What's new in Extension Pack 2.1

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  Copyright (c) 2015, Jens Kafitz & mari.ideascale.com. All Rights Reserved.




RELEASE DATE: June 11, 2015


REQUIRES: Mari 2.6v3 or higher






NEW FEATURES


SHADING MENU & LIGHTING TOOLBAR




A new icon was added to the 'Lighting' Toolbar (Default Hotkey: Ctrl + Space)

When pressed the Mari Viewport will be paused. This allows for operations such as Layer-reordering to be done at

significantly increased speed without having to wait for a viewport update each time.


SHADERS



BRDF Shader compatible with Unreal Engine 4.

This is an extended version of the Unreal Shader that was included in MARI Indie 2.6v5.

Additional features include:



GEOMETRY PROCEDURALS



A new node was added, that will fill the current selection (object, patch or face selections) with the color specified.

While filling patches was always possible in Mari,this node makes it possible for the first time to fill a face selection as well.


The node needs to be converted to a paintable layer after use since it will update the selection continually based on the current.








Seams between UV Shells in Face Selection ?


If after running 'Convert to Paintable' on your Selection Fill

you are seeing faint seams between UV Shells, run a Patches/Bleed Patch Edges

on your layer. The seams are caused by lower level mipmaps when zoomed out of your model.



ADJUSTMENT LAYERS



Adjustment Layer to change the color temperature in familiar way using Kelvin values




Remap Saturation and Value along a Curve (each)




Similar to the 'Polysurface Curvature' Node this node will run an edge/curvature detection, however evaluating layers

below this adjustment layer such as a tangent space normal map. Due to limitations, the result should be baked into a

paintable layer and get a gaussian blur applied.





FEATURE IMPROVEMENTS


GENERAL


This can speed up performance up to 50% on operations that include multiple layers or channels.


While the viewport is paused a new icon will appear in the lower right hand corner of your Mari

window indicating that refresh has been paused.



You can manually un pause it by pressing the new Pause Viewport Update Button


LAYERS PALETTE



The Channel Layer System has been completely rewritten:





For each selected channel in the Channel Layer UI one channel layer will be added to your layerstack


Selected layers will be grouped together under a single group with the selected channel layer(s) added to the group node

as a mask stack.

















and adding the channel mask or in case of existing mask stacks adding to it.




The logic behind 'Toggle Unselected Visibility' and 'Toggle Unselected Lock' has been reworked to only affect layers+groups

at the same hierarchical depth in your stack:


will toggle only unselected layers and groups at the same hierarchy depth.


will only toggle unselected layers & groups in the same group.


This new logic is at the moment experimental and may change in the future depending how it feels in day-to-day work.




CHANNELS PALETTE



The Export and DuplicateFlatten UIs have been extended for better user experience:


to the previous behavior.The current object's channels will always be displayed on top of the list.





ADJUSTMENT LAYERS



UI Changes to the "setRange" Node were made to improve user speed:


text boxes to allow for easy input of values below 0.0 and over 1.0.


replaced with per channel check boxes.





and ones that are below the lower limit. This is helpful for 'normalizing' channels such as displacement to a 0-1 range

using the 'Set Range' Node.


ENVIRONMENT PROCEDURALS








BUGFIXES


GENERAL


Layerstack Palettes where the corresponding channel is not selected in the Channel Palette but the

layerstack is accessible in the interface  (something almost no default Mari tool can do)


PATCHES MENU



(for example when a plane is touching the UV borders)


in has to bake to the Image Manager. Previous Versions would create unwanted Channel Duplicates

in the Channel List.


LAYERS PALETTE




This includes cases where channel layers are used in (possibly nested) maskStacks & Adjustment Stacks.








DEVELOPER INFORMATION


New Features



The following functions were added to the openGL Function Overview:





2.1 CREDITS


DEVELOPMENT



QUALITY ASSURANCE



2.0 CREDITS

TOOL DEVELOPMENT (alphabetical)



NODE DEVELOPMENT (alphabetical)



SHADER DEVELOPMENT (alphabetical)



TOOL INTEGRATION & DOCUMENTATION



QUALITY ASSURANCE (alphabetical)





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