Specifications

RELEASE NOTES FOR MARI 2.0V2
Mari 2.0v2
7
The Foundry
Known Issues & Workarounds
BUG ID 18457 - Using NVIDIA graphics cards from the Fermi series with
drivers older than version 270 results in various rendering issues when
the Virtual Texture Type is set to Half or Float.
To resolve this, please download and install the latest graphics driver for
your card from the NVIDIA website.
BUG ID 12567 - Enabling Sync to VBlank in NVIDIA settings can
drastically reduce Mari’s performance. If you experience very slow
interaction, even with low-polygon models, on one of the Tested
Graphics Cards, navigate to:
• Linux: NVIDIA X Server Settings > X Screen 0 > OpenGL Settings and
turn off Sync to VBlank.
• Windows: NVIDIA Control Panel > 3D Settings > Manage 3DSettings >
Vertical Sync > Force off
Then, restart Mari.
Miscellaneous
BUG ID 33293 - Linux: Launching Mari with the language set to one
without certain character symbols resulted in Mari failing with an error
that the specified transform could not be loaded.
To work around this, set the locale (language) to English.
BUG ID 31946 - Sometimes paint is not baked because of memory
management issues on the graphics card. This can be due to issues such
as a high resolution paint buffer, a high bit-depth paint buffer, large
virtual texture size, or even a large scale value on the paint buffer
transform. These issues can usually be identified by glError: 0x505 out
of memory messages in the log.
Try reducing any or all of these values to prevent it happening. Graphics
drivers are continually improving, so it’s also worth checking whether
upgrading your drivers resolves the problem.
BUG ID 20510 - If you find that the startup time for Mari is longer than
usual, please check that the LIC files in your RLM licensing data folder do
not refer to obsolete server ports. If they do, place them in another
directory and restart Mari.
BUG ID 20021 - Textures in the canvas intermittently switch between
lower and higher resolutions.
This issue is more likely to occur if your virtual texture resolution is low,
and you're working on a complex model with displacement. Possible
work-arounds include increasing your virtual texture size, reducing the
number of channels Mari has to access at once (for example, by reducing
the number of channels required for the current shader), to reduce the
patch resolution of patches in the channels used in the shader, or to use
a smaller canvas window or monitor.