• Contents
  • Index
  • Search
  • MARI EXTENSION PACK
  • What's new in Extension Pack 4 r2
  • What's new in Extension Pack 4 r1
  • Previous Release Notes
    • What's new in Extension Pack 3 R2
    • What's new in Extension Pack 3
    • What's new in Extension Pack 2.1
    • What's new in Extension Pack 2.0
  • Installation, License & Credits
    • Requirements & Installation
    • Troubleshooting Installation
    • Download Online Help
    • Credits
    • License Agreement
  • Features
    • Tools
      • How to find new tools in Mari
      • File
        • Set Project Paths
      • Selection
        • Isolate Selection
      • Selection Groups
        • Material ID Channel from Selection Groups
        • Selection Group Management
      • Objects
        • Export UV Masks
        • Export Object
        • Add Default Object
        • Subdivide
        • Subdivision Controls
      • Layers
        • Add Mask
        • Channel Layers
        • Toggle Visibility & Lock
        • Clone & Merge Layers
        • Copy/Paste with shared connections
        • Convert to Paintable
        • Pinned Layers
      • Lights
        • Rotating Environment Light
      • Channels
        • Add Packed Channel
        • Duplicate
        • Duplicate & Flatten
        • Export Custom Channel Selection
        • Repeat Last Export
        • UDIM Template
        • Pinned Channels
        • Nodegraph Focus
      • Node Graph
        • Radio Node System
        • Bake Point Management
        • Duplicate with Connections
        • Node Selection Management
        • Multi Rename Nodes
        • Smart Rename Nodes
        • Set Nodes to Shader / Reset Shader
        • Bookmarks
        • Jump To Node Input/Output
        • Swap Node Type
      • Shaders
        • Sync Object Shaders
        • Shader Presets
      • Shading
        • Pause Viewport Update
      • Patches
        • Patch to Image Manager
      • Camera
        • Quick Unproject
      • View
        • Screenshot all Channels
      • Image Manager
        • Export Selection
        • Reload Image
      • Toolbars
        • Transform Paint Tool Properties
        • Transform Object Tool Properties
        • Mirroring
      • Text
        • Text Generator
      • Projectors
        • Toggle Camera Type
      • Project
        • Project Tools
        • Archiving Information
      • Python
        • Class Method Finder
        • Menu Path Finder
        • Action Finder
    • Nodes
      • Node Color Coding
      • Adjustments Nodes
        • How to find new Adustment Layers in Mari
        • Color Correction Nodes
          • Color Range to Mask
          • Blackbody / Color Temperature
          • Grade+
          • Vibrance
          • SV Lookup
          • Jitter Color
          • Gradient Map (x8)
          • Maximize Value
          • Replace Color
          • Exposure
          • RemapColor (AL)
          • Desaturate
        • Normal Map Nodes
          • Cavity from Tangent Space Normal
          • Normal OpenGL|DirectX
          • Edge from Normal Map
          • Normal Map Intensity
          • Tangent to Surface Normal
          • Surface Normal to Eye Space
        • Filter Nodes
          • Posterize
        • Histogram Nodes
          • Histogram Scan
          • Histogram Range
          • Histogram Shift
          • Histogram Select
          • Set Range
          • Threshold
          • RemapFloat (AL)
        • Specular Nodes
          • IOR to Reflectance
          • Reflectance to IOR
          • Specular Level to IOR (dielectric)
          • IOR to Specular Level (dielectric)
        • Utility Nodes
          • RGB <-> HSV
          • RGB <-> HSL
          • Illegal Value Warning
          • Swizzle
          • Fix NAN
      • Procedural Nodes
        • How to find new Procedurals in Mari
        • Basic Nodes
          • Constant Presets (White, Grey, Black)
          • Normal Color
          • Float
        • Channel Nodes
          • RGBA Merge
          • RGB-A Merge
          • RGBA Split
          • RGB-A Split
        • Environment Nodes
          • Axis Projection
          • Cylindrical Projection
          • Texture Scatter 2D X1
          • Texture Scatter 2D X4
          • Texture Scatter Triplanar X1
          • Image
          • Object Space Radial Gradient
          • Directional Gradient
        • Image Arrays
          • Image Array
          • Axis Projection Array
          • Array Mix
        • Geometry Nodes
          • Axis Mask
          • Backface Mask
          • Custom Surface Normal
          • PolySurface Curvature
          • Selection Fill
          • UDIM Value
          • UDIM Range to Mask
        • Manifold Nodes
          • Manifold 3D
          • Manifold UV
          • Manifold by Locator
        • Layering Nodes
          • Mix
          • Transition
          • Input Switch
          • Simple Input Switch
          • Mask from Curvature
          • MultiMixer (X4 / X8)
          • Height Blend
          • AB Wipe
        • Noise & Fractal Nodes
          • Understanding some basic noise terms
          • Gabor
            • Paintable Gabor Noise
          • FBM
            • Brownian Noise
            • FBM+
            • Vec FBM
            • Multi FBM
          • MultiFractal
            • Ridged Multi Noise
            • Spotify
            • Voronoi Popcorn
          • Pattern
            • Dots 2D
            • Military Camo
            • Squid Skin
            • Stripes 2D
            • SuperEllipse 2D
            • Weave 2D
            • Checker 2D
          • Perlin
            • Inigo Noise
            • Perlin Noise
            • Turbulence Noise
          • Voronoi
            • Cellular Noise
          • Extended Noises
            • Extended Noises
        • Misc Nodes
          • Bake Visible to Selected Paint Node
          • Radio Node
          • Radio Transmitter
          • Pack / Unpack Data
          • Bookmark
        • Math Nodes
          • Math Nodes
    • Material Regions
      • Material Region System
        • Intro to Material Regions
        • Workflow Presets & Data Mapping
        • Material Region Node Types
        • Managing Complexity in your scene
      • PBR Conversion
        • PBR Workflow Conversion Nodes
    • Shaders
      • How to find new Shaders in Mari
      • Standalone
        • UNREAL Advanced
        • MIA Material BRDF
      • Diffuse
        • Oren Nayar
      • Specular
        • Ward Isotropic
        • Ward Anisotropic
    • Blend Modes
      • Custom Blend Modes
    • Presets
      • Installing Presets
      • Modo Bake Presets
        • Modo Bake Presets
      • Gizmos
        • Edge Wear Presets
        • DynaMask
        • Building your own Presets
  • SDK
    • OpenGl
      • Adding Procedural & Adjustment Nodes
      • Adding Lighting Shaders
      • Blacklisted XML Names
      • Adding Shader Library Functions
      • Function Overview
    • Python
      • Adding new Tools
      • Blacklisted Modules
      • Version Detection
      • Class/Method Overview
  • Adjustment Layers
    • alRemapColor
    • alRemapFloat
    • alShaders
    • Cavity Map
    • Color Range to Mask
    • Color Temperature
    • Curvature
    • Desaturate
    • DirectX Normal Map
    • Edge from Normal Map
    • Exposure
    • Fix NAN
    • Grade
    • Gradient Map
    • Gradient Map (x8)
    • Histogram Range
    • Histogram Scan
    • Histogram Select
    • how to find new Adjustment Layers
    • HSL to RGB
    • HSV to RGB
    • Illegal Value Warning
    • IOR to Reflectance
    • IOR to Specular Level (dielectric)
    • Jitter Color
    • Lowpoly
    • Maximize Value
    • NAN Debug
    • NANs
    • Normal Map
    • Normal Map
    • Normal Map Intensity
    • OpenGL Normal Map
    • Paintable Gabor Noise
    • posterize
    • Ramp
    • Reflectance to IOR
    • Remap
    • Replace Color
    • RGB to HSL
    • RGB to HSV
    • Select Color Range
    • setRange
    • Specular Level to IOR (dielectric)
    • SV Lookup
    • Swizzle
    • Tangent Space Normal
    • Tangent to Surface
    • Threshold
    • Value Warning
    • Vibrance
  • Blend Mode
    • Linear Light
  • Camera
    • quick unproject channel
    • quick unproject layer
    • quick unproject view
    • unproject to image manager
  • Channels
    • Add Packed Channel
    • Colorspace
    • Create Channel from Resolution
    • Duplicate
    • Duplicate & Flatten
    • Export
    • Export Channels
    • Export Everything
    • Export Flattened
    • Export Last
    • Export Resolution
    • Export Selected Patches
    • Focus Channel
    • Focus Channel Contents
    • Full Patch Bleed
    • Load Channel Resolution
    • Mipmap
    • Only Modified Textures
    • Packed Channels
    • Post Processing
    • Remove Alpha
    • Repeat Last Custom Channel Export
    • Repeat uses original Selection
    • Resize Channel
    • RMA Channel
    • Save Channel Resolution
    • Small Textures
    • UDIM Template
  • Credits
  • Download Online Help
  • Edge Wear
  • File
    • Project Default Paths
    • Set Project Paths
  • Image Manager
    • Export Selection
    • multi image export
    • reload image
  • Installation
    • Can't find presets
    • How to Install the Extension Pack
    • Install Check
    • Requirements
    • Troubleshooting
    • Version Conflict
  • Layers
    • add grouped channel layer mask
    • Add Mask
    • add pinned layer
    • batch convert to paintable
    • channel layer
    • channel layer mask
    • Clone & Merge
    • Convert to Paintable
    • copy with shared connections
    • edit collection pins
    • From Alpha
    • from patch selection
    • from patch selection (invert)
    • From Selection
    • From Selection Group
    • grouped channel layer mask
    • Hide All
    • lock
    • mask from patch selection
    • mask from patch selection (invert)
    • Merge Visible
    • paste with shared connections
    • pinned layers
    • quick pin
    • Reveal All
    • save quick pin
    • toggle lock
    • toggle selected lock
    • toggle selected visibility
    • toggle unselected lock
    • toggle unselected visibility
    • toggle visibility
    • visibility & lock
  • License
  • Lights
    • Rotating Lights
  • Material Regions
    • Managing Complexity
    • Material Region Usage
    • PBR
    • Region
    • Region Base
    • Region Merge
    • Region Nodes
    • Region Outut
    • Workflow Presets
  • Node Color Coding
  • Node Graph
    • Additional Radio Node Actions
    • Automatic Reconnect on Node Import
    • Bookmark
    • Collapse all Radio Nodes
    • Connect to Transmitter
    • Cycle Backward
    • Cycle Forward
    • Duplicate with Connections
    • Expand all Radio Nodes
    • Jump To Node Input
    • Jump To Node Output
    • Jump to Radio Node Connection
    • Multi Rename Nodes
    • Radio Node
    • Radio Transmitter
    • Reset Shader
    • Select All
    • Select None
    • Select Upstream
    • Select Upstream w/o Radio Nodes
    • Set Nodes to Shader
    • Set 'Use Bake' (off)
    • Set 'Use Bake' (on)
    • Smart Rename Nodes
    • Swap Node Type
    • Toggle Radio Nodes
    • Toggle Selected Radio Nodes
    • Transmitter Node
  • Objects
    • Add Default Object
    • Export Geometry
    • Export Object
    • Export UV Masks
    • Highest Subdivision
    • Lowest Subdivision
    • openSubD
    • Subdivision
    • UDIM Mask
    • UV Mask
  • Patch History
  • Patches
    • Patch to Image Manager
  • PBR Conversion
    • PBR
    • PBR Conversion
    • PBR MetalRough to ReflectanceRoughness
    • PBR MetalRough to SpecularGlossiness
    • Workflow Conversion
  • Presets
    • Gizmos
      • Dynamask
      • Dynamask Hide
      • Dynamask Neutral
      • Dynamask Reveal
      • Edge Wear
      • Setting up Edge Wear Masks
    • Installing Presets
    • MODO Bake Presets
      • Ambient Occlusion
      • Bake
      • Curvature
      • MODO Bake
  • Procedurals
    • Array Nodes
      • Array Mix
      • Axis Projection Array
      • Image Array
    • Basic
      • Black Constant
      • Constant Presets
      • Grey Constant
      • Normal Color
      • White Constant
    • Channels
      • Pack Channels
      • RGBA Merge
      • RGB-A Merge
      • RGBA Split
      • RGB-A Split
    • Environment
      • Axis Projection
      • Cylindrical Projection
      • Directional Gradient
      • Falloff Map
      • Image
      • Object Space Radial Gradient
      • Radial Gradient
      • texture bombing
      • Texture Scatter 2D
      • Texture Scatter 2D X1
      • Texture Scatter 2D X4
      • Texture Scatter Triplanar X1
    • Geometry
      • Axis Mask
      • Backface Mask
      • Curvature
      • Custom Object Normal
      • Object Normal
      • Polysurface Curvature
      • Selection Fill
      • UDIM Range to Mask
      • UDIM Value
    • how to find new procedurals
    • Layering
      • Edge Wear
      • Height Blend
      • Lerp
      • mask
      • Mask from Curvature
      • Mix
      • MultiMixer (x4)
      • MultiMixer (x8)
      • transition
    • Manifold
      • Manifold 3D
      • Manifold by Locator
      • Manifold UV
    • Math
      • Condition
      • Distance
      • Dot
      • Dot product
      • Exp
      • Exp2
      • If Statement
      • IF THEN ELSE
      • Inverse Sqrt
      • Length
      • Log
      • Log2
      • Pow
      • Sqrt
    • Misc
      • Bake to Paintable Node
      • Bake Visible to selected Paint Node
      • Radio Node
      • Update Paintable Node
    • nodegraph
    • Noise Procedurals
      • basic noise terms
      • Brownian Noise
      • Cellular Noise
      • Checker 2D (Simple)
      • Dots 2D
      • FBM+
      • Fractal Brownian Motion
      • Inigo Noise
      • Legacy Cellular
      • Legacy Cloud
      • Legacy Perlin
      • Legacy Squiggle
      • Legacy Turbulence
      • Multi FBM
      • Perlin Noise
      • Ridged Multi Noise
      • Spotify
      • Stripes 2D
      • SuperEllipse 2D
      • SuperShape 2D
      • Turbulence Noise
      • Vec FBM
      • Voronoi Popcorn
      • Weave 2D
    • procedural edge wear
    • procedural grunge
  • Project
    • Archiving
    • Delete All Snapshots
    • Garbage Collect
    • Project Cache
    • Project Optimization
    • Snapshot
  • Projectors
    • Orthographic
    • Perspective
    • Toggle Camera Type
  • Python
    • Class Method Finder
    • Menu Path Finder
  • Release Notes
  • SDK
    • Adding Adjustment Layers
    • Adding Library Functions
    • Adding Procedurals
    • Adding Python Tools
    • Adding Shaders
    • Blacklisted Node Names
    • Blacklisted Python Modules
    • Git Guidelines
    • GitHub
    • GitHub Step-by-Step
    • mari.ExtensionPack.utils
    • OpenGl
    • OpenGl Function Overview
    • OpenSource
    • Python Function Overview
    • Version Detection
    • Versioning
  • Selection
    • Isolate Seection
    • Isolate Select
  • Selection Groups
    • Material ID
    • Material ID Channel from Selection Groups
  • Shaders
    • How to find new Shaders
    • MIA Material BRDF
    • Oren Nayar
    • Remove Shader Preset
    • Save Shader Preset
    • Shader Presets
    • Sync Object Shaders
    • Unreal Advanced
    • Unreal Engine
    • Ward Anisotropic
    • Ward Isotropic
  • Shading
    • Pause Viewport Update
  • Text
    • Text Generator
  • Toolbars
    • Locator Size
    • Paint Buffer
    • Symmetry
    • Transform Paint
    • Transform Selected Object
  • View
    • screenshot all channels