MARI, setup de l'UI

La note

DISPLAY PROPERTIES:

By rightClicking anywhere in the 3DSpace, let’s open the ‘Display Properties’:

Let’s disable the Grid, then you can close the Display Properties !! Eventually, if you want to remove the fillRender when selecting a GEO, you can put ‘FillRender’ to ‘Never’. Then, press ‘OK’.

🔲 Icône de l’encadré

‘EDIT/PREFERENCES’:

On the top MenuShelf, go to ‘Edit/Preferences’, where you’ll have all software parameters & user preferences:

◾ Icône de l’encadré

In the ‘NAVIGATION’ Tab:

Put the ‘ControlType’ to ‘Maya’, in order to navigate in the 3D Space the same way you’re used in Maya;

Check ‘LockToWorldUp’ to ‘True’, in order to have the Camera always locked to WorldUp;

Put the ‘CenterMode’ to ‘Selection’, in order to have your Camera to orbit around the Patch/Face/Selection you’ve made in the 3DSpace… It’s very helpful !!

◾ Icône de l’encadré

In the ‘COLOR’ Tab:

Put the ‘ColorSwatchesAndPickers’ to ‘OCIO’ — This will switch you from the sRGB ICW to the OCIO ICW that will use ACEScg LUTs;

Put the ‘3DLUTSize’ to ‘64 x 64 x 64’ — At the cost of some additional VRAM, this will provide a better color representation of Colors & Values that you’ll be using for Texturing;

◾ Icône de l’encadré

In the ‘DATA’ Tab:

Put the ‘Autosave/Frequency’ to ‘15’ or ‘30’ — This will prevent MARI to autosave your Project all the time;

Put the ‘DefaultResolution’ to ‘4096 x 4096’ — This will make your Channels to automatically be created in 4K rather than in 2K;

Put the ‘Importer’ & ‘Exporter’ to ‘BackgroundImporter’ / ‘BackGroundExporter’ — This will import textures in the Background, saving you a little bit of processing time & fixing some known bugs;

Put the ‘Project/MaxMemory’ to at least ‘60GB’ — This will prevent your Projects to be capped in memory size on your disk. You can increase it further for big big big Projects (got some at around 550GB…);

You’ll only be able to change your ‘ProjectLocation’ when all Projects are being closed — But here’s the place if you want to change your ProjectFolderLocation;

◾ Icône de l’encadré

In the ‘GPU’ Tab:

Put the ‘Mip-MapGeneration’ to ‘Accurate’ — This is the most important setting, that will avoir some incorrect colors when textures are projected or baked;

The other settings are very optional — But you can copy them as, as they’ve given me the best results when working with various GPUs;

◾ Icône de l’encadré

In the ‘PAINTING’ Tab:

Put the ‘Pressure/Mode’ to ‘Tablet’ — This will ensure that your penPressure will provide the entire range of pressure to your brush strokes;

Put the ‘DefaultColorDepth’ to ‘32 bit (Float)’ — This will ensure that for any Projection that you do, 32bit maps will correctly be projected;

🔲 Icône de l’encadré

PALETTE MENUS & SETTINGS:

On the right of your UI, you’ll have all the ‘PALETTES’. Palettes are all the contextual menus that will help you navigate within your Project. Usually… I close all of them & just open them when I need them (except from the NodeGraph & NodeProperties).

Click on that small Icon to have Panels to open temporarily & not be persistant in the UI:

Click on the ‘NodeGraph’ & ‘NodeProperties’ Palettes & Dock them to the left of the UI:

◾ Icône de l’encadré

In the ‘PAINTING’ Palette:

Put the ‘ColorDepth‘ to ‘32 bit (Float)’ — This will ensure that you can project 32bit textures;

Put the ‘BufferSize’ to ‘4096x4096’ — This will ensure that your paintBuffer will project 4K maps on your Patches (can be increased for better projections);

Put the ‘Transform/Scale’ to ‘(1.0; 1.0)’ — This will ensure that your PaintBuffer will be adjusted automatically to your screen resolution;

Put the ‘Projection/BakeBehaviour’ to ‘Manual’ — This will prevent your PaintBuffer to bake texels on your PaintBuffer when you press ‘Alt’;

Now we are all set, you can discover more about MARI & start painting !!

Références

Liens