewaythat Mari handles theedges of patches.

Current Color Profile | ToneMapping

switch, on/offindicator, addattribute

Varies the“exposure” of thepainting.

Add UserAttribute

Current Color Profile > ToneMapping > General |WhitePoint

entry box,slider, reset

Sets the upper limitof displayed colorintensity - any colorsof greater intensitymap to white.

Range: 0.00 to 1.00

Reset: 1.00

Current Color Profile > ToneMapping > General | Exposure

entry box,slider, reset

Sets the exposure -lower exposures givedarker images;higher exposuresgive lighter ones.

Range: 0.00 to 10.00

Reset: 1.00

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Control Type What it does Opens thisdialog box

Notes

Current Color Profile |Gamma switch, on/offindicator, addattribute

Changes the gammalevels in theselection.

Add UserAttribute

A higher setting forGamma results in amorewashed-outlooking image.

Current Color Profile > Gamma> General |Do Inverse

checkbox Reverses the gammaconversion.

Current Color Profile > Gamma> General |Use defaultgamma

checkbox Disables the othercontrols and usesyour default settingfor gamma (as set inthe Painting tab oftheMari PreferencesDialog).

Current Color Profile > Gamma> General |Gamma

entry box,slider, reset

Sets the gammalevel.

Range: 0.00 to 3.00

Reset: 2.20

Current Color Profile | Lin 2Log

switch, on/offindicator, addattribute

Switches the filter onor off, or lets youadd attributes to it.

Add UserAttribute

Current Color Profile |Hue switch, on/offindicator, addattribute

Changes the hue,saturation, and valueof the colors on themodel.

Add UserAttribute

Current Color Profile > Hue > Hue| Rotate

entry box,slider, reset

Moves the colorsaround the colorwheel. The rotationvalue is the degreearound the colorwheel that each colorshifts, between 0and 360 (which bothcorrespond to theoriginal colors).

Range: 0.00 to360.00

Reset: 0.00

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Control Type What it does Opens thisdialog box

Notes

Current Color Profile > Hue >Saturation | Scale

entry box,slider, reset

Sets amultiplier forthe saturation.

Range: 0.00 to 2.00

Reset: 1.00 (the ori-ginal saturation)

Current Color Profile > Hue >Saturation |Offset

entry box,slider, reset

Adds an offset valueto the initialsaturation, beforeapplying the Scale.

Range: 0.00 to 1.00

Reset: 0.00

Current Color Profile > Hue >Saturation | Saturation

curve editor Controls how thefilter translatescurrent saturation tonew saturation.

Current Color Profile > Hue >Value | Scale

entry box,slider, reset

Sets amultiplier forthe value.

Range: 0.00 to 2.00

Reset: 1.00 (the ori-ginal value)

Current Color Profile > Hue >Value |Offset

entry box,slider, icon

Adds an offset valueto the initial value,before applying theScale.

Range: 0.00 to 1.00

Reset: 0.00

Current Color Profile > Hue >Value | Value

curve editor Controls how thefilter translatescurrent values tonew values.

Current Color Profile | Invert switch, on/offindicator, addattribute

Inverts the colors inthe selection.Replaces colors withtheir “opposite” inthe color chart. Forexample, replaces acolor with a floatvalue of 0.3 with acolor with float value0.7.

Add UserAttribute

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Control Type What it does Opens thisdialog box

Notes

Current Color Profile > Invert >General | Invert Alpha

checkbox Inverts the alphachannel.

Current Color Profile |Premultiply Alpha

switch, on/offindicator, addattribute

Either pre- or post-multiplies the alphain the selectedimage. If you arepainting using animagewithoutpre-multiplied alphaonto onewith it, usethis filter to performthepre-multiplication, sothe imagesmatchand you avoid linesaround the outsideof the patch.

Add UserAttribute

Current Color Profile >Premultiply Alpha > General |Postmultiply

checkbox Works the same aspre-multiply, but inreverse (removespre-multiplication tomatch images thatdo not havepre-multipliedalpha).

Current Color Profile | Log 2 Lin switch, on/offindicator, addattribute

Switches the filter onor off, or lets youadd attributes to it.

Add UserAttribute

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Control Type What it does Opens thisdialog box

Notes

Current Color Profile |Luminosity

switch, on/offindicator, addattribute

Outputs just theluminosity value ofeach pixel in theselection. That is, itoutputs a grayscaleimage based on thebrightness of each ofthe pixels in theoriginal image.

Add UserAttribute

Current Color Profile | Contrast switch, on/offindicator, addattribute

Switches the filter onor off, or lets youadd attributes to it.

Add UserAttribute

Current Color Profile | Clamp switch, on/offindicator, addattribute

Clamps color valuesto lie within the spe-cified upper andlower values.

Set theUpper Valueand Lower Value byadjusting the slidersor entering values inthe entry boxes.

Select the individualColor Componentto clamp in thedropdownmenu.

Current Color Profile > Clamp >General |Upper Value

entry box, slider Set the upper valueat which color valuesare clamped. Allvalues higher thanthis number are setto this value.

Current Color Profile > Clamp >General | Lower Value

entry box, slider Set the lower valueat which color valuesare clamped. Allvalues lower thanthis number are setto this value.

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Control Type What it does Opens thisdialog box

Notes

Current Color Profile > Clamp >Channel | Color Component

dropdown Select the individualcolor component toclamp.

Current Color Profile > Contrast> General |Amount

entry box,slider, reset

Changes the contrastof the paint.

Range: 0.00 to 2.00

Reset: 1.00

Current Color Profile| CopyChannel

switch, on/offindicator, addattribute

Copies the valuefromone RGB colorchannel to the othertwo. The result is agrayscale imagewiththe intensity valuesfrom the selectedchannel.

Add UserAttribute

Current Color Profile > CopyChannel > General | CopyChannel

dropdown Select the sourcechannel from the list(Red,Green, orBlue). When youapply the filter, Maricopies the selectedchannel over theother two channels.

Current Color Profile | Soften switch, on/offindicator, addattribute

Applies a subtlesoftening blur.

Add UserAttribute

This is a quick,predefined blur filter.If you needmorecontrol over thedegree or type ofblurring, use eitherthe standard Blur orGaussianBlurfilters.

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Control Type What it does Opens thisdialog box

Notes

Current Color Profile | EdgeDetect

switch, on/offindicator, addattribute

Finds “edges”(transitions betweencolors) in the imageand heightens them.

Add UserAttribute

Current Color Profile | Emboss switch, on/offindicator, addattribute

Applies an “emboss”effect, so thattextures look“raised” on thesurface.

Add UserAttribute

Current Color Profile | Sharpen switch, on/offindicator, addattribute

Removes 'fuzziness'and clarifies detail inthe image.

Add UserAttribute

Current Color Profile > Sharpen> General |Amount

entry box,slider, reset

Sets the amount ofsharpening. Highervaluesmeanmoresharpening, while avalue of 0.00 is thepicturewithout thefilter applied.

Range: 0.00 to 1.00

Current Color Profile |Dilate switch, on/offindicator, addattribute

Switches the filter onor off, or lets youadd attributes to it.

Add UserAttribute

Current Color Profile |Gaussian switch, on/offindicator, addattribute

Applies a Gaussianblur. Compared tothe standard Blurfilter, this gives youmuch finer controlover the degree ofblurring, and theoption of usingmuch higher blurvalues.

Add UserAttribute

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Control Type What it does Opens thisdialog box

Notes

Current Color Profile > Gaussian> General | Radius

entry box, slider Sets the blur radius.The higher theradius, themoreblurred the results.

Range: 0.00 to 50.00

If you use a largerblur radius, youmayget slight lines on theboundaries betweenpatches. This is anartifact of thewaythat Mari handles theedges of patches.

Current Color Profile |HighPass

switch, on/offindicator, addattribute

Removes lowfrequencyinformation fromthe imagewhilemaintaining higherfrequency detail.

Current Color Profile > HighPass > General |Amount

entry box, slider Sets howmuch lowfrequencyinformation isremoved by thefilter.

Current Color Profile > HighPass > General | Radius

entry box, slider Controls the numberof pixels around theimage highlights thatare affected by thefilter.

Current Color Profile | ColorCorrection

switch, on/offindicator, addattribute

Switches the filter onor off, or lets youadd attributes to it.

Current Color Profile > ColorCorrection > User Attributes |Configuration File

entry box Specifies theconfiguration file touse.

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Control Type What it does Opens thisdialog box

Notes

Current Color Profile > ColorCorrection > User Attributes |Input ColorSpace

dropdown The colorspace ofthe current painting.

Current Color Profile > ColorCorrection > User Attributes |Output ColorSpace

dropdown The colorspacecorrection to applyto the currentpainting.

Current Color Profile |AddNoise

switch, on/offindicator, addattribute

Applies noise to thecurrent painting.

Current Color Profile > AddNoise > User Attributes |Amount

entry box, slider Adjusts howmuchnoise is applied.

Current Color Profile > AddNoise > User Attributes | ColorComponent

dropdown Sets the channel youwant to affect.

Current Color Profile > AddNoise > User Attributes |Grayscale

checkbox Applies grayscalenoisewith only theintensity values fromthe selected channel.

Current Color Profile > AddNoise > User Attributes | Seed

entry box, slider Adds variation to thenoise.

Current Color Profile > AddNoise > User Attributes | Size

entry box, slider Adjusts the size ofthe noise applied.

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30 Image Manager PaletteThe Image Manager palette and the controls that can be found on it are described in the table below. When con-trols also bring up additional dialogs, these are referenced formore information.

What It DoesThe Image Manager lets you store and work with images in your project, including using them for brushes andpainting through themonto yourmodel.

ImageManager Palette Fields

Control Type What it does Opens thisdialog box

Notes

Image Info |MriImage addattribute

Image Info > MriImage > Info |Depth

information The color depth of thecurrently selected image inbytes.

Image Info > MriImage > Info |Channels

information The color components ofthe currently selectedimage.

Image Info > MriImage > Info |File Space

dropdown File space of the currentlyselected image.

NORMAL orVECTOR

Image Info > MriImage > Info |ColorSpace

dropdown Colorspace of the currentlyselected image.

COLOR orSCALAR

Image Info > MriImage > Info |Tiled Image

information Whether the image is tiled -true or false.

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Control Type What it does Opens thisdialog box

Notes

Image Info > MriImage > Info |Height

information The height of the currentlyselected image in pixels.

Image Info > MriImage > Info |Width

information Thewidth of the currentlyselected image in pixels.

Image Info > MriImage > Info |Path

information The file path to the originalimage.

button Adds an image to the ImageManager.

Open anImage

button Removes the selectedimage from the ImageManager.

button Opens the selected imagein another window, whereyou can crop it.

<image>

button Saves the selected image toa file.

Save an image

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Control Type What it does Opens thisdialog box

Notes

(<image> window) |button Crops the current image.

Mari copies the croppedarea as a separate image inthe ImageManager. Thecropped image is part ofthe project, but won't besaved as a separate imagefile unless you use theSaveAs option (see above).

Select one of the followingcropmodes:

• Arbitrary - Click and dragon an arbitrary area ofthe image.

• Fixed - Enter a fixed sizefor the crop box (in pixels)and drag it to the areayou want to crop.

• Aspect - Enter a fixedaspect ratio for the cropbox (in pixels) and drag itover the area you want tocrop.

Once you have selected thecrop area, click themousebutton to crop.

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31 History View PaletteTheHistory View palette is described below.

What It DoesTheHistory View palette displays a list of actions performed in the current session. Click an action to step back tothat version of the project.

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32 Brush Editor PaletteTheBrush Editor palette and the controls that can be found on it are described in the table below. When controlsalso bring up additional dialogs, these are referenced formore information.

What It DoesTheBrush Editor palette shows the settings for the current brush tip. It includes the following tabs:

• Properties - properties of the selected brush.

• Shelves - customized shelves of brushes.

• Presets - pre-set shelves of brushes.

• (Shelves and Presets tabs are the same as the Shelf Palette).

Brush Editor Palette Fields

Control Type What it does Opens thisdialog box

Notes

Properties > General |Noise entry box,slider, reset

The amount of noise toadd to the brush tip foreach splat. This is a littlebit of noise added to thesplat itself, to soften theappearance and reducebanding. Lower valuesgive a harder brush,higher values a softerbrush.

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Control Type What it does Opens thisdialog box

Notes

Properties > General | Spacing entry box,slider, reset

The space betweensplats, as a proportionof thewidth of a splat.1.00 = side-by-side (so ifthe tip is a circle, itwould look like a stringof beads.) .02 = .02 xthewidth of a splat.

Range: 0.02 to5.00

Reset: 0.02

Properties > Paint |JitterOpacityMax

entry box,slider, reset

Howmuch to randomlyvary the opacity (ifJitter Opacity isenabled).

1.00 = side byside

Range: 0.00 to1.00

Reset: 0.00

Properties > Paint |JitterOpacity

checkbox If enabled, picks randomnumber to add toopacity.

Properties > Paint |Opacity entry box,slider, reset

How dark a stroke canbe (maximumalpha).

Range: 0.01 to1.00

Reset: 1.00

Properties > Paint | Flow entry box,slider, reset

Mimics how quicklypaint is applied, bysetting themaximumopacity in a splat.

Range: 0.01 to1.00

Reset: 1.00

Properties > Position |JitterPositionMax

entry box,slider, reset

Howmany pixels atmost to randomly varydisplacement from theline of the brush stroke(if Jitter Position isenabled).

Range: 0 to 1000

Reset: 1000

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Control Type What it does Opens thisdialog box

Notes

Properties > Position |JitterPosition

checkbox Whether to randomlyvary displacement fromthe line of the brushstroke (to the degreespecified inJitter Position Max).

Properties > Pressure | Colors checkbox Whethermorepressure causes thecolor to vary (fromslightly darker to thetarget color).

Properties > Pressure | Radius checkbox Whethermorepressure increases theradius.

Properties > Pressure | Flow checkbox Whethermorepressure increases theflow.

Properties > Pressure |Alpha checkbox Whethermorepressure increases theopacity.

Properties > Radius | Squish entry box,slider, reset

Howmuch to flatten theradius. If the brush tip isa circle, 1.0 is a circle, .5is an oval half as tall as itis wide.

Range: 0.05 to1.00

Reset: 1.00

Properties > Radius |JitterRadius

entry box,slider, reset

Whether to randomlyvary the radius (to thedegree specified for theRadius andInnerRadius).

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Control Type What it does Opens thisdialog box

Notes

Properties > Radius |InnerRadius

entry box,slider, reset

How few pixels theradius of a splat can be(if JitterRadius and/orRadiusPressure areenabled).

Range: 1 to 1200

Reset: 1

Properties > Radius | Radius entry box,slider, reset

Howmany pixels atmost the radius of splatcan be (ifJitterRadius and/orRadiusPressure areenabled).

Range: 1 to 1200

Reset: 100

Properties > Rotation |AligntoStroke

checkbox Whether the brush tiprotates along with thedirection you'repainting. (Withcalligraphy, for example,the tip does not align.)

Properties > Rotation |JitterRotationMax

entry box,slider, reset

Howmany degrees atmost to randomly varythe rotation (ifJitterRotation isenabled).

Range: 1 to 360

Reset: 360

Properties > Rotation |JitterRotation

checkbox Whether to randomlyvary the rotation.

Properties > Rotation |Rotation

entry box,slider, reset

The degree to which thebrush rotates to matchthe direction you'repainting (ifAligntoStroke isenabled).

Range: 0.00 to360.00

Reset: 0.00

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Control Type What it does Opens thisdialog box

Notes

Properties > General | Type dropdown Whether to use aBitmap image for thebrush tip, orRenderbased on the qualitiesspecified in theseproperties

Properties > General | Preview image An image of the brushtip, based on theselected properties.

Properties > Bitmap |UsePainting

button Click to use the paintingin the paint buffer as abrush tip. Mari promptsyou to save it either asan .exr or a .tif file(which file format isused depends on thesupport in your graphicscard). Note that .exrfiles are 16-bit - mostother bitmaps are 8-bit.

Properties > Bitmap | Path entry box, but-ton

Type the path or click

to select anexisting bitmap to useas the brush tip.

To use an imageas the brush tip,you need to setType to Bitmap.

Properties > Geometry |VerticalShear

entry box,slider, reset

Howmuch to distort thebrush tip diagonally, topto bottom (as if pullingopposite corners up anddown).

Range: -1.00 to1.00

Reset: 0.00

Properties > Geometry |HorizontalShear

entry box,slider, reset

Howmuch to distort thebrush tip diagonally,right to left (as if pullingopposite corners rightand left).

Range: -1.00 to1.00

Reset: 0.00

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Control Type What it does Opens thisdialog box

Notes

Properties > Geometry |VerticalScale

entry box,slider, reset

Howmuch to distort thebrush tip vertically.

Range: 0.00 to2.00

Reset: 50

Properties > Geometry |HorizontalScale

entry box,slider, reset

Howmuch to distort thebrush tip horizontally.

Range: 0.00 to2.00

Reset: 50

Properties > Noise |Octaves entry box,slider, reset

Number of applicationsof noise.

Range: 1 to 8

Reset: 4

Properties > Noise | Fre-quency

entry box,slider, reset

Howmany spikes peroctave.

Range: 0.00 to100.00

Reset: 1.00

Properties > Noise | Scale entry box,slider, reset

How big the spikes are,as a proportion of theradius (1.00 = twice asbig as the radius).

Range: 0.00 to1.00

Reset: 0.00

Properties > Noise | Segments entry box,slider, reset

Linesmaking up thebrush outline, to whichnoise is applied(4=square, 360=circle).

Range: 4 to 360

Reset: 360

Properties > Profile | Profile curve editor How opaque ortransparent the brush isat different points.

Properties > Profile |Bit Depth dropdown The color depth of thebrush tip.

Shelves tabs Select shelves, click todisplay more to the leftor right.

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Control Type What it does Opens thisdialog box

Notes

Presets tabs Select shelves, click todisplay more to the leftor right.

Scratch pad Provides a space to testthe brush.

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33 Play Controls PaletteThe Play Controls palette and the controls that can be found on it are described in the table below. When controlsalso bring up additional dialogs, these are referenced formore information.

What It DoesThe Play Controls palette allows you to play animations. You can set keyframes, which allows you to paint differenttextures in different parts of the animation sequence.

What It Looks Like

Play Controls Palette Fields

Control Type What it does Opens thisdialog box

Notes

Timeline timeline Showswhere in the animationsequence you are currentlyviewing.

Keyframes appear as solid boxesin the timeline.

button Adds a keyframe at the currentframe.

button Removes the selected keyframe.

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Control Type What it does Opens thisdialog box

Notes

Frame range entry box The start and end frames of theanimation.

entry box,dropdown

Sets the start and end frames ofthe animation to play. Use this ifyou want to play only a section ofthe animation.

Select the play mode from thedropdown. One of:

• Loop - play the selected framesthrough, repeating again fromthe start when it finishes.

• Bounce - play the selectedframes through from start to fin-ish, then backwards from the fin-ish to start, and then repeating.

• Stop - play the animation onceand then stop.

button Move back a single frame.

button Move back to the beginning of theanimation.

button Play the animation.

button Stop playing.

button Move forward a single frame.

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34 Python Console PaletteThe Python Console palette and the controls that can be found on it are described in the table below. When con-trols also bring up additional dialogs, these are referenced formore information.

What It DoesThe Python Console palette is divided into three sections:

• a Script Path entry box that loads Python scripts from a defined location

• an input pane that is used to enter and execute Python statements in the lower half of the palette

• an output pane that displays statements and their outputs in the upper half of the palette.

What It Looks Like

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Python Console Palette Fields

Control Type What it does Notes

Output Pane information Displays Python statements and theiroutputs.

Input Pane entry box Click inside to enter Python statements.

Script Path entry box Enter the file path where theconsole loads scripts from.

button Selects a Python file for evaluation in theconsole. Selecting a file fills in the ScriptPath but you need to click Evaluate to con-tinue.

Opens thePython ScriptPath dialog.

Evaluate button Executes Python script or statement.

Clear button Clears the input and output panes.

Help button Opens theMari Python API Help in a newwindow. This window is visible until you clickHelp again or close thewindow.

If you have the help open while typing in theInput Panewith auto-complete on, com-mands that appear in auto-complete areautomatically found in the help as well.

34 PYTHON CONSOLE PALETTE | PYTHON CONSOLE PALETTE FIELDS

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35 Pixel Analyzer PaletteThe Pixel Analyzer palette and the controls that can be found on it are described in the table below. When controlsalso bring up additional dialogs, these are referenced formore information.

What It DoesThe Pixel Analyzer displays information about pixels selected with theColor Picker/Pixel Analyzer tool.

Pixel Analyzer Palette Fields

Control Type What it does Opens thisdialog box

Notes

Colors | Current swatch Displays the color of the pixel selectedwith theColor Picker/Pixel Analyzertool.

Colors |Minimum swatch Displays theminimum color of the pixelsthat have been selected with theColorPicker/Pixel Analyzer tool (whenAccumulate is enabled).

Colors |Average swatch Displays the average color of the pixelsthat have been selected with theColorPicker/Pixel Analyzer tool (whenAccumulate is enabled).

Colors |Maximum swatch Displays themaximum color of the pixelsthat have been selected with theColorPicker/Pixel Analyzer tool (whenAccumulate is enabled).

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Control Type What it does Opens thisdialog box

Notes

Accumulate | Enabled checkbox When selected, keeps data on all pixelsselected (until Reset), and calculatesMinimum,Average andMaximumcolors.

Accumulate | Reset button Clears all accumulated pixel selections, tojust the Current selection.

Values | Range dropdown Byte, Float, orHalf.

Values | R, G, B, A information Values for Red, Green, Blue, and Alpha.

Values |H, S, V, L information Values for Hue, Saturation, Value, andLuminosity.

Values | X, Y E, I information Values for position of pixel on x and yaxis, and the pixel Exposure andIntensity.

35 PIXEL ANALYZER PALETTE |

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36 Colors PaletteTheColors palette and the controls that can be found on it are described in the table below. When controls alsobring up additional dialogs, these are referenced formore information.

What It DoesTheColors palette lets you view and change colors. The controls on this palette all work together - as you change thecolor through one control, the other controls update to show your change.

Colors Palette Fields

Control Type What it does Notes

Foreground/Background |Foreground

swatch Shows the current foreground color. This is the color that Mariuses when you paintusing the Paint tool.Clicking on this swatchopens the Select Colordialog box.

Foreground/Background |Background

swatch Shows the current background color. Clicking on this swatchopens the Select Colordialog box.

Foreground/Background |button Swap foreground and background.

Foreground/Background |button Set colors to black (background) and

white (foreground).

entry box,slider

Specify Red values. Range: 0.000 to 1.000

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Control Type What it does Notes

entry box,slider

Specify Green values. Range: 0.000 to 1.000

entry box,slider

Specify Blue values. Range: 0.000 to 1.000

entry box,slider

Specify Alpha values. Range: 0.000 to 1.000

entry box,slider

Specify Hue values. Range: 0.000 to 0.999

entry box,slider

Specify Saturation values. Range: 0.000 to 1.000

entry box,slider

Specify Value values. Range: 0.000 to 1.000

HSV tab: field,sliders,optionbuttons

Use this to pick colors from aHue/Saturation/Value field.

To create custom colorspectrums. Adjust thefield values using thecontrols on the right,then click in the field toset the foreground color.

Values tab: field Use this to set Byte (8 Bit),Half (16Bit), or Float (32 Bit) color values.

Image tab: field Drag an image here from the ImageManager Palette to pick colors from animage.

Click the image to select aforeground color.

You can also load animage by right-clickingand selecting LoadImage, then selecting afile from the Load dialogbox.

To clear an image,right-click it and selectClear Image.

36 COLORS PALETTE |

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Control Type What it does Notes

Grey tab:sliders,buttons

Use this to pick a gray value from thegradient, or one of the presets.

Swatches tab:swatches,buttons

Use this to pick from theBackgroundand Foreground swatches. Click thebuttons to swap foreground andbackground, and switch to black andwhite.

(same as swatches andbuttons next to tabs)

Sliders tab:sliders

Use this to pick colors by specifyingRGB, alpha, and HSV values.

(same as sliders next totabs)

Blend tab:swatches,field

Use this to show a field with four colorsblending into each other.

Click on the box at eachcorner of the field to setthe color for that corner.You can set each colorindividually, then click inthe field to pick from theblend.

Intensity entry box,slider

Adjusts the intensity of colors in theSelect Color dialog to select HDR col-ors. HDR colors are considered to beany color with an intensity that isgreater than 1.

From 0 to 4096; defaultsto 4096.

Themaximum range ofthe Intensity slider canbe adjusted in theMariPreferences Dialog underColor > ColorMan-agement Defaults | ColorPicker Maximum.

36 COLORS PALETTE |

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37 Tool Properties PaletteThe Tool Properties palette and the controls that can be found on it are described in the table below. When con-trols also bring up additional dialogs, these are referenced formore information.

What It DoesThe Tool Properties palette displays information about the selected tool.

Tool Properties Palette Fields

Tool Control Type What it does Opens thisdialog box

Notes

Select > MriSelect > Gen-eral | Facing

dropdown Sets whether the selection onlyapplies to the Front of themodelas you can see it, or if the selectiongoes Through themodel andincludes the other side.

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Tool Control Type What it does Opens thisdialog box

Notes

Marquee Select Tool >MriMarqueeSelectTool >General | CrawlingAnts

checkbox Controls whether theselection edges areanimated. If on, the edges are anim-ated.

Marquee Select Tool >MriMarqueeSelectTool >General | Type

dropdown The shape of theselection drawn:

• Lasso - lets you draw a “free”selection of any shape.

• Rectangle - lets you draw a rect-angular selection.

• Polygonal - lets you draw a poly-gonal selection of any shape bysettingmultiple points beforeclosing the selection.

• Ellipse - lets you draw an ovalselection.

•MagicWand - lets you select bycolor. When you click, Mari cre-ates a selection around the pointyou clicked. The selection isbased on color – areas with asimilar color to the original pointare selected. You can change thecolor threshold for the selection.

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Tool Control Type What it does Opens thisdialog box

Notes

Marquee Select Tool >MriMarqueeSelectTool >General |Mode

dropdown Howdrawing a new selectionaffects the current marquee selec-tion:

• Replace - the new selectionreplaces the existing selection.

• Transform - this lets youmoveyou selection area around (move,rotate, or scale the selection).

• Add - the new selection adds ontothe existing selection.

• Subtract - the new selectionremoves areas of the existingselection.

• Intersect - inverts the existingselection. That is, any areas thatwere selected becomeunse-lected, and any areas that wereunselected become selected.

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Tool Control Type What it does Opens thisdialog box

Notes

Marquee Select Tool >MriMarqueeSelectTool >General | InvertMarquee Selection

button Inverts the current selection. Unse-lected areas become selected, andvice versa.

Marquee Select Tool >MriMarqueeSelectTool >General | Clear Mar-quee Selection

button Clears the current selection.

Marquee Select Tool >MriMarqueeSelectTool >General | Enabled

checkbox Turns themarquee selection onand off.

Marquee Select Tool >MriMarqueeSelectTool >General | ColorThreshold

entry box,slider

Sets the color threshold for themarquee selection. Setting a lowervalue here results in amore accur-ate color selection. Higher valuescatchmore of the surroundingcolor.

Marquee Select Tool >MriMarqueeSelectTool >General |Amount

entry box,slider, reset

Sets howmuch themarquee selec-tion prevents painting outside theselected area. This works as amul-tiplier to the alpha of paint appliedoutside the selection:

• At 1, only the area inside the selec-tion is paintable.

• At 0.5, paint outside the selectionapplies with an alpha of 0.5.

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Tool Control Type What it does Opens thisdialog box

Notes

Marquee Select Tool >MriMarqueeSelectTool >Selection Edge | Feath-ering

entry box,counter

Controls how sharp the edge of theselection area is. At 0, the selectionhas a completely sharp edge. Asthe value rises, the edges becomesofter.

Marquee Select Tool >MriMarqueeSelectTool >Transform | Reset Mar-quee Transform

button Resets any transformations(moves, rotations, scales) appliedto themarquee selection area.

Marquee Select Tool >MriMarqueeSelectTool >Transform | Center

entry box Sets the center of themarqueeselection.

Use thebreak linkbutton tobreak thelinkbetweenthe twofields.

Marquee Select Tool >MriMarqueeSelectTool >Transform | Rotation

entry box Sets the rotation, in degrees, of themarquee selection.

Marquee Select Tool >MriMarqueeSelectTool >Transform | Scale

entry box Sets the scale of themarquee selec-tion.

1 is theoriginalscale.

Marquee Select Tool >MriMarqueeSelectTool >Transform | Trans-lation

entry box Sets the translated positiononscreen of themarquee selection.

No properties.

No properties.

No properties.

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Tool Control Type What it does Opens thisdialog box

Notes

Vector Inspector |MriVectorInspectorTool

add attrib-ute

Click to add attributes. Add UserAttribute

Vector Inspector >MriVectorInspectorTool >General | Line Spacing

entry box,slider

Adjusts the spacing between thedirectionalmarkers.

Shift+drag themousewhen thevectorinspector isactive.

Vector Inspector >MriVectorInpsectorTool >General | Line Length

entry box,slider

Adjust the length of thedirectionalmarkers.

Vector Inspector >MriVectorInspectorTool >General | Start color

swatch Change the color at the base of thedirectionalmarkers.

Vector Inspector >MriVectorInspectorTool>General | End color

swatch Change the color at the tip of thedirectionalmarkers.

Vector Inspector >MriVectorInspectorTool >General | Vector Space

dropdown Set whether the vector inspectoroperates in ScreenSpace,TangentSpace, orWorldSpace.

Vector Inspector >MriVectorInspectorTool >General | Rotation

entry box,slider

Adjusts the rotation of the dir-ectionalmarkers. This can bechanged using the slider, or byentering a specific value.

Vector Inspector >MriVectorInspectorTool>General | Translation

entry boxes The exact location in XY space ofthe vector inspector. Entering val-ues adjusts the position of theinspector too.

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Tool Control Type What it does Opens thisdialog box

Notes

Blur > (Same as Paint.) addattribute

Click to add attributes. Add UserAttribute

No properties. addattribute

Click to add attributes Add UserAttribute

No properties. addattribute

Click to add attributes. Add UserAttribute

No properties. addattribute

Click to add attributes. Add UserAttribute

Paint | Paint addattribute

Click to add attributes Add UserAttribute

Paint > Paint > General|Description

information

Paint > Paint > General| Name

information

Paint > Paint | Tip addattribute

Brush tip details. This is a duplicateof the section from the BrushEditor Palette.

Add UserAttribute

Paint > Paint | Texture Brush texture details. This is aduplicate of the section from theBrush Editor Palette.

Paint > Paint |Geo-metry

Brush geometry details. This is aduplicate of the section from theBrush Editor Palette.

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Tool Control Type What it does Opens thisdialog box

Notes

Vector Paint | VectorPaint

add attrib-ute

Click to add attributes. Add UserAttributes

Vector Paint > VectorPaint > General |Description

information

Vector Paint > VectorPaint > General |Name

information

Vector Paint > VectorPaint | Tip

add attrib-ute

Brush tip details. This is a duplicateof the section from the BrushEditor Palette.

Add UserAttribute

Vector Paint > VectorPaint | Texture

add attrib-ute

Brush texture details. This is aduplicate of the section from theBrush Editor Palette.

Add UserAttribute

Vector Paint > VectorPaint |Geometry

add attrib-ute

Brush geometry details. This is aduplicate of the section from theBrush Editor Palette.

Add UserAttribute

Eraser > (Same asPaint)

add attrib-ute

Click to add attributes. Add UserAttributes

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Tool Control Type What it does Opens thisdialog box

Notes

Paint Through > Sameas Paint except:

Texture does notincludeGeometry. And itincludes the following:

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Tool Control Type What it does Opens thisdialog box

Notes

Texture > Image | File-

name

entry box,button

Texture > Info |Descrip-tion

information

Texture > Info |Height information

Texture > Info |Width information

Texture > Preview | Pre-viewAlpha

entry box,slider

Range:0.10 to1.00

Texture > Preview |Image

image

Texture > Transform |Image Scale

two entryboxes

Enter values to scale the image onthe x and y axes.

Texture > Transform |ImageScale

button Locks the current ImageScale val-ues so that any changes to scaleare applied proportionately toboth axes.

Texture > Transform |Pan Lock

checkbox Locks the image position relative tothemodel. If you pan themodel,the image that you're paintingthrough pans too.

Texture > Transform |Scale Lock

checkbox Locks the image size relative to themodel. If you zoom themodel in orout, the image that you're paintingthrough zooms in or out too.

Texture > Transform |Reset Size

dropdown ToOriginalSize,RelativeToPaintBuffer.

Texture > Transform |Auto Reset

dropdown Reset, DoNotReset.

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Tool Control Type What it does Opens thisdialog box

Notes

Texture > Gradient >Info |Width

information

Texture > Gradient >Preview | PreviewAlpha

swatch The alpha value to use for the gradi-ent “floating” over themain canvas

Texture > Gradient > Pre-view | Image

image Preview version of the gradient

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Tool Control Type What it does Opens thisdialog box

Notes

Gradient > Same asPaint except:

Texture does notincludeGeometry. Andit includes:

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Tool Control Type What it does Opens thisdialog box

Notes

Texture > Gradient >Gradient |Description

information

Texture > Gradient >Gradient |Name

information

Texture > Gradient >Gradient |Name

dropdown Selects between Linear or Radialgradient.

Texture > Gradient >Gradient |Out Point

entry box,slider

How far through the gradient thefinal color reaches.

0.00 to1.00,highervaluesimply theend color isreachedlater.

Texture > Gradient >Gradient | In Point

entry box,slider

How far through the gradient thestart color lasts for (before it startsgraduating into the end color).

0.00 to1.00,highervaluesimply thestart colorfinisheslater.

Texture > Gradient >Gradient | End

swatch Final color for the gradient (colorthat the gradient ends up as).

Texture > Gradient >Gradient | Start

swatch First color for the gradient (colorthe gradient starts out as).

Texture > Gradient >Info |Height

information

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Tool Control Type What it does Opens thisdialog box

Notes

Clone Stamp > Same asPaint Through exceptit includes:

Texture > Debug | Rel-ative

checkbox

Texture > Debug|DebugView

checkbox

Texture > Debug | Pre-view Alpha

entry box,slider

Range:0.10 to1.00

Texture > Image | CloneFrom

two entryboxes

Texture > Preview |Onscreen Preview

checkbox

Towbrush > MriTow-brush > General | Fal-loff

entry box,slider

Sets how sharply the textureblends in from the edges of theselected patch. Higher values havesharper transition to the sur-rounding texture, lower valuesblendmore smoothly.

Towbrush > MriTow-brush > General |Value

entry box,slider

Controls howmuch of the color ofthe original patch to preserve.Higher values keepmore of the ori-ginal color, lower values blend thewhole patch in with the back-ground as youmove it.

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Tool Control Type What it does Opens thisdialog box

Notes

Eye Dropper > General |Sample Size

entry box,slider

Radius in pixels that the eye-dropper uses when sampling colorsoff the surface of themodel.

Range: 1 to15

Eye Dropper > Graph |Grid Size

entry box,slider

The size of the grid overlay.

Eye Dropper > Graph |Grid

checkbox Enable the grid overlay.

To see the grid overlay youmustselect a Type other thanNone.

Eye Dropper > Graph |Color

swatch The color of the grid overlay.

Eye Dropper > Graph |Type

dropdown The orientation of the Eye Drop-per guide. When Both is selected,both axes of the guide are dis-played.

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38 Painting PaletteThe Painting palette and the controls that can be found on it are described in the table below. When controls alsobring up additional dialogs, these are referenced formore information.

What It DoesThe Painting palette displays information and controls formanaging painting features.

Painting Palette Fields

Control Type What it does Opensthis dia-log box

Notes

Painter > Filtering | Image dropdown The image filtering to usewhencopying textures using the clonetools (CloneStamp andPaintThrough). One of:

•Nearest - preserves edge detail,but gives quite "blocky" textures.

• Bilinear - gives good results, butcan produce square artifacts atextreme zoom.

• Bicubic - providesmore roundedresults, slightly blurrier but withoutthe square artifacts.

Painter > SourceGrade | Enabled checkbox Enables source image grading.

Used this to grade your sourceimagewhen cloning fromor paintingthrough an image.

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Control Type What it does Opensthis dia-log box

Notes

Painter > SourceGrade | Rgb entry box,slider

Changes the overall color saturationfor all three color components ofthe source image. Moving this alsomoves the separateRed,Green,and Blue sliders.

Painter > SourceGrade | Red entry box,slider

Changes the color saturation in theRed component of the sourceimage.

Painter > SourceGrade |Green entry box,slider

Changes the color saturation in theGreen component of the sourceimage.

Painter > SourceGrade |Blue entry box,slider

Changes the color saturation in theBlue component of the sourceimage.

Painter > SourceGrade | Contrast entry box,slider

Changes the contrast of the sourceimage.

Painter > SourceGrade |Saturation

entry box,slider,reset

Changes the saturation of thesource image.

Painter > SourceGrade |Saturation

entry box,slider

Changes the color saturation of thesource image. Used in addition tothe RGB sliders.

Painter > SourceGrade | Value curveeditor

Allows you to edit the color valuecurve for the source image.

PaintBuffer > PaintBuffer |ColorDepth

dropdown Color depth of the paint buffer. 8,16, or 32-bit color.

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Control Type What it does Opensthis dia-log box

Notes

PaintBuffer > PaintBuffer |BufferSize

dropdown Onscreen resolution of the paintbuffer. This controls the amount ofdetail you can usewhen painting,not the resolution of the patches inyour project.

PaintBuffer > PaintBuffer | Clamp checkbox If this is checked, Mari restricts therange of the image to valuesbetween 0 and 1.

PaintBuffer > Transform |Translation

entryboxes

The amount that the buffer hasbeen translated (moved onscreen)from the default.

PaintBuffer > Transform | Scale entryboxes

The amount that the buffer hasbeen scaled (resized) from thedefault.

PaintBuffer > Transform |Rotation

entry box,slider

The amount that the buffer hasbeen rotated from the default.

PaintBuffer > Transform | Reset button Resets the paint buffer to thedefault values, removing any trans-lations or distortions you haveapplied.

PaintBuffer > Transform |Resetonbake

dropdown Either:

• Enabled - the paint bufferautomatically resets to defaultsettings every time you bake thepaint.

• Disabled - any changes you havemade to the paint buffer stay untilyoumanually click theResetbutton.

38 PAINTING PALETTE |

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39 Projection PaletteThe Projection palette and the controls that can be found on it are described in the table below. When controls alsobring up additional dialogs, these are referenced formore information.

What It DoesThe Projection palette holds controls for howMari projects the paint onto themodel. This includes details of thevariousmasks available (edgemask, channelmask, depthmask, ambient occlusionmask, backfacemask and fractalnoisemask).

Projection Palette Fields

Control Type What it does Opensthis dia-log box

Notes

Projection Settings > Masking |Masking Disabled

checkbox Disables all masking,regardless of channel, andoverrides theMaskingEnabled setting.

When enabled, a

icondisplays in thestatus bar.

Projection Settings > Masking |Mask Preview Color

swatch What color to display themasking on-screen.

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Control Type What it does Opensthis dia-log box

Notes

Projection Settings > Masking |MaskPreviewEnabled

checkbox Shows themasking. Areas thatare covered by the currentdefinedmask(s) are showncolored. This includes all themasking currently in use – forexample, if you have both theedgemask and depthmaskturned on, Mari shows theeffects of bothsimultaneously.

When enabled, a

icondisplays in thestatus bar.

Projection Settings > Painting |PaintingMode

dropdown The blendingmode used whenthe paint bakes down onto thechannel surface. The default isNormal (paint in the bufferoverwrites the surface), butMari supports a number ofother blendingmodes.

Projection Settings > Painting |PaintingOpacity

entry box,slider,reset

How opaque the paint is. Thisis amultiplier on the paintbuffer contents. At 1.0, thepaint bakes down to thesurfacewith the same opacityas it is in the buffer. At 0.5, thepaint applied to the surface ishalf as transparent as whenit's in the buffer.

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Control Type What it does Opensthis dia-log box

Notes

Projection Settings > Projection |ProjectionFilter

dropdown The image filtering to usewhen calculating how to applythe paint buffer onto thesurface. One of:

•Nearest - preserves edgedetail, but gives quite"blocky" textures.

• Bilinear - gives good results,but can produce squareartifacts at extreme zoom.

Projection Settings > Projection |BakeBehavior

dropdown One of:

•Manual - you have to bakemanually. After a bake, thepaint stays in the paintbuffer until youmanuallyclear it.

• ClearOnly - you have tobakemanually. After a bake,the paint buffer clearsautomatically.

• AutoBakeAndClear - Maribakes, and then clears thepaint buffer, whenever youmove themodel.

Projection Settings > Projection |Projection

dropdown One of:

• Front - paint only applies tothe front of themodel, as itis visible in the current view.

• Through - paint applies to allsurfaces on themodel underyour brush, whether or notthere is something in frontof them.

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Control Type What it does Opensthis dia-log box

Notes

Projection Settings > Projection |ProjectOn

dropdown Either:

• All - you can paint on allareas on yourmodel(s),selected or not.

• SelectedOnly - you can onlypaint on the currentlyselected areas.

Projection Settings > EdgeMask toggle Whether the edgemask isturned on or not. If this is on,butMaskPreviewEnabled isoff, themodel ismasked butyou won't see themasking.That is, you can see themask'seffects, but not themaskitself.

When enabled, a

icondisplays in thestatus bar.

Projection Setttings > EdgeMask >General | Falloff Curve

curveeditor,reset

Sets how the edgemaskingfalloff works.

The X axis is the transitionfrom the Falloff Start toFalloff End. The Y axis is howpaintable the target pixel is. Bydefault, the curve runs fromthe bottom at the left up tothe top at the right - so there’sa smooth, constant falloff.

Projection Settings > EdgeMask >General | FalloffEnd

entry box,slider,reset

Controls where the edgemaskends on themodel. The higherthe value, the closer, moreforward facing themaskfinishes.

Range: 0.00 to1.00 Reset: 0.00

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Control Type What it does Opensthis dia-log box

Notes

Projection Settings > EdgeMask >General | FalloffStart

entry box,slider,reset

Controls where the edgemaskstarts on themodel. Thehigher the value, themoreforward facing themaskingstarts. If this is higher than theFalloffEnd, areas facing theview are paintable, and areasoblique to the view aremasked. If this is lower, facingareas aremasked and obliqueareas are paintable.

Range: 0.00 to1.00 Reset: 0.00

Projection Settings > ChannelMask toggle Whether the channelmask isturned on or not. If this is on,butMaskPreviewEnabled isoff, themodel ismasked butyou won't see themasking.That is, you can see themask'seffects, but not themaskitself.

When enabled, a

icondisplays in thestatus bar.

Projection Settings > ChannelMask >General |MaskChannel

dropdown Sets the channel holding themask for the paint buffer. Thismask sets the paintable areawithin the buffer.

Projection Settings > ChannelMask >General |MaskAmount

entry box,slider,reset

The amount that themaskaffects the paint buffer. 1.0means that themaskabsolutely controls where youcan paint; the effects of themask decrease as the valuegets lower.

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Control Type What it does Opensthis dia-log box

Notes

Projection Settings > ChannelMask >General |MaskContrast

entry box,slider,reset

The contrast applied to theoriginal channel to derive themask. At 1.0, themask comesdirectly from the originalchannel. Lower valuesmakethemask fuzzier than theinput channel, higher valuesmake it sharper than the inputchannel.

Projection Settings > ChannelMask >General |Mask Curve

curveeditor,reset

Sets how the channelmaskingworks.

The x axis is the color of thesource pixel (black to the left,white to the right). The y axis ishow paintable the target pixelis. By default, the curve runsfrom the bottom at the left upto the top at the right - soblack pixels are totally masked,white pixels are totallypaintable, and there's aconstant curve between thetwo. Use this if you want tochangewhich pixel values aremasked.

Projection Settings > ChannelMask >General | Invert

check box Whether to invert the inputfrom themask. If this isselected, themask data isblack on white rather thanwhite on black.

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Control Type What it does Opensthis dia-log box

Notes

Projection Settings > AmbientOcclusion Mask

toggle Whether the ambientocclusionmask is turned on ornot. If this is on, butMaskPreviewEnabled is off,themodel ismasked but youwon't see themasking. That is,you can see themask's effects,but not themask itself.

Before using this, you shouldcalculate the ambientocclusion for each object inthe project (Objectsmenu,select AmbientOcclusion).

When ambientocclusionmasking is

enabled, aicon displays inthe status bar.

Projection Settings >AmbientOcclusionMask > General |Mask Amount

entry box,slider,reset

The amount of ambientocclusionmasking to apply.

Projection Settings >AmbientOcclusionMask > General |MaskContrast

entry box,slider,reset

The contrast applied to theambient occlusion to derivethemask. At 1.0, themaskcomes directly from thecalculated ambient occlusion.Lower valuesmake themaskfuzzier than the ambientocclusion, higher valuesmakeit sharper.

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Control Type What it does Opensthis dia-log box

Notes

Projection Settings >AmbientOcclusionMask > General |MaskCurve

curveeditor,reset

Controls how the ambientocclusion pixel values relate tothe degree of masking. Thehorizontal axis is the darknessof the occluded pixels (black tothe left, white to the right), thevertical axis is the degree ofvisibility. By default, this is adirect line, wherewhite pixelsare totally masked, black pixelsare totally unmasked, and50% gray is 50%masked.

Projection Settings >AmbientOcclusionMask > General |Invert

checkbox If this is selected, themaskdata is black on white ratherthan white on black.

Projection Settings > DepthMask toggle Whether the depthmask isturned on or not.

When enabled, a

icondisplays in thestatus bar.

Projection Settings > DepthMask >General | Start

entry box,slider,reset

The depth in the scene for thedepthmasking to start.

Projection Settings > DepthMask >General | End

entry box,slider,reset

The depth in the scene for thedepthmasking to finish.

Projection Settings > DepthMask >General | Falloff

entry box,slider,reset

How fast the depthmaskingapplies. Lower valuesmakethemask apply slowly, highervaluesmake it apply morequickly.

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Control Type What it does Opensthis dia-log box

Notes

Projection Settings > BackfaceMask toggle Whether the backfacemask isturned on or not.

When enabled, a

icondisplays in thestatus bar.

Projection Settings > Fractal NoiseMask

toggle Whether the fractal noisemask is turned on or not.

When enabled, a

icondisplays in thestatus bar.

Projection Settings > Fractal NoiseMask > General | Seed

entry box,slider,reset

Changes the pattern of thenoise by moving the patternthrough 3D space.

Projection Settings > Fractal NoiseMask > General | Contrast

entry box,slider,reset

Controls the level of contrastapplied to the fractal noisefeatures to derive themask.

Projection Settings > Fractal NoiseMask > General | Roughness

entry box,slider,reset

Determines the roughness ofthe fractal noise features.

Projection Settings > Fractal NoiseMask > General | Size

entry box,slider,reset

Determines the size of thefractal noise features.

Projection Settings > Fractal NoiseMask > General |Mask Amount

entry box,slider,reset

The amount that themaskaffects the paint buffer. 1.0means that themaskabsolutely controls where youcan paint; the effects of themask decrease as the valuegets lower.

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Control Type What it does Opensthis dia-log box

Notes

ProjectionSettings > Fractal NoiseMask > General |Mask Curve

curveeditor,reset

Controls how the fractal noiserelates to the degree ofmasking, based on the abovefields. This allows you to finetune the contrast and patternappearance of the fractalnoisemask.

Projection Settings > Fractal NoiseMask > General | Invert

checkbox If this is selected, themaskdata is black on white ratherthan white on black.

39 PROJECTION PALETTE |

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40 Shelf PaletteThe Shelf palette and the controls that can be found on it are described in the table below. When controls also bringup additional dialogs, these are referenced formore information.

What It DoesThe Shelf stores sets of brushes and colors. These include:

•Menu shelf - the content of the F9menu.

• Personal shelf (with customized items) - selected items you use regularly.

• Basic Brushes shelf - a set of predefined basic brushes.

•Hard Surface Brushes shelf - a set of predefined hard surface brushes.

•Organic Brushes shelf - a set of predefined organic brushes.

• Project - shelf items for just the current project.

Shelf palette fields

Control What it does Notes

Types of Controls Select from shelves, click icons to addnew shelf, spawn floating shelves, deletecustom shelves.

Mari saves shelves as .msh files, and itemswithinshelves (which you can save through a right-clickoption) as .msi files.

Right-click to toggle icon size (for example, to usesmaller icons to create color swatches).

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41 Snapshots PaletteThe Snapshots palette and the controls that can be found on it are described in the table below. When controls alsobring up additional dialogs, these are referenced formore information.

What It DoesThe Snapshots palette displays:

• a list of snapshots for the entire project or currently selected channel

• buttons to take, revert, or delete channel snapshots

• information about snapshots, such as name, when they were created and by what user.

Snapshots Palette Fields

Control Type What it does Opens thisdialog box

Notes

Channels > All button Displays a list of allsnapshots in theproject.

Channels > Current button Displays a list ofsnapshots for thecurrently selectedchannel.

Created info The date and timewhenthe snapshot was taken.

Preview thumbnail A thumbnail preview ofthe snapshot.

Name info The name of thesnapshot.

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Control Type What it does Opens thisdialog box

Notes

User info The name of the userthat created thesnapshot.

button Takes a new snapshot.Depending on whetherChannels > All, orChannels > Current isselected, this buttonbehaves differently. IfAll is selected, asnapshot is taken for allchannels in a project. IfCurrent is selected, asnapshot is only takenfor the current channel.

Snapshot AllChannels.

SnapshotChannel.

button Extracts the snapshotinto a new channel intheChannels paletteand populates theLayers palette with thelayers of the snapshot.

ExtractSnapshot

This option isonlyavailablewhen theChannels >Currentbutton isactive.

button Loads the selectedsnapshot.

button Deletes the selectedsnapshot.

DeleteSnapshot

41 SNAPSHOTS PALETTE |

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42 New Project DialogTheNew Project dialog is described belowwith functions for how to access it. A list of the controls on the dialogbox can be found in the table below.

What It DoesTheNewProject dialog box lets you select geometries and various options for a newMari project. Use the Pathcontrol to select an .obj, .ptx, or .abc file you want to use in the project.

Resize the dialog box to display long filenames or select multiple files to display more than one geometry, if they areof the same file type. Mari checks themodel for any errors that might prevent it fromprocessing, for examplewhether UVs overlap or touch border edges. AMesh Sanity Check dialog displays any warnings or errors. (Errorscancel opening themodel, but you can continuewith warnings.)

Depending on the size and complexity of textures, it can take several minutes the first time you load them into aMari project. Once saved, however, the project should open quickly in future.

How to Access It•Menubar | File > New

• Keyboard | Ctrl/Cmd+N

• Projects tab |New button

• Projects tab | Right-click > New

• Toolbar |

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New Project Dialog Box Fields

Control Type What it does Opens thisdialog box

Notes

Name entry box Lets you specify the name ofthe project.

This is for you to identifythe project only (this is nota filename).

Geometry | Path entry box,dropdown,button

Opens .obj, .ptx, or .abcfiles. Dropdown lists the last10 opened.

Once you select a file, theMesh options appear undertheRoot Path.

Pick Meshdialog

Select by either typing thePath, selecting from thedropdown of the last 10files selected, orclicking the icon to browseto a file.

Geometry > Meshoptions |MappingScheme

dropdown If there is a UV map available,and you would like to use it,select UV if available, Ptexotherwise. If you prefer touse Ptex, select Force Ptex.This option loads the selectedgeometry and replaces theexisting UVmap with a Ptexmap.

Only available when choos-ing .obj or .abc files in thePath.

Geometry > Meshoptions | SelectionSets

dropdown Selection sets have twooptions, to either:

• Create From Face Groups- this is the default behaviorand allows the use ofselection sets in Mari.

• Don’t Create - if youchoose not to create a selec-tion set, Mari does not cre-ate any from the file.

Only available when choos-ing .obj files in the Path.

42NEW PROJECT DIALOG | NEW PROJECT DIALOG BOX FIELDS

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Control Type What it does Opens thisdialog box

Notes

Geometry > Meshoptions |MultipleGeometries PerObject

dropdown If your .obj consists of mul-tiple geometries, you havethe option toMerge Geo-metries Into One, which isthe default behavior, orCreate Separate Geo-metries (Ptex Only). If youselectMerge GeometriesInto One, Mari combines theindividual geometries into asingle geometry, while select-ing Create Separate Geo-metries (Ptex Only)creates individual geo-metries.

Only available when choos-ing .obj files in the Path.

Even if you select CreateSeparate Geometries(Ptex Only), Mari only dis-plays a single geometry onthe canvas. However,when you export a chan-nel you have the option toexport individual .ptx filesfor each geometry.

Geometry > Meshoptions | StartFrame and EndFrame

entry box Set the frame range from thesource file to import.

Only available when choos-ing .obj and .abc filesequences in the Path.

Geometry > Meshoptions | SingleFrame

button Sets the other fields to onlyimport the first frame fromthe animation in the objectfile.

Only available when choos-ing .obj and .abc filesequences in the Path.

Geometry > Meshoptions |All Frames

button Sets the other fields toimport the entire animationfrom the object file.

Only available when choos-ing .obj and .abc filesequences in the Path.

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Control Type What it does Opens thisdialog box

Notes

Geometry > Meshoptions | Processeach geometry fileas a

dropdown For Ptex files, there are twochoices for the geometrymesh options:

• Separate Object - createsonly one object with onegeometry.

• Separate Geometry InOne Object - creates onlyone object, but hasmultiplegeometries within it.

Only available when choos-ing .ptx files in the Path.

The option to SeparateGeometry In OneObject is essentially theinverse of the Ptex chan-nel export process, andallows project recon-struction.

Geometry > Meshoptions |MergeType

dropdown Choosewhether to mergeselected items from theobject hierarchy tree as:

• Single Mesh - merges selec-ted geometry into onesinglemesh in a GeoEntity.Note that this implies thatthe information about theoriginal geometries cannotbe accessed once themergeis done.

• Just Merge Nodes -merges selected geometryinto oneGeoEntity whileretaining themetadata andmesh information aboutthe original individual geo-metries. Note, this inform-ation can only be accessedby more technical usersusing the C API.

Only available when choos-ing .abc files in the Path.

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Control Type What it does Opens thisdialog box

Notes

Geometry > Meshoptions | Scene

information In the object hierarchy,shows all the geometries ormeshes, cameras, and groupsthat are part of the selectedAlembic file. Note, expandingthe parent row, reveals thechild geometries beneath it.

Only available when choos-ing .abc files in the Path.

Geometry > Meshoptions |Merge

checkbox Select the checkbox todetermine if a geometry is tobemerged with another onproject creation.

Only available when choos-ing .abc files in the Path.

Formore information onmerging Alembic geo-metry, see Create New Pro-ject under the Alembicchapter in theMari UserGuide.

Geometry > Meshoptions | Frame Off-set

entry box Set by howmany frames tooffset the loading of an anim-ated object. You can specify aframe range, or simply a num-ber of frames.

Only available when choos-ing .abc files in the Path.

Texture | Root Path dropdown,button

Displays the root path for theproject. This is whereMarilooks for any existing tex-tures to import as it createsthe channels.

Choose BasePath dialog

This is the value that Marisubstitutes for $PATH inthe import templates inthe bottom list.

Texture | Scan button Scans the Root Path for anyexisting texture files.

After scanning the RootPath, you should alwaysset the Size of the texturefilesmanually. The defaultvaluesMari setsmay notbe correct as channels cancontainmany differentpatch sizes.

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Control Type What it does Opens thisdialog box

Notes

Texture | Prefix entry box Filename prefix for existingtexture files, if applicable.

Texture | Create checkbox Select this to create the listedchannel.

Texture | Import checkbox Select this to import existingtextures into the channelafter creating it.

Texture |Name information Nameof the channel to cre-ate. Mari sets a default value,but you can change this.

For example, color,specRough, dispFine, dis-pBroad, colorDetail, col-orDetailMask.

Texture | Size dropdown Patch size for the new chan-nel. Mari sets a default value,but you can change this.

256x256, 512x512,1024x1024, 2048x2048,4096x4096, 8192x8192,16384x16384,32768x32768

Texture | Type dropdown Channel type. Mari sets adefault value, but you canchange this.

Color or Scalar

texture | File Space dropdown The file space used when gen-erating vectors. Mari sets adefault but you can changethis.

Normal or Vector.

Texture | Fill swatch Color to fill the new channel.Mari sets a default value, butyou can change this.

Click the swatch to changethe color.

Texture |Depth dropdown The color depth size. Marisets a default value, but youcan change this.

8bit (Byte), 16bit (Half),or 32bit (Float).

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Control Type What it does Opens thisdialog box

Notes

Texture | Files entry The filename template usedto pick existing textures toimport into the channel. Marisets a default value, but youcan change this, or you canuse the button to open a dia-log allowing you to manuallypick the files.

Texture |button Opens a dialog box allowing

you to pick the textures forMari to import into the newchannel.

Import Dialog

Texture |image Indicates that Mari has not

found any textures toimport.

If there are textures toimport, Mari displays thenumber of patches avail-able.

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43 Select Color DialogThe Select Color dialog is described belowwith functions for how to access it. A list of the controls on the dialog boxcan be found in the table below.

What It DoesThe Select Color dialog box lets you view and change colors. The controls on this palette all work together - as youchange the color through one control, the other controls update to show your change.

How to Access It• Tools toolbar | Foreground color swatch

• Tools toolbar |Background color swatch

• Colors palette | Foreground color swatch

• Colors palette |Background color swatch

• Add Channel dialog | Color color swatch

• HSV palette | Color swatch

Select Color dialog box fields

Control Type What it does Notes

swatch Displays currently selected color.

entry box,slider

Specify Red values. Range: 0.000 to 1.000

entry box,slider

Specify Green values. Range: 0.000 to 1.000

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Control Type What it does Notes

entry box,slider

Specify Blue values. Range: 0.000 to 1.000

entry box,slider

Specify Alpha values. Range: 0.000 to 1.000

entry box,slider

Specify Hue values. Range: 0.000 to 0.999

entry box,slider

Specify Saturation values. Range: 0.000 to 1.000

entry box,slider

Specify Value values. Range: 0.000 to 1.000

History Swatches swatch These swatches store the 5 mostrecently selected colors. When a newcolor is selected, it is added to the topof the list. Clicking on a swatch selectsit as the current color.

You can drag and dropfrom the current swatchto the history swatchesto manually arrange thecolors.

HSV tab: field,sliders,optionbuttons

Use this to pick colors from aHue/Saturation/Value field.

To create custom colorspectrums. Adjust thefield values using thecontrols on the right,then click in the field toset the foreground color.

Values tab: field Use the fields to manually enter RGBAand HSV values for eitherByte (8 Bit),Half (16 bit), or Float (32 Bit)categories.

This sets the defaultvalues for RGBA and HSVcolors when creatingeither 8 bit, 16 bit, or 32bit channels.

Grey tab:sliders, but-tons

Use this to pick a gray value from thegradient, or one of the presets.

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Control Type What it does Notes

Intensity entry box,slider

Adjusts the intensity of colors in theSelect Color dialog to select HDR col-ors. HDR colors are considered to beany color with an intensity that isgreater than 1.

From 0 to 4096; defaultsto 0.

Themaximum range ofthe Intensity slider canbe adjusted in theMariPreferences Dialog underColor > ColorMan-agement Defaults | ColorPicker Maximum.

button Pick a color fromwithin Mari, as well asfrom your desktop or other windows

Canvas dropdown The type of pixels you want the colorpicker to pick from. Either Pick screenPixels or Pick raw pixels.

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44 Add Channel DialogTheAdd Channel dialog is described belowwith functions for how to access it. A list of the controls on the dialogbox can be found in the table below.

What It DoesThis allows you to add a single channel to your project. The dropdown at the top of the dialog box lets you selectfrom recently created channels. If you select a channel from the dropdown, Mari updates the rest of the fields withthe details you used last time. You can change any of the values if required.

How to Access It•Menubar | Channel > AddChannel

• Right-click | in Channels Palette > AddChannel

• Button | Channels Palette >

• Button | Shaders Palette >

Add Channel Dialog Box Fields

Control Type What it does Opensthis dialogbox

Notes

<Previouschannelnames>

dropdown This holds the names of recently createdchannels. Select a channel from the list, and therest of the dialog box updates with the detailsfrom the last time the channel was created.

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Control Type What it does Opensthis dialogbox

Notes

Name information,dropdown

Nameof the channel to create.

Size dropdown Patch size for the new channel. Either 256x256,512x512, 1024x1024, 2048x2048,4096x4096, 8192x8192, 16384x16384, or32768x32768.

Depth dropdown Color depth for the new channel.Either 8bit(Byte), 16bit (Half), or 32-bit (Float).

ColorSpace dropdown The type of channel. Either Color or Scalar. Scalar channelsdo not use colorcorrection.

File Space dropdown The type of file space used for vector painting.EitherNormal orVector.

Color swatch Color to fill the new channel. Click the swatch tochange the color.

Select ColorDialog

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45 Add Multiple Channels DialogTheAdd Multiple Channels dialog is described belowwith functions for how to access it. A list of the controls onthe dialog box can be found in the table below.

What It DoesAddsmultiple channels at once. Mari takes the channels available frompredefined sets of standard channels fortypes of assets - for example, the channels required to paint a vehicle. You can select which channels from the set tocreate.

Also, if there are existing textures for the channels, Mari can automatically load these in as it creates the channels.Mari automatically detects existing textures that conform to the selected naming convention. You can write configfiles that add new sets of channels to theCategory field. See the Extending Mari chapter in theMari User Guide fordetails.

How to Access It•Menubar | Channel > Channel Presets

• Right-click | channel in Channels Palette > Channel Presets

• Button | Channels Palette >

Add Multiple Channels Dialog Box Fields

Control Type What it does Opensthis dialogbox

Notes

Root Path dropdown Displays the root path for the project.This is whereMari looks for anyexisting textures to import as it createsthe channels.

ChooseBase Path

This is the value that Marisubstitutes for $PATH in theimport templates in thebottom list.

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Control Type What it does Opensthis dialogbox

Notes

Scan button Scans the Root Path for any existingtexture files.

Import dropdown Whether to import all patches in theproject or only the selected ones. Thisapplies to every channel beingimported during the creation.

Resize dropdown HowMari handles patch/image sizemismatches (for example, attemptingto import a 1024x1024 image to a2048x2048 patch). You can selecteither to resize the images to matchthe patches, or to resize the patches tomatch the images.

Prefix entry box Filename prefix for existing texturefiles, if applicable.

Create checkbox Select this to create the listed channel.

Import checkbox Select this to import existing texturesinto the channel after creating it.

Name information Nameof the channel to create. For example, color, specRough,dispFine, dispBroad,colorDetail, colorDetailMask.

Size dropdown Patch size for the new channel. Marisets a default value, but you canchange this.

Type dropdown Channel type. Either Color or Scalar.Mari sets a default value, but you canchange this.

Fill swatch Color to fill the new channel. Mari setsa default value, but you can changethis.

Click on the swatch to set thecolor.

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Control Type What it does Opensthis dialogbox

Notes

Files entry The filename template used to pickexisting textures to import into thechannel. Mari sets a default value, butyou can change this, or you can use thebutton to open a dialog allowing you tomanually pick the files.

button Opens a dialog box allowing you to pickthe textures forMari to import into thenew channel.

ImportChannel

image Indicates that Mari has not found anytextures to import.

If there are textures to import,Mari displays the number ofpatches available.

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46 Masks Formats DialogTheMasks Formats dialog is described belowwith functions for how to access it. A list of the controls on the dialogbox can be found in the table below.

What It DoesThis allows you to set up a designatedmaterial channel to usewhen you are creating a layered shader.

How to Access It•Menubar | Shading > Add New Shader > Layered

• Right-click | in Shaders Palette > Add New Shader > Layered

• Button | Shaders Palette > > Layered

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Mask Formats Dialog Box fields

Control Type What it does Opens thisdialog box

Notes

Size dropdown Set the channel size when creating amask tobe:

• 256x256

• 512x512

• 1024x1024

• 2048x2048

• 4096x4096

• 8192x8192

• 16384x16384

• 32768x32768

Depth dropdown Sets the channel depth when creating amaskto be:

• 8bit (Byte)

• 32bit (Float)

• 16bit (Half)

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47 Channel Presets DialogTheChannel Presets dialog is described belowwith functions for how to access it. A list of the controls on the dia-log can be found in the table below.

What It DoesAllows you to set up preferences for quickly creating channels through theChannels palette ormenu. These presetsinclude options such as the color depth size, patch size, file space, and color space. This gives you the opportunity toquickly set up a channel template for channel types you know are going to be created numerous times.

How to Access It•Menubar | Channels > Channel Presets

• Right-click | in Channels Palette > Channel Presets

Channel Preset Dialog Box Fields

Control Type What it does Opens thisdialog box

Notes

Root Path entry box,dropdown,button

Specify the file path for the creation of newchannel templates.

The browse andscanbuttons alsoallow you tosearch for thefile location.

Import dropdown Select which patches to import if a channel isbeing imported for the creation of the template.Options are: All Patches.

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Control Type What it does Opens thisdialog box

Notes

Resize dropdown Select which files should be resized when patchesare being imported for channel templatecreation. Options are: Patches to fit images orImages to fit patches.

Prefix entry box Specify a prefix for organizing created channels.

Create checkbox Select which channel templates you want tocreate from the list in the dialog.

Import checkbox Select which channel templates you want tocreate from imported channels. Import settingswere selected from the earlier option in thedialog.

Name information Nameof the channel type; for instance, color,displacement, or specular.

Size dropdown Select a patch size for the channels from theoptions: 256x256, 512x512, 1024x1024,2048x2048, 4096x4096, 8192x8192,16384x16384, 32768x32768.

Channels canbe resized laterfrom theChannelsmenu or paletteif necessary.

Type dropdown Select a color space for the created channeltemplate. Options are: Color or Scalar.

File Space dropdown Select a file space for the created channeltemplate. Options are: Normal and Vector.

Fill swatch Select a color to use for the background ofchannel template.

Select ColorDialog

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Control Type What it does Opens thisdialog box

Notes

Depth dropdown Select a color depth size for the created channeltemplate. Options are: 8bit (Byte), 16bit (Half),32bit (Float).

The color depthsize forchannels can beresized laterfrom theChannelsmenu or paletteif necessary.

Files entry box Specify a file location to be imported.

button Select a file to import for the channel template.This corresponds to the File entry box above.

icon

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48 Convert Type DialogTheConvert Type dialog is described belowwith functions for how to access it. A list of the controls on the dialogcan be found in the table below.

What It DoesConverts the color depth of the selected channel into a different bit depth. The color depth determines the numberof pixels per RGB channel. Existing channels set to another color depth can be converted by simply selecting themand opening theConvert Type dialog box.

How to Access It•Menubar | Channels > Convert Channel

• Right-click | in Channels Palette > Convert Channel

• Button | in Channels Palette >

Convert Type Dialog Box Fields

Control Type What it does Opensthis dialogbox

Notes

Type dropdown The color depth options for converting theselected channel. Depth sizes are: 8bit (Byte),16bit (Half), and 32bit (Float).

Note that youshould only seetwo options inthe dropdownmenu, as it doesnot show thecurrent depthsize of yourchannel.

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49 Copy Multiple Textures Dia-log

TheCopy Multiple Textures dialog is described belowwith functions for how to access it. A list of the controls onthe dialog can be found in the table below.

What It DoesLets you copy the textures fromone layer to another. If you havemultiple objects in your project, you can copy thetextures between objects.

How to Access ItMenubar | Patches > Copy Textures

Copy Multiple Textures Dialog Box Fields

Control Type What it does Opensthis dialogbox

Notes

SourceObject

dropdown Select the object holding the source layer.

Source Layer dropdown The layer to copy the patches from.

Select By dropdown Select how to identify the patches on the sourcelayer.

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Control Type What it does Opensthis dialogbox

Notes

SourceRange

entry box The patch numbers of the patches to copy texturesfrom. Enter the patch numbers. You can separatepatch numbers with commas, or enter ranges.

For example: 1001,1003,1005-1008

TargetObject

dropdown The object to copy the patches onto.

Target Layer dropdown The layer to copy the patches onto. If required, thiscan be the same as the source layer.

Offset entry box A numeric offset for the patch numbers.

For example, if this is set to 100, the source patch1001 is copied to 1101. Use this to copy texturesbetween sides of symmetrical models.

The default fortheOffset iszero.

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50 Channel Transfer DialogTheChannel Transfer dialog is described belowwith functions for how to access it. A list of the controls on the dia-log can be found in the table below.

What It DoesLets you transfer channels fromone object or version to another.

How to Access It•Menubar | Channels > Transfer

• Right-click | in Channels Palette > Transfer

Channel Transfer Dialog Fields

Control Type What it does Opens thisdialog box

Notes

Options >Source |Object

dropdown Select the object you want to transfer chan-nels from.

Options >Source |Version

dropdown Select the version of the object you want totransfer channels from.

Options >Destination |Object

dropdown Select the object you want to transfer chan-nels to.

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Control Type What it does Opens thisdialog box

Notes

Options >Destination |Version

dropdown Select the version of the object you want totransfer channels to.

button Moves all the channels that appear in thesource channel list to the destination channellist.

button Moves only the selected channel in the sourcechannel list to the destination channel list.

Multiple selec-tions in thesource list canbemoved tothe des-tination list.

button Moves only the selected channel in the des-tination channel list back to the source chan-nel list.

Multiple selec-tions in thedestination listcan bemovedto the sourcelist.

button Moves all the channels that appear in the des-tination channel list back to the source chan-nel list.

Ok button Accepts the channel transfer parameters andstarts the transfer.

Cancel button Cancels the channel transfer and closes theChannel Transfer dialog.

Advanced >Source |Frame

entry box,incrementer

For animated objects, select the frame numberyou want to transfer channels from.

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Control Type What it does Opens thisdialog box

Notes

Advanced >Source |Patches

dropdown,entry box,incrementer

Select All, Selected, orRange to specifywhich patches are transferred from.

You can only set Patches to Selected if youhave already selected patches on themodelprior to opening theChannel Transfer dia-log.

Advanced >Destination |Frame

entry box,incrementer

For animated objects, select the frame numberyou want to transfer channels to.

Advanced >Destination |Patches

dropdown,entry box,incrementer

Select All, Selected, orRange to specifywhich patches are transferred to.

You can only set Patches to Selected if youhave already selected patches on themodelprior to opening theChannel Transfer dia-log.

Advanced >Sampling |Inter-polation

dropdown Interpolation is similar to Photoshop'ssampling functionality. You can select themethodMari uses to average out pixels fromeither:

• Nearest Neighbor - selects the nearestpixel for sampling.

• Inverse Distance Weighted - weights theaverage on the closest pixels.

• Inverse Distance Weighted (Smoother) -weights the average on the closest pixelswith a priority to providing smoothersampling.

• Inverse Distance Weighted (Sharper) -weights the average on the closest pixelswith a priority to providing sharper sampling.

Interpolationin Mari is dis-tance-based,not size-based,as sampling isdone in 3Dspace.

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Control Type What it does Opens thisdialog box

Notes

Advanced >Sampling|Object HasMoved

dropdown Select Yes orNo to specify whether the objecthasmoved. This is to stipulate where the newobject is in relation to the old object or ver-sion.

If the topology of the object has changed, orthe object has beenmoved across the canvas,select Yes.

If the objecthas a differentorientation,for instance, ithas beenrotated, datawon't be trans-ferred cor-rectly.

Advanced >Sampling|Flatten

dropdown Select whether or not to Flatten the layers inthe selected channels prior to transferring thechannels.

Advanced >Sampling |Bleed Edges

dropdown Choose Yes orNo to specify whether or not tobleed patch edges when applying the transfer.

Advanced >Sampling |Range

dropdown,entry box,incrementer

Sets how the range for the search distance,when performing the transfer, is limited:

• Infinite - there is no limit; Mari attempts tofind a pixel in the source image data.

•Object Size Percentage - themaximumsearch distance is expressed as a percentageof the destination object's size. For example,if the destination object is 10 world-spaceunits and you set the range value to 10, thenthemaximumdistance becomes 1 world-space unit.

•World Units - themaximum search distanceexpressed directly in world space. Forexample, if you set the range value to 2, thenthemaximumdistance becomes 2 worldspace units.

Advanced >Sampling |Fill Color

dropdown Sets the fill color for new patches to eitherTransparent, Black,White,Mid-gray,Magenta, Foreground, orBackground.

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Control Type What it does Opens thisdialog box

Notes

button Resets the dropdown fields in theAdvanced >Sampling tab to the default options.

Ok button Accepts the channel transfer parameters andstarts the transfer.

Cancel button Cancels the channel transfer and closes theChannel Transfer dialog.

50 CHANNEL TRANSFER DIALOG |

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51 Layer Transfer DialogThe Layer Transfer dialog is described belowwith functions for how to access it. A list of the controls on the dialogcan be found in the table below.

What It DoesLets you transfer layers fromone object or version to another.

How to Access It• Menubar | Layers > Transfer

• Right-click | layer in Layers Palette > Transfer

Layer Transfer Dialog Fields

Control Type What it does Opens thisdialog box

Notes

Options >Source |Object

dropdown Select the object you want to transfer layersfrom.

Options >Source |Version

dropdown Select the version of the object you want totransfer layers from.

Options >Source | Chan-nel

dropdown Select the channel you want to transfer layersfrom.

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Control Type What it does Opens thisdialog box

Notes

Options >Destination |Object

dropdown Select the object you want to transfer layersto.

Options >Destination |Version

dropdown Select the version of the object you want totransfer layers to.

Options >Destination |Channel

dropdown Select the channel you want to transfer layersto.

button Moves all the layers that appear in the sourcelayer list to the destination layer list.

button Moves only the selected layer in the sourcelayer list to the destination layer list.

Multiple selec-tions in thesource list canbemoved tothe des-tination list.

button Moves only the selected layer in the des-tination layer list back to the source layer list.

Multiple selec-tions in thedestination listcan bemovedto the sourcelist.

button Moves all the layers that appear in the des-tination layer list back to the source layer list.

Ok button Accepts the layer transfer parameters andstarts the transfer.

Cancel button Cancels the layer transfer and closes theLayer Transfer dialog.

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Control Type What it does Opens thisdialog box

Notes

Advanced >Source |Frame

entry box,incrementer

For animated objects, select the frame num-ber you want to transfer layers from.

Advanced >Source |Patches

dropdown,entry boxincrementer

Select All, Selected, orRange to specifywhich patches are transferred from.

You can only set Patches to Selected if youhave already selected patches on themodelprior to opening the Layer Transfer dialog.

Advanced >Destination |Frame

entry box,incrementer

For animated objects, select the frame num-ber you want to transfer layers to.

Advanced >Destination |Patches

dropdown,entry boxincrementer

Select All, Selected, orRange to specifywhich patches are transferred to.

You can only set Patches to Selected if youhave already selected patches on themodelprior to opening the Layer Transfer dialog.

Advanced >Sampling |Inter-polation

dropdown Interpolation is similar to Photoshop'ssampling functionality. You can select themethodMari uses to average out pixels fromeither:

• Nearest Neighbor - selects the nearestpixel for sampling.

• Inverse Distance Weighted - weights theaverage on the closest pixels.

• Inverse Distance Weighted (Smoother) -weights the average on the closest pixelswith a priority to providing smoothersampling.

• Inverse Distance Weighted (Sharper) -weights the average on the closest pixelswith a priority to providing sharpersampling.

Interpolationin Mari is dis-tance-based,not size-based,as sampling isdone in 3Dspace.

51 LAYER TRANSFER DIALOG |

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Control Type What it does Opens thisdialog box

Notes

Advanced >Sampling |Object HasMoved

dropdown Select Yes orNo to specify whether the objecthasmoved. This is to stipulate where the newobject is in relation to the old object or ver-sion.

If the topology of the object has changed, orthe object has beenmoved across the canvas,select Yes.

If the objecthas a differentorientation,for instance, ithas beenrotated, datawon't be trans-ferred cor-rectly.

Advanced >Sampling |Flatten

dropdown Select whether or not to Flatten the selectedlayers prior to transferring them.

Advanced >Sampling |Bleed Edges

dropdown Choose Yes orNo to specify whether or notto bleed patch edges when applying the tex-ture transfer.

Advanced >Sampling |Range

dropdown,entry box,incrementer

Sets how the range for the search distance,when performing the transfer, is limited:

• Infinite - there is no limit; Mari attempts tofind a pixel in the source image data.

•Object Size Percentage - themaximumsearch distance is expressed as a percentageof the destination object's size. For example,if the destination object is 10 world-spaceunits and you set the range value to 10, thenthemaximumdistance becomes 1 world-space unit.

•World Units - themaximum search distanceexpressed directly in world space. Forexample, if you set the range value to 2,then themaximumdistance becomes 2world space units.

Advanced >Sampling |Fill Color

dropdown Sets the fill color for new patches to eitherTransparent, Black,White,Mid-gray,Magenta, Foreground, orBackground.

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Control Type What it does Opens thisdialog box

Notes

button Resets the dropdown fields in theAdvanced> Sampling tab to the default options.

Ok button Accepts the layer transfer parameters andstarts the transfer.

Cancel button Cancels the layer transfer and closes theLayer Transfer dialog.

51 LAYER TRANSFER DIALOG |

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52 Export DialogThe Export dialog is described belowwith functions for how to access it. A list of the controls on the dialog can befound in the table below.

What It DoesInvoked by the export channel functions, export flattened channel functions, export layer functions, or exportflattened layers functions, the Export dialog box lets you specify options for exporting channels or layers from thecurrent Mari project, in either flattened or non-flattened states.

If you export with Small Textures set to Enabled then any patches that are entirely filled with one color (such asgray, before anything else has been painted on the patch,) are exported as small 8x8 images to save space. Marisupports loading these 8x8 images when importing. These images are scaled up to fill the entire patch.

How to Access It•Menubar | Channels > Export > any of the dropdown options

•Menubar | Channels > Export Flattened > any of the dropdown options

•Menubar | Layers > Export > any of the dropdown options

•Menubar | Layers > Export Flattened > any of the dropdown options

• Right-click | in Channels Palette > Export > any of the dropdown options

• Right-click | in Channels Palette > Export Flattened > any of the dropdown options

• Right-click | in Layers Palette > Export > any of the dropdown options

• Right-click | in Layers Palette > Export Flattened > any of the dropdown options

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Export dialog box fields

Control Type What it does Opens thisdialog box

Notes

Named Files

U information Lists the U texture coordinate for the leftedge of the patch.

V information Lists the V texture coordinate for thebottom edge of the patch.

UDIM information Lists the UDIM number for the patch.

File entry box Specify the file location to export to.

button Browse to the file location you want toexport the texture to.

Small Textures dropdown With this option enabled, Mari exports anypatches filled with a constant color as 8x8pixel textures, nomatter what resolutionthe patches are in Mari.

Enabling SmallTextures saves disk spaceif you're exporting a channel that hasn'tbeen fully painted.

Disabling SmallTextures letsMari alwaysexport patches at their full size (even if theyhaven't been painted).

EnablingSmallTexturessaves disk space ifyou're exporting achannel that hasn'tbeen fully painted.DisableSmallTextures ifyou want Mari toalways exportpatches at their fullsize (even if theyhaven't beenpainted).

Alpha Channels dropdown Select Keep orRemove alpha channelswhen exporting textures. This can helpdecrease the resulting file size whenexporting images that don’t need alphachannels.

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Control Type What it does Opens thisdialog box

Notes

Sequence

Layer information The name of the object, channel, and layerbeing exported.

Path entry box,dropdown

The directory to export the files to. Typethe directory, select a recent directory fromthe dropdown, or use the navigation con-trols below.

button Resets the path to the default location.

button Goes back to the previous directory.

button Goes forward to the next directory thatyou have browsed.

Only available ifyou have alreadybrowsed back viathe back button.

button Goes up one level in the directory hier-archy.

button Creates a new folder in the currentdirectory.

button Displays the contents of the directory asicons and names only.

button Displays the contents of the directory as adetails view, with a sort option at the top ofthe listing.

Filter entry box,dropdown

Lets you filter the image sequencesdisplayed in the dialog box. As you enterthe filter text, Mari updates the display toonly show the image sequences that matchyour text.

52 EXPORT DIALOG | EXPORT DIALOG BOX FIELDS

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Control Type What it does Opens thisdialog box

Notes

Full Image Indicates whether the selected imagesequence has a full set of images for thecurrent model. That is, for each patch onthemodel, there is a corresponding imagein the image sequence. Green if a full set ofimages is present, otherwise the numberfound vs number required (for example,4/5) displays.

Images information Lists the image sequences found in theselected Path.

Start information First UDIM number in the selected imagesequence.

End information Last UDIM number in the selected imagesequence.

Patch Count information Number of image patches in the imagesequence.

Frames Information Howmany frames in the image sequence.

Modified information Last modified date for the images in thesequence.

52 EXPORT DIALOG | EXPORT DIALOG BOX FIELDS

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Control Type What it does Opens thisdialog box

Notes

Template entry box,dropdown

Sets the Template forMari to usewhengathering the names of images in theselected sequence. Variables available are:

• $ENTITY - the name of the object

• $CHANNEL - the name of the channel

• $LAYER - the name of the layer

• $UDIM - the UDIM patch value

• $FRAME - the animation frame number

• $NUMBER - number of the file within thebatch (for example, “$NUMBER of$COUNT” gives strings like “22 of 28”)

• $COUNT - total number of files in thechannel

• $[METADATA VALUE] - any user-definedvariables (for example, if a patch has auser attribute called “PROJECT”, with avalue of “Project1”, Mari replaces thevariable “$PROJECT” with “Project1”).

Don't use numbersin your texturename - if you do,the Import andExport dialogboxes won'trecognize thesequence.

File Example information Displays an example of the selectedtemplate path and filename.

Formats Information Displays a list of supported export fileformats.

Use TemplateFor

dropdown Specifies whether the template should beused forOnly this layer or Everythingthat is being exported.

52 EXPORT DIALOG | EXPORT DIALOG BOX FIELDS

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Control Type What it does Opens thisdialog box

Notes

Small Textures dropdown With this option Enabled, Mari exports anypatches not yet painted on as 8x8 pixeltextures (in the background color), nomatter what resolution the patches are inMari.

EnablingSmallTexturessaves disk space ifyou're exporting achannel that hasn'tbeen fully painted.DisableSmallTextures ifyou want Mari toalways exportpatches at their fullsize (even if theyhaven't beenpainted).

Alpha Channels dropdown Select Keep orRemove alpha channelswhen exporting textures. This can helpdecrease the resulting file size whenexporting images that don’t need alphachannels.

Export AllPatches

button Exports images from all patches in theproject.

Cancel button Cancels the export and closes the dialogbox.

52 EXPORT DIALOG | EXPORT DIALOG BOX FIELDS

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53 Import DialogThe Import dialog is described belowwith functions for how to access it. A list of the controls on the dialog can befound in the table below.

What It DoesInvoked by the import channel functions and import layer functions, the Import dialog box lets you specify optionsfor importing channels or layers. This can be done by importing textures into existing layer stacks, layers, or as newchannels, however, importing textures as a new channel only opens the Import dialog box after first selectingoptions for the new channel from the Add Channel Dialog.

How to Access It•Menubar | Channels > Import > any of the dropdown options

•Menubar | Layers > Import > any of the dropdown options

• Right-click | Channels Palette > Import > any of the dropdown options

• Right-click | Layers Palette > Import > any of the dropdown options

Import Channel Dialog Fields

Control Type What it does Opens thisdialog box

Notes

Named Files

U information Lists the U texture coordinate for the leftedge of the patch.

V information Lists the V texture coordinate for thebottom edge of the patch.

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Control Type What it does Opens thisdialog box

Notes

UDIM information Lists the UDIM number for the patch.

File entry box Specify the file location to import from.

button Browse to the file location you want toexport the texture to.

Sequence

Channel/Layer information The name of the channel or layer that isbeing imported.

This name is onlydisplayed if a namehas been assigned tothe selected layer.

Path entry box,dropdown

The directory containing the files toimport. Type the directory, select a recentdirectory from the dropdown, or use thenavigation controls below.

Make sure you checkthe path and namecarefully, especially ifyou have beenswapping betweenassets - Mari defaultsto the last place youimported from.Don't risk overwritingyourtextures!

button Resets the path to the default location.

button Goes back to the previous directory.

button Goes forward to the next directory thatyou have browsed.

Only available if youhave alreadybrowsed back usingthe back button.

button Goes up one level in the directoryhierarchy.

button Creates a new folder in the currentdirectory.

53 IMPORT DIALOG |

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Control Type What it does Opens thisdialog box

Notes

button Displays the contents of the directory asicons and names only.

button Displays the contents of the directory as adetails view, with a sort option at the topof the listing.

Filter entry box,dropdown

Lets you filter the image sequencesdisplayed in the dialog box. As you enterthe filter text, Mari updates the display toonly show the image sequences thatmatch your text.

Full Image Indicates whether the selected imagesequence has a full set of images for thecurrent model. That is, for each patch onthemodel, there is a corresponding imagein the image sequence. Green if theselected image sequence has a full set ofimages for the current model, yellow if theselected image sequence has a partial setof images for the current model, or red ifthe selected image sequence has noimages for the current model.

Images information Lists the image sequences found in theselected Path.

Start information First UDIM number in the selected imagesequence.

End information Last UDIM number in the selected imagesequence.

Patch Count information Number of image patches in the imagesequence.

Frames information Howmany frames in the image sequence.

53 IMPORT DIALOG |

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Control Type What it does Opens thisdialog box

Notes

Modified information Last modified date for the images in thesequence.

Template entry box,dropdown

Specify or select a preset format forautomatically naming and numbering fileson import. Variables available are:

• $ENTITY - the name of the object

• $LAYER - the name of the layer

• $CHANNEL - the name of the channel

• $UDIM - the UDIM patch value

• $FRAME - the animation frame number

• $NUMBER - number of the file within thebatch (for example, “$NUMBER of$COUNT” gives strings like “22 of 28”)

• $COUNT - total number of files in thechannel

• $[METADATA VALUE] - any user-definedvariables (for example, if a patch has auser attribute called “PROJECT”, with avalue of “Project1”, Mari replaces the vari-able “$PROJECT” with “Project1”).

Don't use numbers inyour texture name -if you do, the Importand Export dialogboxes won'trecognize thesequence.

File Example information Displays an example of the selectedtemplate path and filename.

Formats Information Displays a list of supported import fileformats.

Import AllPatches

button Imports textures onto all patches in theproject.

ImportSelectedPatches

button Appears instead of Import All Patcheswhen at least one patch is selected.

Cancel button Closes the dialog box without importing.

53 IMPORT DIALOG |

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54 Open an Image DialogTheOpen Image dialog is described belowwith functions for how to access it. A list of the controls on the dialog canbe found in the table below.

What It DoesAllows you to choose an image from somewhere on yourmachine or network for use in environment lighting andthe Image Manager. Image files can be opened inMari using this dialog, so long as they are of a valid file format,shown in the File of type field in the table below.

How to Access It• Right-click | ImageManager Palette > Open

• ImageManager Palette >

• Right-click | Lights Palette > Environment > Image >

Open Image Dialog Fields

Control Type What it does Opens thisdialog box

Notes

Look in dropdown The directory containing the files toimport. Select a recent directory from thedropdown, or use the navigation controlsdescribed below.

Make sure you checkthe path and namecarefully. Maridefaults to the lastplace you importedfrom. Don't risk over-writing your textures!

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Control Type What it does Opens thisdialog box

Notes

button Goes back to the previous directory.

button Goes forward to the next directory thatyou have browsed.

Only available if youhave alreadybrowsed back usingthe back button.

button Goes up one level in the directoryhierarchy.

button Creates a new folder in the currentdirectory.

button Displays the contents of the directory asicons and names only.

button Displays the contents of the directory as adetails view, with a sort option at the topof the listing.

Name information Lists the name of the files or folder in theselected directory.

The files that areshown are only thosethat are of a valid fileformat.

Size information Lists the file or folder size.

Kind information Displays what kind of file the item is, forexample, a folder, a .tiff file, or a .jpg file.

DateModified information Lists the date that the file was last openedormodified.

File name entry box Type a file name into the field to open theimagewith a specific name in the ImageManager.

File of type dropdown Lists the file formats that are able to beopened inMari or brought into the ImageManager.

54 OPEN AN IMAGEDIALOG |

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Control Type What it does Opens thisdialog box

Notes

AdvancedOptions > ColorSpace Con-version

dropdown Convert the image before opening it by set-ting the field to Linear to sRGB or, if youdon't want any image conversion, set it toNone.

Open button Open the image in the Image Manager orthe environment lighting with the settingslisted in the dialog.

Cancel button Closes the dialog without opening anyimage.

54 OPEN AN IMAGEDIALOG |

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55 Mari to Maya Export DialogTheMari to Maya Export dialog is described belowwith functions for how to access it. A list of the controls on thedialog can be found in the table below.

What It DoesTheMari To Maya Export dialog box lets you specify the file type and destination for exporting a channel from thecurrent Mari project to aMaya .ma file. Exported textures are saved to a user-selected directory and the created .mafile is set up to reference those texture files. The .ma file is created with the correct UDIM offsets for the textures sothat Maya can import and apply them to themodel correctly.

How to Access It•Menubar | Python > Examples > Export for Maya.

Mari to Maya Export Dialog Box Fields

Control Type What it does Opens thisdialog box

Notes

OutputFolder

entry box Displays the selected filepath for theexported files. You can also manually typein the file location.

Browse button Allows you to select the file location for theexported files from the Select Directoryfor Export dialog.

SelectDirectoryfor Exportdialog box.

Channels list Displays the channel(s) for the currentlyselected object.

Multiple channels canbe selected at once.

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Control Type What it does Opens thisdialog box

Notes

+ button Adds the selected channel(s) anddestination directory to the For Exportpane.

- button Removes the selected channel(s) anddestination directory from the For Exportpane.

For Export information Displays the channel(s) to be exported.

8-bit Files dropdown Selects the bit depth of the exportedimages.

Available formats: bmp,jpg, jpeg, png, ppm,psd, tga, tif, tiff,xbm, and xpm.

16/32-bitFiles

dropdown Selects the bit depth of the exportedimages.

Available formats: exr,psd, tif, and tiff.

ForceOverwrite

checkbox ForcesMari to overwrite previouslyexported files to the same location,effectively replacing them.

OK button Accepts the current channel exportselections and exports them to the des-ignated file location.

Mari >MayaProgressdialog box.

Cancel button Cancels the current channel exportselections and closes theMari To MayaExport dialog box.

55 MARI TO MAYA EXPORT DIALOG |

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56 New Shader DialogTheNew Shader dialog is described belowwith functions for how to access it. A list of the controls on the dialog canbe found in the table below.

What It DoesSpecify what lighting shader you want to set up for your project. This does not affect your Flat, Basic, or Full lightingoptions, but instead impacts how the texture on yourmodel looks under the lighting and shader components you’veselected.

How to Access It• Menubar | Shading > Add SurfaceShader

• Button | in Shaders Palette > > Choose Diffuse/Specular

New Shader Dialog Box Fields

Control Type What it does Opens thisdialog box

Notes

Diffuse

Diffuse | Lighting/Diffuse/Lambertian

dropdown Sets theDiffuse component of theshader to Lambertian.

Diffuse | Lighting/Diffuse/Minnaert

dropdown Sets theDiffuse component of theshader to Minnaert.

Specular

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Control Type What it does Opens thisdialog box

Notes

Specular | Lighting/Specular/Phong

dropdown Sets the Specular component ofthe shader to Phong.

By default, thePhong shader intheAdd NewShaderdropdownmenuis Lambertian/Phong.

Specular | Lighting/Specular/CookTorrance

dropdown Sets the Specular component ofthe shader to Cook Torrance.

By default, theCook Torranceshader in theAddNew Shaderdropdownmenuis Lambertian/Cook Torrance.

Specular | Lighting/Specular/Beckman

dropdown Sets the Specular component ofthe shader to Beckman.

By default, theBeckman shaderin theAdd NewShaderdropdownmenuis Lambertian/Beckman.

Specular | Lighting/Specular/Blinn

dropdown Sets the Specular component ofthe shader to Blinn.

By default, theBlinn shader intheAdd NewShaderdropdownmenuis Lambertian/Blinn.

56 NEW SHADERDIALOG |

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57 Create Shader DialogTheCreate Shader dialog is described belowwith functions for how to access it. A list of the controls on the dialogcan be found in the table below.

What It DoesTheCreate Shader dialog box allows you to create shaders that are not listed in the Shadingmenu or Shaderspalette. These shaders are primarily those that do not use Lambertian diffuse shading. However, options forLambertian diffuse shading are still included in theCreate Shader dialog, so you can customize your shadershowever you want.

How to Access It•Menubar | Shading > Add New Shader > Choose Diffuse and Specular

• Right-click | Shaders Palette > Choose Diffuse and Specular

• Shaders Palette | > Choose Diffuse and Specular

Create Shader dialog box fields

Control Type What it does Opensthis dia-log box

Notes

Diffuse dropdown Select either Lambertian orMinnaert forLighting/Diffuse options. Selecting eitheroption does not limit the options you canselect from the Specular dropdownmenu.

Selecting Lambertian anda Specular options givesyou the same result as thenamed options forAddNew Shader on themenubar.

Specular dropdown Select Phong, Cook-Torrance, Beckman, orBlinn for the Lighting/Specular options.

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58 Mask Channel To Alpha Dia-log

TheMask Channel to Alpha dialog is described belowwith functions for how to access it. A list of the controls onthe dialog can be found in the table below.

What It DoesCreates a new channel based on the selectedmask channel and source texture, with the alpha values on the newchannel set by the original mask.

How to Access It•Menubar | Channel >Mask to Alpha

• Right-click | Channel in Channels Palette > Mask to Alpha

Mask Channel to Alpha Dialog Box Fields

Control Type What it does Opensthis dialogbox

Notes

NewChannel Name entry / dropdown Enter the name for the newchannel to create.

RGB Channel dropdown Selects the existing channel thatprovides the diffuse color datafor the new channel.

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Control Type What it does Opensthis dialogbox

Notes

Mask Channel dropdown Selects the existing channel to useas themask when creating thenew channel. A second dropdownallows you to select the specificcolor channel to use as themask(red, green, or blue).

58 MASK CHANNEL TO ALPHA DIALOG |

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59 Select Patches By Range Dia-log

The Select Patches By Range dialog is described belowwith functions for how to access it. A list of the controls onthe dialog can be found in the table below.

What It DoesSelects a range of patches according to their index or UDIM value number. Objects or scenes withmany patchesmaybenefit frombeing able to quickly select patches by their range value as opposed to selecting themmanually fromthe Patches palette.

How to Access It•Menubar | Patches > Select Range

Select Patches By Range dialog box fields

Control Type What it does Opens thisdialog box

Notes

Select By dropdown Gives you the choice of selecting a range ofpatches by either theUDIM value or theindex value.

This is set to UDIM bydefault.

Value entry box Allows you to specify the UDIM or indexvalues that you wish to select. You can selecta range of consecutive values by listing themwith a hyphen (for example, 1-5) and includenon-consecutive values by separating themwith a comma (for example, 1-5, 8).

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60 Add Object Settings DialogTheAdd Object Settings dialog is described belowwith functions for how to access it. A list of the controls on thedialog box can be found in the table below.

What It DoesSpecifies the settings of the imported object that is being added to theMari project. This relates primarily to whetherselected objects aremerged, and how, and how the object mapping is handled.

How to Access It•Menubar |Objects > Add Object > select object andOpen

• Right-click | in Objects Palette > Add Object > select object and Open

• Button | Objects Palette > >select object andOpen

Add Object Settings Dialog Box Fields

Control Type What it does Opens thisdialog box

Notes

MappingScheme

dropdown If there is a UV map available, and youwould like to use it, select UV if avail-able, Ptex otherwise. If you preferto use Ptex, select Force Ptex. Thisoption loads the selected geometryand replaces the existing UVmap witha Ptex map.

Only available when choosing.obj or .abc files in the filebrowser.

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Control Type What it does Opens thisdialog box

Notes

SelectionSets

dropdown Selection sets have two options, toeither:

• Create From Face Groups - this isthe default behavior and allows theuse of selection sets in Mari.

• Don’t Create - if you choose not tocreate a selection set, Mari does notcreate any from the file.

Only available when choosing.obj files in the file browser.

MultipleGeo-metriesPer Object

dropdown If your .obj consists of multiple geo-metries, you have the option toMerge Geometries Into One, whichis the default behavior, or CreateSeparate Geometries (Ptex Only).If you selectMerge GeometriesInto One, Mari combines the indi-vidual geometries into a single geo-metry, while selecting CreateSeparate Geometries (Ptex Only)creates individual geometries.

Only available when choosing.obj files in the file browser.

Even if you select CreateSeparate Geometries(Ptex Only), Mari only dis-plays a single geometry onthe canvas. However, whenyou export a channel youhave the option to exportindividual .ptx files for eachgeometry.

Processeach geo-metry fileas a

dropdown For Ptex files, there are two choicesfor the geometry mesh options:

• Separate Object - creates only oneobject with one geometry.

• Separate Geometry In OneObject - creates only one object, buthasmultiple geometries within it.

Only available when choosing.ptx files in the file browser.

The option to SeparateGeometry In One Object isessentially the inverse of thePtex channel export process,and allows project recon-struction.

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Control Type What it does Opens thisdialog box

Notes

MergeType

dropdown Choosewhether to merge selecteditems from the object hierarchy treeas:

• Single Mesh - merges selected geo-metry into one singlemesh in aGeoEntity. Note that this impliesthat the information about the ori-ginal geometries cannot be accessedonce themerge is done.

• Just Merge Nodes - merges selec-ted geometry into oneGeoEntitywhile retaining themetadata andmesh information about the originalindividual geometries. Note, thisinformation can only be accessed bymore technical users using the C API.

Only available when choosing.abc files in the file browser.

Scene inform-ation

In the object hierarchy, shows all theobjects, cameras, and lights that arepart of the Alembic file.

Only available when choosing.abc files in the file browser.

Merge checkbox Select the checkbox to determine if ageometry is to bemerged withanother on project creation.

Only available when choosing.abc files in the file browser.

Formore information onmer-ging Alembic geometry, seeCreate New Project under theAlembic chapter in theMariUser Guide.

StartFrame andEnd Frame

entry box Set the frame range from the sourcefile to import.

Only available when choosing.obj and .abc file sequencesin the file browser.

SingleFrame

button Sets the start and end frame fields toonly import the first frame from theanimation in the object file.

Only available when choosing.obj and .abc file sequencesin the file browser.

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Control Type What it does Opens thisdialog box

Notes

All Frames button Sets the start and end frame fields toimport the entire animation from theobject file.

Only available when choosing.obj and .abc file sequencesin the file browser.

Frame Off-set

entry box Set by howmany frames to offset theloading of an animated object. Youcan specify a frame range, or simply anumber of frames.

Only available when choosing.abc files in the file browser.

Ok button Accepts the object settings andimports the selected objects.

Cancel button Cancels the object import and closestheAdd Object Settings dialog.

60 ADD OBJECT SETTINGS DIALOG |

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61 Add Version Settings DialogTheAdd Version Settings dialog is described belowwith functions for how to access it. A list of the controls on thedialog box can be found in the table below.

What It DoesSpecifies the settings of the imported object version that is being added to theMari project.

How to Access It• Right-click | on object in Objects Palette > Add Version > select object and Open

Add Version Settings Dialog Box Fields

Control Type What it does Opens thisdialog box

Notes

MappingScheme

dropdown If there is a UV map available, and youwould like to use it, select UV if avail-able, Ptex otherwise. If you prefer touse Ptex, select Force Ptex. This optionloads the selected geometry and replacesthe existing UVmap with a Ptex map.

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Control Type What it does Opens thisdialog box

Notes

MergeType

dropdown Choosewhether to merge selected itemsfrom the object hierarchy tree as:

• Single Mesh - merges selected geo-metry into one singlemesh in aGeoEntity. Note that this implies thatthe information about the original geo-metries cannot be accessed once themerge is done.

• Just Merge Nodes - merges selectedgeometry into oneGeoEntity whileretaining themetadata andmeshinformation about the original individualgeometries. Note, this information canonly be accessed by more technicalusers using the C API.

Scene information In the object hierarchy, shows all theobjects, cameras, and lights that are partof the Alembic file.

Merge checkbox Select the checkbox to determine if a geo-metry is to bemerged with another onproject creation.

Formore information onmerging Alembic geo-metry, see Create NewProject under the Alembicchapter in theMari UserGuide.

StartFrameand EndFrame

entry box Set the frame range from the source fileto import.

SingleFrame

button Sets the start and end frame fields to onlyimport the first frame from the animationin the object file.

AllFrames

button Sets the start and end frame fields toimport the entire animation from theobject file.

61 ADD VERSION SETTINGS DIALOG |

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Control Type What it does Opens thisdialog box

Notes

FrameOffset

entry box Set by howmany frames to offset theloading of an animated object. You canspecify a frame range, or simply a numberof frames.

Ok button Accepts the object settings and importsthe selected object versions.

Cancel button Cancels the object import and closes theAdd Version Settings dialog.

61 ADD VERSION SETTINGS DIALOG |

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62 Load Camera DialogThe Load Camera dialog is described belowwith functions for how to access it. A list of the controls on the dialogcan be found in the table below.

What It DoesThe Load Camera dialog box comes up whenever you attempt to load or import a camera fromoutside the currentMari project. The camera file types are .fbx only.

How to Access It•Menubar | Camera > Load Camera

Load Camera dialog box fields

Control Type What it does Opens thisdialog box

Notes

Look in entry box,dropdown

The directory of the camera file that is to beloaded into the current project.

button Goes back to the previous directory.

button Goes forward to the next directory that youhave browsed.

Only available if youhave alreadybrowsed back viathe back button.

button Goes up one level in the directory hier-archy.

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Control Type What it does Opens thisdialog box

Notes

button Creates a new folder in the current dir-ectory.

button Displays the contents of the directory asicons and names only.

button Displays the contents of the directory as adetails view, with a sort option at the top ofthe listing.

File Name entry box Displays the name of the selected file to beimported into the project.

This field isautomatically filledin when a file isselected from theabove directorylocation.

File Type entry box,dropdown

Displays the file formats available to importthe selected file.

By default thisshould display .fbxor .FBX.

62 LOAD CAMERA DIALOG |

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63 Manage Toolbar DialogTheManage Toolbar dialog is described belowwith functions for how to access it. A list of the controls on the dia-log can be found in the table below.

What It DoesLets you add, edit and remove toolbars for quick access to Mari functions.

Click Add to add a new toolbar, Remove to remove the selected toolbar. Drag icons for actions listed to and fromexisting toolbars.

How to Access ItMenubar | Edit > Toolbars

Manage Toolbars Dialog Box Fields

Control Type What it does Opens thisdialog box

Notes

Search Actions entry box,dropdown

Search for actions in the listbelow to quickly find aparticular action shortcut orinformation.

button Clear the search bar for theSearch Actions field.

button Go back to the previous searchresult.

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Control Type What it does Opens thisdialog box

Notes

button If on a previous result, goforward to the next searchresult.

button Reset all shortcuts to theirdefault entries.

button Import custom shortcuts fromoutsideMari.

button Export custom shortcuts to anexternal source.

Lookup Shortcut entry box Enter the shortcut to look upwhat action the shortcut is setto.

(actions) | Name information The name of the action.

(actions) |Description

information A brief description of theaction.

(actions) | Shortcut information,entry

Displays assigned keyboardshortcuts.

(toolbars)| Visible checkbox Whether the action is currentlydisplayed.

Grouped by Default(the standard toolbarsthat comewithMari)and Custom (user-added toolbars).

(toolbars)|Add button Add a new toolbar. MakeNewToolbar

Opens a dialog box toname the new toolbar.

(toolbars)| Remove button Remove selected customtoolbar.

63 MANAGE TOOLBARDIALOG |

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64 Manage Keyboard ShortcutsDialog

TheManage Keyboard Shortcuts dialog is described belowwith functions for how to access it. A list of the con-trols on the dialog can be found in the table below.

What It DoesLets you add, edit and remove keyboard shortcuts for quick access to Mari functions.

Click in the Shortcut column and type the keyboard shortcut for a function. A 'collision' icon displays if that shortcuthas already been assigned to another function.

How to Access ItMenubar | Edit > Shortcuts

Edit Shortcuts dialog box fields

Column Type What it does Notes

Search Actions entry box, dropdown Search for actions in the list belowto quickly find a particular actionshortcut or information.

button Clear the search bar for the SearchActions field.

button Go back to the previous searchresult.

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Column Type What it does Notes

button If on a previous result, go forwardto the next search result.

button Reset all shortcuts to their defaultentries.

button Import custom shortcuts fromoutsideMari.

button Export custom shortcuts to anexternal source.

Lookup Shortcut entry box Enter the shortcut to look up whataction the shortcut is set to.

(actions) |Name information The name of the action.

(actions) |Description

information A brief description of the action.

(actions) | Shortcut information Displays assigned keyboardshortcuts. Click and type over newshortcuts.

64 MANAGE KEYBOARD SHORTCUTS DIALOG |

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65 HUDManager DialogTheHUD Manager dialog is described belowwith functions for how to access it. A list of the controls on the dialogcan be found in the table below.

What It DoesLets you select what appears on the “Head Up Display” (HUD) that shows information about Mari and the currentproject in the top left-hand corner of the canvas. For each piece of information, theHUD Manager shows its:

•Name - displayed hierarchically.

• Type - QString, int, bool, qint64, float, PaintSelectedMarkFlag, MriColor, PaintOnFlag, DisplayQuality, MriGradient,LightingMode, Qdate, MriFileList, Background, MriPaintMode.

•HUD - a checkbox for whether to include in theHUD.

• Control - this is debug information, and can be ignored.

How to Access ItMenubar | Edit > HUD Manager

HUDManager Dialog Box Fields

Control Type What it does Notes

Shader Network GLSL CodeGenerator Manager > General |GLSL Generator

QString Shows theGLSL for the shader network.

Project >Project | Current Mod-ular Shader

QString Shows the name of the current shader network.

Project > Project | Current Object QString Shows the name of the object currently selected.

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Control Type What it does Notes

Project >Project | CurrentImageSet

QString Shows the name of the image set currently selec-ted.

Canvas > Rendering |DeferredTexture Array

bool Debug info.

Canvas > Rendering |DeferredShading

bool Debug info.

Canvas > Rendering | SelectedPatches

int Shows the number of patches currently selected.

Canvas > Rendering | Triangles int Shows the number of triangles on themodel.

Canvas >Rendering | Current Uni-forms

int Shows the number of GLSL uniforms for the cur-rently selected shader.

Canvas >Rendering |Uniforms int Shows themaximumnumber of GLSL uniformsused to draw the canvas.

Canvas > Rendering | FPS float Shows the current Frames Per Second of the dis-play. This shows how fast the display is rendering,and how smoothly movement displays.

Canvas > Rendering | FPAnim int Shows the number of frames per animation.

Tool Manager > General | Tool Help QString Shows basic tool help for the current tool.

Tool Manager > General | CurrentTool

QString Shows the name of the current tool.

GPU 0 > Capabilities |Global Cube-map Seams Allowed

bool Debug info.

GPU 0 > Capabilities | ThreadedOpenGL Operations Allowed

bool Debug info.

GPU 0 > Capabilities | TessellationAllowed

bool Debug info.

GPU 0 > Capabilities |GeometryShaders Supported

bool Debug info.

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Control Type What it does Notes

GPU 0 > Capabilities |OffscreenAA

bool Debug info.

GPU 0 > Capabilities | Float Data bool Debug info.

GPU 0 > Capabilities |Offscreen bool Debug info.

GPU 0 > Capabilities | Shaders bool Debug info.

GPU 0 > Capabilities |Max TextureSize

int Debug info.

GPU 0 > Capabilities | TextureUnits

int Debug info.

GPU 0 > Driver | Renderer QString Debug info.

GPU 0 > Driver |Glew QString Debug info.

GPU 0 > Driver | Version QString Debug info.

GPU 0 > Driver | Vendor QString Debug info.

GPU 0 >Resources |Max Uniforms QString Debug info.

GPU 0 > Resources |Memory Info QString Shows thememory usage and freememoryinformation for the project.

GPU 0 > Resources|Used TextureUnits

int The number of texture units used in the project.

GPU 0 > Resources | Free Offsceen int Debug info.

GPU 0 > Resources |OffscreenBuffers

int Debug info.

GPU 0 > Resources |GPU Ram qint64 Debug info.

GPU 0 > Resources |Max ImageMemory

qint64 Debug info.

GPU 0 > Resources |BufferMemory

qint64 Debug info.

GPU 0 > Resources | Tile Memory qint64 Debug info.

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Control Type What it does Notes

GPU 0 > Resources | Image Tiles int Debug info.

Channels | Current ChannelPath

QString Show the path of the currently selected channel.

Channels | Current Channel QString Shows the name of the current channel on thecurrent object.

Clock |Animation Frame int The number of the frame currently being dis-played.

Clock |Animation Frame int The frame number currently displayed, if applic-able.

Clock |Animation Loop int The number of frames currently being looped.

Clock |Animation FPS int Frames Per Second of the animation.

Clock |Animation Time QString Time length of the animation in the scene.

Layers | Current Layer Path QString Shows the path of the currently selected layer.

Layers | Current Layer QString Shows the name of the current layer in the currentchannel and object.

Shaders | Current Shader QString Shows the name of the shader currently selected.

<Project> > General |Description QString Shows description of current project.

<Project> > Creation | Created By QString Displays the login name of the user who originallycreated the project.

<Project> > Creation | CreationDate

QDate Displays the initial creation date of the project.

<Project> > Debug |Unique ID QString Debug info.

<Project> > Editing | Last Edited QDate Displays date that the project was last edited.

<Project> > Editing | Last Editor QString Displays user who last edited the project.

<Project> > Geometry |MeshCreator

QString Displays the user who created the geometry fileupon which the project is based.

<Project> > Geometry |MeshCreated

QString Displays the date and time that the geometry filewas created.

<Project> > Geometry |Mesh Path QString Displays the path for themesh file.

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66 Mari Preferences DialogTheMari Preferences dialog is described belowwith functions for how to access it. A list of the controls on the dia-log can be found in the table below.

What It DoesLets you set preferences for howMari works.

How to Access ItMenubar | Edit > Preferences

Mari Preferences Dialog Box Fields

Setting Type What it does Notes

Color

Color Management Defaults |Color Picker Maximum

entry box,slider

Themaximum color intensity thatcan be chosen in the color picker.

From 1 to 65,365;defaults to 4,096.

Color Management Defaults |Enabled

checkbox Sets whether colormanagement isenabled by default.

Color Management Defaults |Color Profile

dropdown Sets the default color profile fordisplaying colors on yourmonitor.

Display Defaults |Configuration File

entry box,button

Specifies the default colorspaceconfiguration file that is loaded bythe colorspace toolbar.

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Setting Type What it does Notes

Display Defaults | InputColorSpace

dropdown Sets the default colorspace of thescene.

Display Defaults |Display dropdown Sets the default colorspace for thedisplay device used to view thescene.

Display Defaults | View dropdown Sets the default display transformapplied to the scene.

Display Defaults | Component dropdown Sets the default color componentdisplayed for the scene.

Display Defaults |Gain entry box,slider

Sets the default amount of exposureadjustment that is applied beforethedisplay transform.

Display Defaults |Gamma entry box,slider

Sets the default amount of gammacorrection that is applied after thedisplay transform.

Display Defaults | LUT Size dropdown Sets the size of the display LUTloaded by the colorspace toolbar.

Youmay sometimesnotice artifacts on thecanvas when your LUTsize is too small. Increasethe size of the LUT here.

Display General | CenterF-Stop

entry box,slider

Sets the center F-Stop value forwhen theGain reset button isclicked.

LUT Defaults | File entry box,button

Sets the location of the default LUTfile that is loaded by the colorspacetoolbar.

LUT Defaults | Extrapolate checkbox Sets whether extrapolation isenabled by default. If enabled, theGPU extrapolates the grid values orclamps to themaximum value of theLUT.

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Setting Type What it does Notes

Data

Autosave |AutosaveFrequency (Mins)

entry box,incrementers

Sets how frequently (in minutes)Mariautomatically saves your work.

Cache | Thread Count entry box,slider

Sets the number of free threads thatare available for background tasks.

These are inaddition to thededicated datamanagement threads (ofwhich there are three percache directory).

Cache |Max Memory entry box,incrementers

Sets themaximumamount ofmemory Mari uses for theDDI cacheblocks. You can't set this to a valuehigher than 80% of thememory youhave available (rounded to thenearest half-GB). For example, if youhave 6GB of memory available, youcan't set Max Memory to a valuehigher than 4.5GB. This is to avoidusing all the physical memoryavailable.

DDI is the data cachingsystemused inMari.

TheReset (R) icon resetsthemaximummemoryvalue to 2 GB.

Cache | Check Drive Space entry box,slider

Sets the interval, in seconds, that thecache drives are checked forsufficient disk space.

Channel Cache | ResolutionMode

dropdown Determines if Mari caches at thegiven channel’s resolution or a lowerproxy level. Setting this to Fixeduses theDefault resolution andTypelisted below.

This can speed up thecaching process if youdon’t require the fullresolution of thechannel to be cached.

Channel Cache |DefaultResolution

dropdown If theResolution Mode is set toFixed, Mari caches at the selectedresolution.

This can save timewhencaching large patches ifyou don’t require the fullresolution while working.

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Setting Type What it does Notes

Channel Cache |DefaultType

dropdown If theResolution Mode is set toFixed, Mari caches at the selected bitdepth.

This can save timewhencaching large patches ifyou don’t require the fullresolution while working.

Channels | Importer dropdown Sets themode for the importfunction. One of:

• Fast Importer - takes over yourMari session while it imports thetextures, but works quicker.

• Background Importer - works inthe background, letting you paintand work on your project, buttakes longer.

Channels | Exporter dropdown Sets themode for the exportfunction. One of:

• Fast Exporter - takes over yourMari session while it exports thetextures, but works quicker.

• Background Exporter - works inthe background, letting you paintand work on your project, buttakes longer.

Channels | Export MaskStacks

dropdown Determines howmask stacks areexported. Either:

• Export Baked Mask Stack andan Invisible Group - exports agroup along with themask stack inorder to group the exportedmasks.

• Export Baked Mask Stack Only -exports on themask stack withnothing else as part of the export.

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Setting Type What it does Notes

Channels |Autosnapshot dropdown Sets whether automatic snapshotsare enabled or disabled. The optionsavailable are:

• Disabled - Disables theAutosnapshot feature.

• Enabled with Limit - Enables theAutosnapshot feature but limitsthe number of autosnapshots thatcan be stored in the Snapshotspalette.

• Enabled - Unlimited - Enables theAutosnapshot featurewithout alimit on the number ofautosnapshots that can be storedin the Snapshots palette.

Channels |AutosnapshotLimit

entry box,slider

When Enabled with Limit isselected, Mari limits the number ofautomatic snapshots that are storedin the Snapshots palette to thenumber specified by theAutosnapshot Limit. Themaximum value is 20.

General | Fix Edge UVs dropdown Sets whetherMari should “fix” anyUVs that sit on the edge of thepatch. With this on, you can paintmodels that haveUVs at the edge ofthe patch.

General | Channel Input dropdown When creating a new project, setswhether theNew Channel dialogbox adds either:

• Single Channel - a single channel.

• Channel Presets - a set ofchannels that you select from a listof presets.

GPU

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Setting Type What it does Notes

Baking and Projection |MaxTile Size for TiledRenderers

dropdown Sets themaximum tile size for tiledrender operations (for example,unprojections). Setting this to alower value improves accuracy butmayresult in slower render operations.

Baking and Projection |MaxRender Size for Baking

dropdown If baking calculation has to bedivided into sections in order to con-tinueefficiently, this specifies themaximum square size of thesesections.

Increasing the numberof squares per sectioncan increase baking time,but may impact stability.

Canvas |Deferred Shading checkbox Specifies whether to use deferredshading. This is on by default andshould increase painting andnavigation speed.

Canvas |Deferred TextureArray

checkbox TurnsDeferred Texture Arrayon/off. When this is active, Marimakesmore efficient use ofOpenGL.

Depth Projection |AllowDepth Projections

checkbox Allows the use of shadow renderingin Mari. If the box is ticked, shadow-related features are available in theLights andObjects palettes. Bydefault, this preference is disabled.

Depending on yourhardware and projectrequirements, shadowprocessingmay cause anoticeable drop in UIresponsiveness.Disabling this optiondisables shadowprocessing entirely andimproves renderingthroughput.

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Setting Type What it does Notes

Depth Projection |UseVariance Maths

checkbox Sets whether variancemapmathsare used for shadows. If this box isticked, the boundary of the shadowsare softer and less prone to aliasing.For a sharper edge to shadows,unselect this box.

If Allow DepthProjections isunselected, shadows donot display. TheUseVariance Mathscheckbox should beunselected as it dependson shadows being used.

Depth Projection | DepthProjection Resolution

dropdown Sets the texture resolution of eachof the array of depth textures usedfor shadow rendering. TheDepthProjection Texture Array Size islinked to this resolution and impactsother resolution sizes set in Mari.

Depth Projection | DepthProjection Texture ArraySize

dropdown Sets the number of depth projectiontextures to use for shadowrendering. Increasing the array sizeincreases the graphics cardmemorymade available for shadowrendering. The total graphicsmemory used for these textures is 8multiplied by the depth projectionresolution, multiplied by the depthprojection texture array size. Thearray size controls howmany angleseach light of the 4 lights uses. Themaximumarray size is 24, whichallows for 6 angles per light.

Options are available for25-32, but at this timeMari does not use theseadditional angles.Selecting options over24 causes wasted cachespace.

General |Max ImageMemory

entry box,incrementers

Sets themaximumamount ofadditional GPU memory Mari usesfor tasks other than painting, forexample, filter operations.

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Setting Type What it does Notes

General |Deferred QuadSplit Count

entry box,slider

Sets the quad split count. Increasingthis value splits the canvas intosmaller parts.

Used in conjunction withDraw Batch Size,adjusting this value canimprove stability andprevent Windows driverresets.

General | Threaded OpenGLOperations Allowed

checkbox If this is enabled then operationsrequiring threaded OpenGL can beexecuted.

General | TessellationAllowed

Enables the use of tessellationshaders for hardware able to sup-port them.

General | VSync dropdown Sets the VSync option toOff,On, orSystem.

If the VSync is option is On, then thisforces themain canvas to onlyupdate at themonitor’s refresh rate.If it is set toOff, then themaincanvas can update at any time. Thiscould result in tearing, if the canvasis running to fast than themonitor’srefresh rate.

If the option for System is set, Mariuses the system and driver settingsfor VSync. mari needs to be restar-ted for this to fully take effect.

This setting isdependent on driver andoperating system set-tings. If this option doesnot appear in your pref-erences, it is likely due totheOS or driver you arerunningMari with.

Virtual Texture | VirtualTexture Type

dropdown Sets the pixel type of the virtualtexture that Mari uses. Setting thistoHalf or Float givesmore precisionwhen painting or previewingdisplacement but requiressignificantly moreGPU memory.

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Setting Type What it does Notes

Virtual Texture | VirtualTexture Size

dropdown Sets the size of the virtual texturesMari uses. Larger sizesmay givebetter results but require sig-nificantly moreGPU memory.

Virtual Texture | VirtualTexture Size for Paint Bake

dropdown Controls the size of the virtualtexture being used for the display.Increasing this settingmay resolveissues, such as flickering, but takesupmorememory.

This is a graphics card-dependant setting.

Virtual Texture |Gather Scale entry box,slider

Sets the buffer sizeMari uses whengathering information on whichimage tiles are required for renderinga scene. The default value of 1.000halves the canvas resolution andworks well in most situations, savingprocessing time. However, if glitchesare appearing in the canvas, youmayneed to increase this value to fix theproblem (at the cost of reducedpainting and navigation speed).

Virtual Texture | ThinTriangle Preview Quality

entry box,slider

Controls the texture preview qualityof thin triangles. The default value is0. In cases where the geometry haslong thin triangles, increasing thisvalue results in the use of higherresolution textures.

Misc

Appearance |Use CustomFont Size

checkbox Enabling this allows you to changethe font used in Mari from thedefault setting.

Appearance | Custom FontSize

entry box,slider

Adjusts point size of the customfont.

Use Custom Fontmustbe enabled in order forthis to have an affect.

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Setting Type What it does Notes

Image Import/Export | ShowSummary Dialog on Import

checkbox Sets whetherMari displays an importsummary dialog after importing animage.

The import summarydialog displaysinformation such as howmany images wereimported, how long theoperation took, and ifpatches were resized -then howmany.

Image Import/Export |Remember Import andExport Paths

checkbox If enabled, Mari automaticallyremembers paths previously set forimporting and exporting, and offersthem again next time you attempt toimport or export.

Input |Use HiRes Positions checkbox If this option is enabled, Mari useshigh resolution position values fromtablets and other devices.

Most often this is only noticeableusing Paint and Vector Paint onlarge patch sizes.

In some cases, havingthis option enabled canhinder painting entirely.Disabling it resolves theissue.

NamedFiles | Patch Cutoff entry box,slider

Sets themaximumnumber ofpatches objects are allowed to havefor theNamed Files tab to appearon the Import and Export Channeldialogs. You can override this set-ting using theMARI_NAMEDFILEIMPORT_SEQUENCELIMIT environmentvariable.

You can use theNamed Files tab toimport or export individual filesrather than a sequence of patcheswith theUDIM number (1001, 1002,etc.) in the file names.

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Setting Type What it does Notes

Scene |Default Lights FixedTo

dropdown Sets whether the lights are fixed to acamera or scene by default.

Shelf | Show Overlay checkbox Specifies whether to show objectinformation over the itemswithinshelves (for example, color values forcolor swatches).

Shelf | Show Overlay checkbox Specifies whether to show itemlabels in shelves (for example, namesfor color swatches).

Shelf | Shelves IncludePresets

checkbox Specifies whether to showMari'spreset brushes in the Shelf tab. Ifoff, only your personal and customshelves are displayed.

Shelf | Remake Icons button RegeneratesMari's icons for shelfitems. If these have become corrupt(for example, if your brush icons areall blank), clicking this forcesMari tore-create all the icons.

Slider Precision | SliderPrecision

slider Adjusts howmany decimal places arerepresented by Mari’s sliders.Increasing this gives you finer con-trol over slider values.

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Setting Type What it does Notes

ToggleTools | Tool on KeyHeld

checkbox Sets how the shortcut keys for theZoom Paint Buffer (Z), ColorPicker (C), and Select (S) tools work.

If On, these shortcut keys only applywhile you're holding themdown.Mari switches back to your previoustool when you let go of the shortcutkey.

If this isOff, tapping the shortcutkey quickly switches permanently tothe tool, and holding it down formore than a second or two switchesto the tool while you're holding theshortcut key (and switches back assoon as you let it go).

Usage Statistics | SendStatistics

checkbox AllowsMari to send usage data toThe Foundry.

All information is sentanonymously.

Navigation

General |MomentumEnabled

checkbox If this is enabled, themodel hasmomentum, so when you let go ofthemouse button, it slowly coasts toa stop. If this is disabled, themodelonly moves when you are holdingthemouse button down.

General |Minimum FlickSpeed

entry box,slider

Sets theminimum speed at whichyou canmove yourmodel around.The higher this is set, themoresensitive themovement controlsare.

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Setting Type What it does Notes

General | Friction entry box,slider

Affects themomentumof yourmodel as youmove it around thecanvas.

Decreasing this valueallowsmovement toretain itsmomentum forlonger. Increasing thevalue arrestsmomentum faster.

General | Control Type dropdown Sets up theMari controls on thecanvas to match the controls ofanother application, specified in thedropdown list. Applications include:Nuke, Maya, LightWave, andHoudini.

Orbit | Lock To World Up checkbox If this is on, it locks the y axis toworld up view.

Orbit | Center Mode dropdown Specify the center point to orbitaround from the choice of:

• Look At - what is currently beingviewed in the display.

•Objects - the objects in a scene.

•Origin - the scene origin point.

• Selection - the current selection.

Roll | Circular MotionEnabled

checkbox If enabled, rolling is achieved bymaking a circularmotion in thecenter of the canvas. If this option isdisabled, rolling is only donewith ahorizontal motion across the canvas.

Nuke

General |Use flat lighting checkbox,reset

Modifies theNukeworkflow to useflat lighting.

The reset icon resets theflat lighting option backto default.

Server |Nuke host entry box,reset

Allows you to specify the host namefor the location of Nuke.

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Setting Type What it does Notes

Server | Port entry box,slider, reset

Allows you to specify the port num-ber, ormodify it with the slider.

Server |Nuke launch path entry box Allows you to browse and load alaunch path for accessing Nuke files.

The path can bewrittenmanually or insertedusing the browse andload icon.

OpenCL

Graphics Card |Use Device dropdown Select whether toUse the graphicscard listed to performOpenCL-accelerated operations, or set it toDisabled, so that Mari does not usethe device.

If you haveOpenCL issues whilerunningMari, try disabling thisdevice.

This preference isavailable onMac only.

Graphics Card |DeviceVendor

information Displays the vendor (company)name of the graphics card listedabove.

This preference isavailable onMac only.

Graphics Card |DriverVersion

information Displays the driver version of thegraphics card listed above.

This preference isavailable onMac only.

CPU |Use Device dropdown Select whether toUse the CPU listedto performOpenCL-acceleratedoperations, or set it toDisabled, sothat Mari does not use the device.

If you haveOpenCL issues whilerunningMari, try disabling thisdevice.

This preference isavailable onMac only.

CPU |Device Vendor information Displays the vendor (company)name of the CPU listed above.

This preference isavailable onMac only.

CPU | Driver Version information Displays the driver version of theCPU listed above.

This preference isavailable onMac only.

Painting

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Setting Type What it does Notes

Cursor | Shape dropdown Allows you to set whether the brushcursor in Mari is displayed as an out-line of the selected brush tip or as astandard round paint cursor.

Cursor |Opacity entry box,slider

Allows you to set the opacity of thebrush cursor. This only affects howopaque the cursor design is, not theopacity of the paint.

Projection |Default ColorDepth

dropdown Sets the default color depthMariuses: 8, 16, or 32-bit.

Paths

Channel Presets | Search Paths list, button Adds or removes directories thatMari checks for channel presetconfiguration files.

See theMari User Guidefor details on writingyour own channelpreset files.

Shaders | Search Paths list, button Adds or removes directories thatMari checks for compositingshaders.

Ptex

Face Textures |MinimumSize

dropdown Sets theminimum face texture size.The options provide increments inpowers of two, and allow you toclamp face texture sizes duringproject creation and face resizing.

The default state is 1 forquadrangular textures,and 2 for triangulartextures.

Scripts

Console | Font Size entry box,slider

The point size of the default Marifont in the Python console.

Mari Command Port | Port entry box,slider

Sets the port number that Marireceives commands fromNukethrough. The default value is 6100.

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Setting Type What it does Notes

Mari Command Port | Enabled checkbox If checked, Mari can receivecommands through the specifiedport.

The default state isdisabled.

Mari Command Port | LocalHost Only

checkbox If unchecked, Mari can listen forconnections to its command portfrom any machine.

If this is checked, thenMari onlylistens for connections from the localmachine.

Only allowing connections from thelocal host ismore secure butprevents you fromusing features,such as theNuke<>Mari Bridge.

The default state isenabled.

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67 Display Properties DialogTheDisplay Properties dialog is described belowwith functions for how to access it. A list of the controls on the dia-log can be found in the table below.

What It DoesAllows you to set howMari displays the project - the background behind themodel, the overlay used on lockedpatches, whether to showwireframes on themodel, and so on.

How to Access ItRight-click |main canvas > Display Properties

Display Properties Dialog Box Fields

Control Type What it does Notes

Canvas > HUD |HUD checkbox Shows theHeads Up Display informationin the background of the canvas (tool tips,etc).

Canvas > Background | Image entry box,button

Select the file to display as the projectbackground in the canvas. If not set, thecolors in theBottom and Top fields areused for the background.

Canvas > Background |Bottom swatch Sets the color to display at the bottomofthe screen. To use a single color in thebackground, set both theBottom andTop to the same value.

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Control Type What it does Notes

Canvas > Background | Top swatch Sets the color to display at the top of thescreen.

Canvas > Environment | ShowEnvironment

checkbox If an Environment light image is set to dis-play as a background on the canvas, thiscontrol applies as a global setting for thecanvas so that it can be turned on or offseparately.

Canvas > Grid | Color swatch Sets the color for the onscreen referencegrid.

Canvas > Grid | Size entry box How large (in squares) the onscreenreference grid is.

Canvas > Grid | Visible checkbox Shows the reference grid in thebackground of the onscreen display.

This does notaffect the UV view.

Canvas > Wireframe | Color swatch The color of thewires displayed in thewireframe overlay.

Canvas > Wireframe | Visible checkbox If this is selected, themodel in the 3Dviews are displayed with thewireframevisible on top of the paint.

Canvas > CameraMask |Opacity entry box,slider

The opacity of the black bars that indicatethe aspect ratio of the perspective camerain the Canvas.

By default, this isset to 0, whichmeans the barsare disabled.

Canvas > Linked Patches | Color swatch The color of the patches that are linkedtogether.

Canvas > Rendering | CheckerColor A

swatch Sets color A of the transparencycheckerboard. This can be selected usingthe color picker.

Canvas > Rendering | CheckerColor B

swatch Sets color B of the transparencycheckerboard. This can be selected usingthe color picker.

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Control Type What it does Notes

Canvas > Rendering | CheckerSize

entry box,slider

The size of the individual checkerboardsquares. This can be adjusted using eitherthe slider or the entry box.

By default this isset to 10.

Canvas > Rendering | RenderCamera

checkbox Show the cameras on the canvas.

Canvas > Rendering | RenderLight

checkbox Show the lights on the canvas.

Canvas > Rendering | Render UVImage

checkbox Show the patches in theUV view as theyappear after export, including the overspillareas.

Canvas > UV Label | Text Color swatch The color for the onscreen text on theUVview, used to show theUV patch inform-ation.

Only visible if youhave opened thedialog box fromwithin theUVview.

Canvas > UV Label | Visible checkbox Whether to show the onscreen UV patchinformation text over each patch in theUVview.

Only visible if youhave opened thedialog box fromwithin theUVview.

Canvas > Selection | Fill Render dropdown When to show the selection fill color. Thisappears in themiddle of selected areas.Options are:

• Select - show the selection fill while thearea is being selected. Once you'vefinishedmaking the selection, the filldisappears.

• Always - show the selection fill thewholetime the area is selected.

•Never - do not show the selection fill.

Canvas > Selection | Fill Color swatch The color to use to fill selected areas. Clickon the swatch to set the color.

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Control Type What it does Notes

Canvas > Selection |OutlineRender

dropdown When to show the selection outline.This appears around the outside ofselected areas. The options are the sameas for Fill Render, above.

Canvas > Selection |OutlineColor

swatch The color to use to outline the selectedareas. Click on the swatch to set the color.

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68 Screenshot Settings DialogThe Screenshot Settings dialog is described belowwith functions for how to access it. A list of the controls on thedialog can be found in the table below.

What It DoesAllows you to specify the settings for any screenshots that you take of theMari canvas. If these settings have neverbeen adjusted before, the dialog appears the first time you attempt to take a screenshot from theViewmenu.However, you can change these settings at any time.

How to Access ItMenubar | View > Screenshot Settings

Screenshot Settings dialog box fields

Control Type What it does Opensthis dialogbox

Notes

Output entry box,dropdown

The directory where the screenshots are to besaved. Type the directory or click the file browserbutton to navigate to it directly.

button Browse to the directory where you want thescreenshots to be saved.

Incremental dropdown If Enabled, multiple screenshots are saved withincremental numbers appended to the filename.If Disabled, every screenshot overwrites theprevious one.

Background dropdown Sets whether the background of the screenshotisGray or Transparent.

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69 Render Turntable DialogTheRender Turntable dialog is described belowwith functions for how to access it. A list of the controls on the dia-log can be found in the table below.

What It DoesTakes the scene as you can see it through the selected shader, and creates a series of images showing themodelrotating through an axis. The axis of rotation is a vertical line through the current camera view, centered in themiddle of the visible portion of themodel. You can include custom text or thumbnails of reference images in theturntable.

How to Access It

Right-click | Projector in Projectors Palette > Render Turntable

Render Turntable Dialog Box Fields

Control Type What it does Notes

Settings | Size dropdown Selects the size of the generated images.

Settings | Antialias dropdown Howmuch anti-aliasing to use in thegenerated images.

Settings |Background

dropdown Selects the background for the images(Gray, Transparent, or FromCanvas).

FromCanvas uses the currentbackground inMari.

Settings | Frames entry box,slider

Sets the number of frames to generate -howmany images should be in thesequence.

Range: 1 to 1000

Default: 360

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Control Type What it does Notes

Settings | PlayAnimation

checkbox If you are using animatedmodels ortextures, lets you render the turntablewith the animation.

When you check this, theFrames control abovebecomes disabled. This isbecause the frame range istaken from the Play ControlsPalette.

Settings |Offset entry box If you are combiningmultiple turntables,lets you chain together sequences byoffsetting the image numbers.

For example, with an offset of0, the first image isMariTurntable_1.jpg. With anoffset of 360, the first image isMariTurntable_361.jpg. You canuse this to generate onesequence of frames for the xaxis, then another for the yaxis.

Settings | Filters dropdown If this is checked, the turntable imagesare produced with the LUT and anyother applicable view filters applied. Ifthis is not checked, no filters are appliedto the images produced.

Settings | Lighting dropdown Specify whether you want to render aturntable with Flat, Basic, or Fulllighting.

Info | Comment entry box,dropdown

Sets a comment to include this at thebottomof the turntable.

Info | Text Size entry box,slider

Sets the text size for the comment. Range: 0.10 to 10.00

Default: 1.00

Info | Reference entry box,dropdown,button

Selects a reference image to include atthe top right of yourmodel.

Second dropdown specifieswhether the colorspace is sRGBor Linear.

Output | Path entry box,dropdown,button

Specifies whereMari should create theimages.

Default: /local1

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Control Type What it does Notes

Output | Template entry box,dropdown

Sets a template for the filenames. Thismust include the $FRAMEvariable, so Mari assigns theframe numbers correctly to thefiles. Mari can export turntablesas either .tif, .png, .jpg, or .tgafiles - change the file extensionin the template to set the filetype. Default:MariTurntable_$FRAME.jpg

Output | Command entry box,dropdown

Specifies any commands to run on filesafter creating them.

Preview button Generates the first frame of theturntable, enabling you to check theplacement of reference images and text.

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70 Diagnostic Turntable DialogTheDiagnostic Turntable dialog is described belowwith functions for how to access it. A list of the controls on thedialog can be found in the table below.

What It DoesCreates a series of images showing the scene rotating through an axis. The axis of rotation is a vertical line throughthe current camera view, centered in themiddle of the visible portion of the scene. You can export multiple channelsat once. Mari creates all the images using the default shader and flat lighting.

How to Access It• Right-click | Projector in Projectors Palette > Diagnostic Turntable

•Menubar | Camera > QuickTurntable

Diagnostic Turntable Dialog Box Fields

Control Type What it does Notes

Channel list Selects which channels to exportturntables for.

Settings | Size dropdown Selects the size of the generatedimages.

Settings | Antialias dropdown Howmuch anti-aliasing to use in thegenerated images.

Settings |Background dropdown Selects the background for theimages (Gray, Transparent, or FromCanvas).

FromCanvas uses the currentbackground inMari.

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Control Type What it does Notes

Settings | Frames entry box,slider

Sets the number of frames to gen-erate - howmany images should be inthe sequence.

Range: 1 to 1000

Default: 360

Settings | PlayAnimation

checkbox If you are using animatedmodels ortextures, lets you render theturntable with the animation.

When you check this, the Framescontrol above becomes disabled.This is because the frame range istaken from the Play ControlsPalette.

Settings | Filters dropdown If this is checked, the turntableimages are produced with the LUTand any other applicable view filtersapplied. If this is not checked, no fil-ters are applied to the images pro-duced.

Info | Comment entry box,dropdown

Sets a comment to include this at thebottomof the turntable.

Info | Text Size entry box,slider

Sets the text size for the comment. Range: 0.10 to 10.00

Default: 1.00

Info | Reference entry box,dropdown,button

Selects a reference image to include atthe top left of yourmodel.

Second dropdown specifieswhether the colorspace is sRGB orLinear.

Output | Path entry box,dropdown,button

Specifies whereMari should createthe images.

Default: /local1

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Control Type What it does Notes

Output | Template entry box,dropdown

Sets a template for the filenames. Thismust include the $FRAMEvariable, so Mari assigns theframe numbers correctly to thefiles.

If you're generating turntables formultiple channels, this shouldinclude the $CHANNEL variable,as otherwise the later channelsoverwrite the earlier ones.

Mari can export turntables aseither .tif, .png, .jpg, or .tga files- change the file extension in thetemplate to set the file type.

Output | Command entry box,dropdown

Specifies any commands to run onfiles after creating them.

Preview button Generates the first frame of theturntable, enabling you to check theplacement of reference images andtext.

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71 Quick Projection DialogTheQuick Projection dialog is described belowwith functions for how to access it. A list of the controls on the dia-log can be found in the table below.

What It DoesSets the details that the quick projection tools use - the filename, file size, and lightingmodel for the quick projectfiles.

How to Access It• Toolbars |Quick Projection

•Menubar | Camera >Quick Projection Settings

Quick Projection Dialog Box Fields

Control Type What it does Notes

Resolution dropdown Sets the resolution for the projected file.

Color Depth dropdown Sets the color depth for the projectedfile.

Clamp checkbox If enabled, Mari clamps the RGB valuesfor the projected file.

Path entry box, but-ton

Specifies the location and filename forthe projected file.

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Control Type What it does Notes

Lighting dropdown Sets whether the projected file containslighting information:

•None - no lighting information.

• Separate File - lighting information isstored in a separate file. For example:diffuse.lighting.tif or dif-fuse.lighting.psd.

• Layer - lighting information is stored ina separate layer (PSD files only).

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