User guide
RELEASE NOTES FOR MARI 2.0v1
Mari 2.0v1
15
The Foundry
Developer Notes
To avoid reaching these shader limits on large projects, try the following
workarounds:
• hide groups and layers, or
• cache groups and 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 34729 - Mari displays a rendering error on the canvas when it is
unable to create a shader. More information has been included to help
you determine the cause of the error. Some solutions might be to hide
groups and layers, or to cache parts of your layer stack until a shader
can be created.
• BUG ID 34804 - An infrequent issue on Windows AMD graphics card
drivers causes shader baking actions, such as flattening, merging, and
caching, to swap around parts of the texture. We’re working closely with
AMD to resolve the problem.
If you do find this occurring, increasing the Max Render Size for Baking
setting under Preferences > GPU > Baking and Projection may help
reduce the frequency of this problem.
• BUG ID 34923 - On the Snapshots palette, the ability to extract a
snapshot has been temporarily disabled to prevent Mari from crashing.
Developer Notes
These are the changes relevant to developers.
New Features • Added a createDuplicate set of functions for creating a duplicate shader
input. However, this doesn’t duplicate sharing.
• Added the Python function Projector.setUseShader() to set which
shaders to use for unprojection.
Feature
Enhancements
• The modular shader system from pre-2.0 versions has been replaced by
the layers system. The modular shader interfaces have therefore been