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Mari releases.

Image courtesy of Gaël Kerchenbaum
 

Rory Woodford, Mari Product Manager, Foundry

Mari 4.5 offers the best of both worlds: we are empowering artists to create high-volume assets far more rapidly and cost-effectively, while also giving them access to the beloved package they are used to, to create complex hero assets.

Mari 4.1 View release notes

New features in Mari 4.1

Here’s what’s new in Mari 4.1

Mari 4.1 brings improved color picking to achieve a WYSIWYG workflow; Scalar Channels and source images now display perceptually linear; a refreshed colorspace toolbar that shows the artist whether they’re viewing color or scalar data at a glance; and new visual indicators to define whether a Channel contains color or scalar data - as well as its bit depth - allowing the artist to easily manage Channel configurations. Improved color-space performance gives faster project load times and GPU accelerated procedurals; and that’s on top of a new filter for changing the color-space of a paint target, adding more flexibility to Mari's color workflows. Significant efficiencies have also been made to the way Selection Groups are managed.

Mari 3.4 View release notes

Mari improved color workflows

Here’s what’s new in Mari 3.4

Mari 3.4 brings improved color picking to achieve a WYSIWYG workflow; Scalar Channels and source images now display perceptually linear; a refreshed colorspace toolbar that shows the artist whether they’re viewing color or scalar data at a glance; new visual indicators to define whether a Channel contains color or scalar data - as well as its bit depth - allowing the artist to easily manage Channel configurations; improved color-space performance gives faster project load times and GPU accelerated procedurals; and a new filter for changing the color-space of a target or buffer without affecting the channel settings, adding more flexibility to Mari's color workflows.

Mari 4.5 offers the best of both worlds: we're empowering artists to create high-volume assets far more rapidly and cost-effectively, while also giving them access to the beloved package they are used to, to create complex hero assets.

Adam Goldstein, lead texture artist on Blade Runner 2049 at Framestore