I did several approaches to Mari and it always puzzled me by lots of nice but at the same time 100% irrelevant stuff, too complicated interface and layers and a weird lack of what really important for modern textures. I bet it's because of a texture resolution and lots of UDIM tiles is not that much a priority in games. It's not even Photoshop on steroids anymore like someone described it before since it lacks what still makes me using Photoshop sometimes , the "patch" tool.
Wonder if their new "materials" worth trying it again?
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If you try it dont use the 2019 version there are some bad bugs. Until 2019.1 is ready i recommend 2018.2
@gnoop maybe u can give this technique a shot for your terrain. U do not need to use substance designer, the technique can be applied using other ways.
https://www.youtube.com/watch?v=FuPQNIx3dh8
https://www.youtube.com/watch?v=SiBhArwW7YU
It allows everything you said, and when you said; does it allow corresponding texture channels without doing it one by one. If you meant, can you paint; bump, spec, roughness etc simultaneously, not yet; but that is coming very soon.
https://www.behance.net/gallery/68874833/V-Ray-render-work-in-progress-interior
He mentions how restrictive substance painter and designer are. I also find it that way since I handpaint my textures. Does Mari use a node system as layers like substance designer? U select a node and paint on model?
Of course Mari has a node based workflow, which is extremely powerful; it may be expensive but it's worth it. I hope more other render engine shaders come to Mari like the Octane shader and RedShift among a few others; there is talk they are coming. Last but not least is the Mari extension pack, Jens Kafitz is a great guy really knowledgeable in Mari and helpful in the forums.