So, after tiring of Mari’s new project panel and its non-OS version of its open dialog, I decided to make a script (Download here) that sends the selected mesh from Maya to Mari for painting. It has some nice options that I think will be welcome:
The features are shown in the video here:
If you don’t choose to send an existing texture, it will create a 50% grey “color” channel that is set to the resolution of the slider, which snaps to Mari’s supported resolutions.
I added the ability to send a tessellated and displaced mesh even though I know that Mari does displacement previews but these don’t use your actual values from your existing Maya model so this script creates a mesh that is closer to what will render. It’s not the best solution since the geometry can be really jaggy but it’s better than nothing. Just make sure you only run this displacement script on cage-type geometry because it smooths the mesh and then tessellates so it will extremely slow if it’s a already high-ish res mesh.
As you can see from the video, I originally made this script to send Python to the clipboard since I didn’t see any documentation for the command port that is used by Nuke to talk to Mari but there was an example script that showed that it receives straight Python. So my script does all the gross code escaping and wraps the Python commands in a single line and passes it to Mari.
To get the script to speak to Mari, you need to make sure that Mari’s command port is open to the default port of 6100. This is in the Scripts portion of the Mari preferences.
The only limitations to the script right now are that it needs to have a relatively simple material applied to the selected mesh – it will simply fail if you have a V-Ray Blend Mat applied to it, for example – a fix for this will come soonish. You also have to have a mesh selected when you run it. Also, textures are currently sent only as RGB, with no scalar option. This will come later and I’d like to add an auto-detect for the applied texture res for the slider. Tiled mats are not supported – obviously that is a dealbreaker for many but hopefully I can get that working some time in the future. I haven’t tested it in Windows or Linux but it should work fine. The exported meshes are stored in a project_path/GoZ/ folder because I didn’t want to create a different folder for OBJs that I use with my ZBrush meshes.