The Foundry Mari 3.0v3 (x64) | 415 MB
MARI is the most fluid and natural way to paint in 3D. It makes life simple for artists by allowing them to paint directly onto 3D models with more time for painting and less time managing technical issues.
MARI's cutting-edge paint tools give you the freedom and flexibility to create truly stunning effects and detail, with the added advantage of full triplanar projection for faster scene set-up.
The full power of a layer-based workflow along with adjustments, procedurals and advanced masking means that you can paint faster and with greater control than ever before with MARI. Procedural layers make it easy to create the look you want, seamlessly blending procedural and painted detail with the same toolkit. A powerful procedural engine is built into the heart of the layer stack, offering fluid, GPU-accelerated real-time procedural noises, patterns, projections and more.
Realistic interactive preview
With MARI, you can create normal maps on the fly from bump maps, making it simpler and easier to generate and manipulate textures. Shadow support lets you cast real-time shadows on objects from multiple light sources and provides a customisable real-time 3D shader preview for things like specular highlights, displacement preview via bump mapping and colour correction. MARI also allows you to import multiple camera moves through which to view your model.
MARI handles animated geometry and animated textures with ease, making it possible to isolate, select, mask and hide geometry per patch and face. Being able to have overlapping UVs means you can re-use the same texture across 3D models in any shared UV space, as well as handling multiple objects, versions and instances, with or without baked animation.
With OpenColorIO (OCIO), the open source color management solution from Sony Picture Imageworks, you can handle color transforms and image display across multiple applications by setting up a single profile to provide consistent colors across the board. A key tool in simplifying the color management process, OCIO is suitable for both visual effects work and animated features and is specifically geared towards post-production work.
New features in MARI 3 include:
MODO rendering and baking: MODO's rendering technology is now integrated directly within MARI. working out of the box without the need for a MODO license. Artists can now easily check the final-render quality of their work as they paint, or use MODO's powerful baking engine to bake textures directly from within the MARI UI, reducing time spent transferring data between various applications. MARI's new developer APIs further extend the ability to achieve similar functionality with other offline renderers.
Exposed node graph and Gizmos: In addition to the traditional layer system, MARI 3 introduces the first phase of the exposure of its node graph, which allows advanced users to create and edit channels and layers in a more powerful, efficient and visual manner. Artists can chose to work directly in the node graph, selecting and connecting nodes to build their final textured surface. In addition, artists can reduce complexity by combining frequently used functions into custom group nodes known at Gizmos. Artists can export Gizmos for use in other projects, or shared with others.
OpenSubdiv support: New support in MARI for the widely-used OpenSubdiv geometry lets artists work with subdivision surface (SDS) meshes, without the need to translate or pre-subdivide them. Subdivision surfaces combined with accurate UV layouts lets artists view and work with a better representation of the final rendered smooth surface, while making sure final textures match up.
Color space management: MARI 3 delivers new flexible, artist-friendly color management workflows, based on OpenColorIO. Color space properties, available on both images and on individual channels of multi-channel images, eliminate the need to preprocess or post-process images into the correct color space. Artists can also set color space defaults a per-project basis. These features save time and reduce the potential for errors.
Arnold, V-Ray, Unreal and Redshift shaders: MARI 3 introduces new shaders designed to simulate those used in industry-standard rendering and games engines-Arnold, V-Ray, Unreal and Redshift. Now, artists can paint textures in their intended final context, providing more realistic previews.
FBX geometry support: By providing support for reading geometry from FBX files, MARI 3 allows artists to work in conjunction with a vast range of third-party and proprietary 3D solutions and source material providers. As the leading 3D asset exchange technology, FBX enjoys widespread adoption across the VFX and games industries.
Session scripts: The highly requested Session Scripts in MARI 3 allows artists to create a lightweight archive of a project, and combine with other archives. Artists now have the ability to merge projects, see assets in context with other assets, share useful data for reuse, or set up project templates.
Developer APIs: MARI 3 delivers four new APIs: the Texture Data Access API, Geometry Data Access API, Display Driver API and Custom Graph Context API. Together, these help studios integrate MARI with their rendering pipeline, reducing the need to transfer files between applications and resulting in faster iterations and a more accurate understanding of the final context during the texture painting process.
Enhanced texture transfer: In MARI 3, enhancements to Texture Transfer deliver more flexibility, allowing artists to generate height and normal maps between high and low polygon models, seamlessly blur across patch boundaries, and correctly transfer overlapping UVs.
Entity locators: Entity Locators within MARI 3 offer a 3D manipulator that improves visual accuracy when transforming geometry inside MARI's viewport. This allows artist to translate, rotate and scale geometry more easily.
Safe mode: A new Safe mode in MARI 3 offers easier troubleshooting by isolating the user's involvement and environment issues during debugging. This helps artists identify and isolate critical points faster when resolving scene issues.
Extended access to selection groups: Developers and TDs can now manipulate various selection groups through the Python API, allowing them to automate related functionality within their pipeline. In addition, artists can now access selection groups directly in the viewport, offering a more intuitive interface than the previous menu-only method.
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