Mari releases.

Rory Woodford, Mari Product Manager, Foundry

Mari 4.0 is easier to use and faster to learn. Get new projects up and running quicker, enjoy more flexible and configurable exporting, navigate around more easily, and experience a raft of improved workflows.

Mari 3.3 Download release notes

Performance optimisation improvements for Mari 3.3

Optimized performance and texture management

Enjoy a faster, more satisfying 3D painting experience in Mari 3.3, thanks to several optimizations: faster shader recompilation reduces the lag between painting or layer editing and viewing the final shader; colorspace transformations can now be run on the GPU for significantly faster exporting; and optimized texture management allows you to work with higher levels of complexity without hitting graphics capacity limits.

Marquee lift action tool Mari 3.3

Marquee Lift Action

Have you ever wanted to make further edits to paint already committed to your model? Now you can, with a new way to lift baked paint back to the paint buffer. Simply define a marquee selection and use the new Lift Action to make the area live again, so that you can manipulate the paint in any way you choose—such as translating, rotating, scaling, warping or ‘slerping’ it.

Mari 3.2 Release notes

Mari's Enhanced node graph

Enhanced node graph

Create and edit channels and layers using a powerful, efficient and visual node graph that lets you select and connect nodes directly. Mari®’s node graph now offers a familiar left-to-right layout option, intuitive navigation, configurable shortcuts, zoom-dependent level of detail and many more workflow enhancements.

Mari bake point feature for 3d texture painting

Bake points

Improve performance by freeing up space on your GPU with new nondestructive bake point nodes. A bake point converts all upstream nodes, including procedurals, to a texture. If the texture becomes out of date as you continue to work, you’ll be alerted and invited to update it.

Connected Mesh makes 3D painting easier in Mari 3.2

Connected mesh selection

Easily select an independent island of polygons within a single mesh by extending any face selection to all connected faces; for example, if a pair of eyes have been created as a single mesh, you can now easily select one without selecting the other.

Making files transfer easier with reduced file sizes for OpenEXR in Mari

Reduced file sizes for OpenEXR

With OpenEXR 2.2 support, which includes DWA lossy compression, your UDIM texture maps can be much smaller files without noticeable degradation in quality. With some projects requiring hundreds or even thousands of individual textures, the impact on data storage and transfer is significant.

I used Mari on everything. It really is our main workhorse in the texturing department. It’s the only package that lets you paint on such enormous heaps of geometry without lag. If you’re in the Montreal Framestore texture team, 99% of the time you’re using Mari.

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