MARI 3 has broader, tighter pipeline integration, with an exposedMari-3-ModoRenderer Preview
node graph, and integration with rendering and baking in MODO.
It has new open APIs and supports more standards.

MARI 3 Strengthens Pipeline Integration, Adds New APIs

The Foundryis demonstratingMARI 3, the new version of its 3D paint, texturing and look development software, at SIGGRAPH 2015. Made for artists working in VFX, animation and games, MARI 3 now has broader and tighterpipeline integration, with an exposednode graphand integration with the rendering and baking capabilities of The Foundry’s MODO. It also includes new open APIs and support for industry standards.
Mari-3-ModoRenderer Preview

For example, MARI 3 brings support for widely usedshaderssuch as those from theUnreal Engine, and forPixar OpenSubdivgeometry. Whereas many 3D paint systems can only handle a small number of textures at once, MARI was built to be able to create and edit large numbers of high resolution textures.
MODO’s rendering system is now integrated directly within MARI, so that users can check the final render quality of their work as they paint, or use MODO’s baking engine to bake textures directly from within the MARI UI, reducing time spent transferring data between applications. MARI’s new developer APIs extend the ability to achieve similar functionality with other offline, or pre-, renderers.
Mari-3-Gizmo NodeGraph v02

As well as a traditional layer system, MARI 3 starts the first phase of the exposure of itsnode graph, which allows more experienced users to create and edit channels and layers in a more efficient and visual way. Artists can chose to work directly in the node graph, selecting and connecting nodes to build their final textured surface. Complexity can also be limited by combining frequently used functions into custom group nodes known atGizmos. Artists can export Gizmos for use in other projects, or shared with others.
New support in MARI forOpenSubdiv geometrymeans artists can work with subdivision surface, or SDS, meshes without having to translate or pre-subdivide them. Combining subdivision surfaces with accurate UV layouts can result in a better representation of the final rendered smooth surface, and help make sure final textures match up.

Also new in MARI 3 are more flexiblecolour space managementworkflows, based on Sony Pictures'OpenColorIO. These workflows make use of colour space properties, revealed both in images and on individual channels of multichannel images, so that images do not need to be preprocessed or postprocessed into the correct colour space. Artists can also set color space defaults a per project basis. These settings can save time and reduce the potential for error.
The version 3 software brings some new shaders designed to simulate those used in the standard rendering and games engines -Arnold, V-Ray, UnrealandRedshift. This means that textures can be painted in their intended final context, to produce more realistic previews.
Because MARI 3 can read geometry fromFBX files, it can be used in conjunction with a wider range of third party and proprietary 3D software and source material providers. Among the most universal 3D asset exchange systems, FBX has been widely adopted for use in visual effects and games.
Mari-3-Subdivide v02

Session Scriptsin MARI 3 are a new way to create a lightweight archive of a project, and combine it with other archives. Artists can merge projects, see assets in context with other assets, share data for reuse or set up project templates.
MARI 3 hasfour new APIs- theTexture Data AccessAPI,Geometry Data AccessAPI,Display DriverAPI andCustom Graph ContextAPI. They are developed to make it easier to integrate MARI within studio rendering pipelines. Integration reduces the need to transfer files between applications, and can result in faster iteration because artists understand the final context for their work more accurately during texture painting.
Developers and TDs can now manipulate variousselection groupsthrough thePython API, which allows them to automate related functionality within their pipeline. Users can now access selection groups directly in the viewport as well, as a more natural interface than the previous menu-only method.

Texture Transferhas become more flexible in MARI 3. Artists can generate height and normal maps between high and low polygon models, blur invisibly across patch boundaries and transfer overlapping UVs. New entity locators improve visual accuracy when transforming geometry inside MARI's viewport, including translation, rotation and scaling.
A newSafe modefor troubleshooting isolates the user's involvement and environment problems during debugging. This helps artists identify and isolate critical points faster when resolving scene issues.

The Foundry is demonstrating MARI 3 at itsSIGGRAPHbooth and in alive broadcastfrom the event on12 August at 10.05amPDT.