User guide
RELEASE NOTES FOR MARI 2.0v1
Mari 2.0v1
13
The Foundry
Known Issues & Workarounds
• BUG ID 15810 - The black borders at the edge of the canvas in
Perspective view are selected, if an object overlaps the borders when a
selection is made using the Marquee Select tool, with the selection mode
set to Magic Wand.
• 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 16616 - Python: PythonQt sometimes crashes when adding
temporary objects to layouts, or compound widgets such as
QTreeWidget. This is because of incorrect reference counting. To work
around the problem, always store a reference to every GUI item until you
are sure it is no longer needed.
• BUG ID 17618 - Ptex does not bake properly if the resolution of the face
is too small.
The work around is to increase the resolution of the selected faces you
are having problems with.
• BUG ID 17626 - It can take a long time to import very large or very high
polygon count Ptex models.
The work-around is to assign a small uniform face size (1x1 or 2x2) on
import, and then increase the resolution of the relevant bits of the model
as necessary after loading.
• BUG ID 17690 - The Tiled shader module and the Masked Tiled shader
module do not render correctly on Ptex channels. They are only intended
for use with a UV mapped object.
• BUG ID 18457 - Using “Fermi Series” NVIDIA graphics cards 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 19780 - Nuke<>Mari Bridge: A projector created in Ortho view
in Mari does not re-project correctly in Nuke.
• BUG ID 19829 - Nuke<>Mari Bridge: Unprojecting a displaced piece of
geometry does not project correctly in Nuke.
• 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.