Specifications

RELEASE NOTES FOR MARI 2.0V2
Mari 2.0v2
5
The Foundry
Known Issues & Workarounds
groups and layers, or to cache parts of your layer stack until a shader
can be created.
BUG ID 34679 - On extremely large projects, issues can arise with
shader limits and reaching the maximum allowed texture slots available.
To avoid reaching these shader limits on large projects, try the following
workarounds:
• hide groups and layers, or
• cache groups and layers.
Layers
BUG ID 34690 - Flattening or caching layers or channels on complex
projects may cause Windows to reset the graphics driver due to the long
processing time. To work around this issue, you can try to flatten or
cache fewer layers at a time, or reduce the value of the Max Render Size
For Baking setting. This setting can be found under Preferences > GPU >
Baking and Projection.
Reducing this size breaks the flattening or caching operation up into
smaller pieces, which individually take less time to calculate, and thereby
avoids a Windows graphics driver reset.
BUG ID 26460 - Painting a mask in a Mask Layer Group sometimes
results in unexpected paint results. To prevent this from happening,
either:
• Use a white “color” layer at the bottom of your mask stack. Any layer
used over this initial “color” layer should then be fine,
OR
• If you want to create a mask in a Mask Layer Group, simply add
another layer on your Mask Layer Group instead, and paint white into
it to create a mask.
Importing and Exporting
BUG ID 29386 - When using the Export for Maya script, Maya’s viewport
may incorrectly show some patches as transparent. This can be resolved
by selecting High Quality Rendering or Viewport 2.0 from the Renderer
menu within Maya.
BUG ID 16324 - Windows only: you cannot currently import an image
into a channel using a relative file path. To work around this, use an
absolute path when importing images.
BUG ID 14985 - There may be a slight pause after importing textures
when creating new projects while Mari saves the project.