Great Tutorial ! Thanks for that ! Side node 1) You can directly expose attributes from nodes by clicking the little tool icon. 2) You can actually have a space in your exposed Name. But only on the second rename via Edit. So when you link attributes the first time you need to give it a name that doesn't have spaces, but when you then select the attribute and choose 'EDIT' you can give it a name with a space (it creates the 'internal' name first which can't have spaces, after that editing always edits the 'Pretty Name' or 'Label)
Thanks for making these Mari tutorials dude. There's really not enough of them out there, especially on the node graph. Maybe if you have time you could make a tutorial going over your method of texturing an asset.
This is really great, finally somone with knowledge explains clearly how the node grapth in Mari works. Thank you. Please sir, can we have more please? ;)
Hey dude... Great tutorial! Hope you're doing well btw! It seems like a lot of stuff relies on you doing half the work in substance. Curious if you've just tried to create the materials from scratch in Mari (so the anisotropic metal for example)? Same goes for baked textures (AO/Curvature/Position etc). Do you have to use substance to bake those or can that be done in Mari? Cheers matey!
Hey Al! Sorry for the delay getting back to you :) You absolutely can make materials from scratch in Mari, but personally I think it's too much faff. I end up just using tiled textures and other nodes not in material groups and build it all up that way. Sure you can't easily share it but realistically I don't think I've ever been in a situation where I've sent or received a mari material, they're just a little too fiddly for me and there is no online data base like Substance Source which I think would help promote the system but hey ho. If I want actual materials then yer, Substance is my go to - I'll just bounce between them. And yer all my baking is in substance still (or maps exported from Zbrush), best out there for sure
@@MichaelWildeVFX Cheers dude. I’ve been teaching Maya, substance, and unreal for the last year so i’m a bit out of practice with Mari, and want to get up to speed on the materials and node graph. Your videos cover exactly the stuff I need to catch up with.
I haven’t actually done a specular map in a while at work, but the shaders we use at Dneg allow for both. I personally prefer a metallic roughness workflow as it’s a bit easier to mentally visualise what the two maps will look like, where as I think specular is a bit harder to visualise.
I've done a video you can watch about Zbrush's Multi Map exporter to get out your Zbrush textures, and then when you have your maps you just need to import them into a paint node or layer inside of Mari.
Michael, i imported those maps. Details were there. But while painting then details are gone. ( tried painting on the same layer and also on another layer.) details are not showing up. Only painted color is visible. Please help Michael. Thanks in advance. :)
@@md.abid-ar-rafi4622 Sorry I don't quite understand what you mean... It sounds like you're painting in the same Node you imported into so you're over writing your Zbrush details, so you need to add a new one and merge it in. If this is your first time using the Node Graph maybe check out a video about it - I've got one and The Foundry has some videos about getting started with Mari if you're unsure on how to use certain features.
@@MichaelWildeVFX Thanks again for your response. I found the problem. I was painting on Normal map. Which i shouldn’t. I was using low poly version with normal map. But i realize, in Mari i have to use the HiPoly version. I have to paint on directly to the high poly. I guess I'm right. By the way, Thanks again for your response. :)
Great Tutorial ! Thanks for that ! Side node 1) You can directly expose attributes from nodes by clicking the little tool icon. 2) You can actually have a space in your exposed Name. But only on the second rename via Edit. So when you link attributes the first time you need to give it a name that doesn't have spaces, but when you then select the attribute and choose 'EDIT' you can give it a name with a space (it creates the 'internal' name first which can't have spaces, after that editing always edits the 'Pretty Name' or 'Label)
Thanks for making these Mari tutorials dude. There's really not enough of them out there, especially on the node graph. Maybe if you have time you could make a tutorial going over your method of texturing an asset.
No worries at all! I do plan to get some on that soon - it's just a bit slower to create than teaching a software's feature or tool :)
Hey men very very useful tutorial, by the way, is very complicated to find this kind of information so clearly. Thank you sooooo much !
Thanks Juan, that's really great to hear :)
Thanks for the quick over view. Made it easy to start using in production.
This is really great, finally somone with knowledge explains clearly how the node grapth in Mari works. Thank you. Please sir, can we have more please? ;)
Hey Mike, your tutorial is very straightforward and easy to follow. Thank you very much for making this. Amazing Job!! -Young
Glad to hear it :) Best of luck with texturing!
Hey Michael, great tutorial! Thank you very much
Helpful, thanks!
Did you guys had any problem with Tab key not working in nodegraph?
Hey dude...
Great tutorial! Hope you're doing well btw!
It seems like a lot of stuff relies on you doing half the work in substance. Curious if you've just tried to create the materials from scratch in Mari (so the anisotropic metal for example)? Same goes for baked textures (AO/Curvature/Position etc). Do you have to use substance to bake those or can that be done in Mari?
Cheers matey!
Hey Al! Sorry for the delay getting back to you :)
You absolutely can make materials from scratch in Mari, but personally I think it's too much faff. I end up just using tiled textures and other nodes not in material groups and build it all up that way. Sure you can't easily share it but realistically I don't think I've ever been in a situation where I've sent or received a mari material, they're just a little too fiddly for me and there is no online data base like Substance Source which I think would help promote the system but hey ho. If I want actual materials then yer, Substance is my go to - I'll just bounce between them. And yer all my baking is in substance still (or maps exported from Zbrush), best out there for sure
@@MichaelWildeVFX Cheers dude. I’ve been teaching Maya, substance, and unreal for the last year so i’m a bit out of practice with Mari, and want to get up to speed on the materials and node graph. Your videos cover exactly the stuff I need to catch up with.
is the metallic roughness workflow more common in vfx or the specular gloss. Or do both get used equally?
I haven’t actually done a specular map in a while at work, but the shaders we use at Dneg allow for both. I personally prefer a metallic roughness workflow as it’s a bit easier to mentally visualise what the two maps will look like, where as I think specular is a bit harder to visualise.
How to import zbrush sculpted fine details into mari?
I've done a video you can watch about Zbrush's Multi Map exporter to get out your Zbrush textures, and then when you have your maps you just need to import them into a paint node or layer inside of Mari.
Thanks for your response. Let me check.
Michael, i imported those maps. Details were there. But while painting then details are gone. ( tried painting on the same layer and also on another layer.) details are not showing up. Only painted color is visible. Please help Michael. Thanks in advance. :)
@@md.abid-ar-rafi4622 Sorry I don't quite understand what you mean... It sounds like you're painting in the same Node you imported into so you're over writing your Zbrush details, so you need to add a new one and merge it in. If this is your first time using the Node Graph maybe check out a video about it - I've got one and The Foundry has some videos about getting started with Mari if you're unsure on how to use certain features.
@@MichaelWildeVFX Thanks again for your response. I found the problem. I was painting on Normal map. Which i shouldn’t. I was using low poly version with normal map. But i realize, in Mari i have to use the HiPoly version. I have to paint on directly to the high poly. I guess I'm right. By the way, Thanks again for your response. :)