Renderman to Mari Live stream

In this Renderman to Mari tutorial, I take a look at transferring material properties from the Renderman pxrSurface shaders into Mari. I use the previous material lookdev values as the base for my Node based material setup. By building material regions and Isolation masks I can mirror the material setup I developed in Maya.



Something about ISO masks

Mask, ISO, AOV! There is a lot of terms regarding this subject. One thing is for sure, A texture artist will most certainly have to paint masks to use in look development. I tend to start my texturing producing masks I know is needed down the pipe. Making material regions is the first step. As you will see in this Renderman to Mari session I will use the ISO masks to dictate my material regions for Metal, Painted , Metal Alloy and other materials.


When building a Node based Mari workflow I tend to gather all masks within a Mari backdrop. I then share the masks with Radio Nodes. I also leave a bookmark node in the general area for easy access to my masks. Also you can jump back to the source with a radio node.

Radio Nodes

Im saying it again, The radio nodes found in the Mari extension pack is a great feature. Building advanced network will however need a even smarter Radio node for even more options to share node locations through out your mari node graph. Take a look at my suggestion for a Mari Radio Node system in this link.


Previous Live stream

Want your input

As usual, this community is as good as you! So help me out and come up with ideas you want me to cover! Make sure to watch the previous live stream and leave your comments for future Q&A in the Meshmen studio youtube channel sessions that is at the end of each live stream