You can't register custom GLSL shaders with Mari via the Python API. This is an advanced feature in the full version that lets people match the Mari viewport to their in game shaders .
*Python editor, third-party scripts, and third-party plugins unavailable it's like Maya without MEL. Or any 3d package really but.... I just can't imagine using modo without them. I'd recommend buying the full package on sale.
Any chance at some point in the future modo indie will have python scripting? Its been mentioned a few times but no one has actually asked; as a tech animator this pretty much stops me buying. I will be picking up mari though =D
There are some software restrictions in both Mari and Modo but the tool set is the same as the full version. Mari Project file (.mra) linked to Steam account / cannot be shared with other users Export texture resolution size limited to 4k and 8-bit color per channel Allowed export formats: .psd, .png, .tga, .jpg Output…
It's similar to Autodesk 'indie' licensing in that it has had significant features stripped out. Look at what Side Effects did with Houdini indie, it's the full Houdini FX package with limitations only on rendering size (can't go above full HD for animation, but unlimited for stills) and you don't get unlimited mantra…
Basically, MARI is a lot more advanced and gives you more options, but it's not as streamlined as SP. One example I can give you (mind you, I am not super experienced with SP) is masking. In Mari, you can assign channels as masks for anything, which basically means you have the equivalent of an entire PSD with as many…
So - Just thought I would chime in on this - I am learning MODO coming from a 3DS Max Background. That said here are my experiences so far in the 3 Days I have been using it. So I was an alright 3D modeler in MAX but with MODO (Trial Version) I feel like it was literally made for me the shear amount of customization that I…