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【3Dペイント】MARI 1.1 近日公開 Windowsのベータ版

2010-09-07 22:43:58 | UVマッピング

The Foundry「Mari」の最新バージョン 1.1 が、Linax版に加えて Windows対応ベータ版もリリースされる事になりました。

via.CGTalk

ビデオカードについては、NVIDIAのGTX400シリーズやGTX260などをサポートして、ATIのカードをサポートしていません。

カードについては、1.1v2 でニュースがあるそうです。


質問:

sweet! good news about supporting GTX 400 series.. has anyone tested Mari on my poor GTX 260?. I won't be doing anything extreme, just 3 4K textures.

Just looking at the first video, i hope you guys improve the baking(B) time, it takes about a second(s) in the video. Mudbox has projection painting and when you move the view it doesn't bake anything..its instant.

回答:

Thanks for the reply. We've have reports of people doing production work with 260s and depending on the number of polygons, you should be fine.

As other people have mentioned the baking will always take some time in certain circumstances, especially with large texture sets / large textures, although we are always working on making it quicker. The slightly longer bake time is one of the prices we pay for being able to support very large texture sets.

Just to reiterate though, Mari does not currently support ATI cards. Although 1.1v2 might have some interesting news regarding that.


Photoshopのようなレイヤー構造(調整レイヤー)を要望した質問


質問:

Is there any plans about photoshop-like layers support? Mari has so many advantages, but in my opinion it's a little bit slow when it comes to non-destructive workflow. I know that I can create as many channels as I need, and later I can combine them in shader as I want, but all this process takes too many time compared to the simple layer creation in the photoshop or mudbox. It would be nice to be able create channel "diffuse" for the character's skin colour for example, and make layers inside it with one simple click, using tree-like structure to navigate between them. Also full normal map support in the viewport would be nice too.

回答:

Thanks for the great questions. Mari 1.1 supports Normal maps as a shader module and will display them correctly in the viewport.

Although the Shader system supports multiple layers, PS style blending modes and flattening / baking, we're very aware that a full layer stack with adjustments would be cool.

We're planning to introduce this in version 2.0, with some initial functionality coming in the 1.x releases. We've had to do some heavy engineering to make sure we keep interactivity (imagine trying to to do a layer adjustment in the middle of the stack on 200 2k PS files at 30fps).

In the mean time, we're looking at introducing some shortcuts to aid this work flow (Add a channel and Diffuse blend shader module with a single click for example) which should make life easier.


以上 CGTalk より抜粋

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