{"id":234285,"date":"2025-12-05T09:00:00","date_gmt":"2025-12-05T08:00:00","guid":{"rendered":"https:\/\/digitalproduction.com\/?p=234285"},"modified":"2025-12-03T20:47:00","modified_gmt":"2025-12-03T19:47:00","slug":"mari-7-5-multi-paint-texture-transfer-and-the-death-of-the-single-channel","status":"publish","type":"post","link":"https:\/\/digitalproduction.com\/2025\/12\/05\/mari-7-5-multi-paint-texture-transfer-and-the-death-of-the-single-channel\/","title":{"rendered":"Mari 7.5: Multi-Paint, Texture Transfer and the Death of the Single Channel"},"content":{"rendered":"\n<p>With <strong><a href=\"https:\/\/campaigns.foundry.com\/products\/mari\/whats-new\" title=\"\">Mari 7.5<\/a><\/strong>, <a href=\"https:\/\/digitalproduction.com\/tag\/foundry\/\" title=\"Foundry\">Foundry <\/a>introduces a long-promised feature that fundamentally changes how artists work with texture maps: <em>Multi-Paint<\/em>. This update lets artists paint or project on up to eight texture streams at once: diffuse, specular, bump, displacement, roughness and more, all from a single node.<\/p>\n\n\n\n<figure class=\"wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio\"><div class=\"wp-block-embed__wrapper\">\n<span class=\"V4CdENV7bm5haeaXYGRF3ZlQOLHBuGmiwAP2bgIUN19Mn6Ttj61vsBe7FDSxWsXxzpY3TLUZf2CcRor8QlDWj\"><div class=\"lazyload smush-lazyload-video smush-lazyload-youtube\" style=\"--smush-video-aspect-ratio: 1200\/675\" data-bg-image=\"url(https:\/\/digitalproduction.com\/wp-admin\/admin-ajax.php?action=smush_video_thumbnail&#038;url=https%3A%2F%2Fwww.youtube.com%2Fembed%2FjFVUhfSrKNY%3Ffeature%3Doembed&#038;video_width=1200&#038;video_height=675)\" ><iframe title=\"Mari 7.5 | Overview\" width=\"1200\" height=\"675\" data-src=\"https:\/\/www.youtube.com\/embed\/jFVUhfSrKNY?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen src=\"data:image\/svg+xml;base64,PHN2ZyB3aWR0aD0iMSIgaGVpZ2h0PSIxIiB4bWxucz0iaHR0cDovL3d3dy53My5vcmcvMjAwMC9zdmciPjwvc3ZnPg==\"><\/iframe><span class=\"smush-play-btn\" role=\"button\" aria-label=\"Play video\">\r\n\t\t\t\t<span tabindex=\"0\" class=\"smush-play-btn-inner\">\r\n\t\t\t\t\t<span>Play<\/span>\r\n\t\t\t\t<\/span>\r\n\t\t\t<\/span><\/div><\/span>\n<\/div><\/figure>\n\n\n\n<p>The update also integrates a Bakery-powered Texture Transfer system for rapid re-baking between objects and UV layouts. Both systems are built to speed up high-end workflows in film and visual effects, where hundreds of UDIMs and dozens of maps per asset are the norm. The following is a based solely on Foundry\u2019s <a href=\"https:\/\/learn.foundry.com\/mari\/7.5\/Content\/release_notes\/7.x\/Mari_7.5v1_ReleaseNotes.html?utm_source=chatgpt.com\">official release notes<\/a> and documentation. So, take it with a grain of salt and test fpor yourself, we didn&#8217;t have the time to update Mari yet. <\/p>\n\n\n\n<h3 id=\"multi-paint-simultaneous-control-of-eight-texture-streams\" class=\"wp-block-heading\">Multi-Paint: simultaneous control of eight texture streams<\/h3>\n\n\n\n<p>Until now, Mari\u2019s paint engine supported one RGBA image stream per paint node. Artists could paint colour (diffuse) directly on a model, but each additional surface channel such as bump, specular, roughness or subsurface required a separate node, layer or bake.<\/p>\n\n\n\n<p>Mari 7.5\u2019s new <em>Multi-Channel Paint Node<\/em> eliminates this bottleneck. A single node can now carry up to eight <em>streams<\/em> (texture channels) simultaneously. Each stream corresponds to a channel in the chosen <em>Shader Model<\/em> such as Arnold Standard Surface, V-Ray Mtl, or Unreal.<\/p>\n\n\n\n<figure class=\"wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio\"><div class=\"wp-block-embed__wrapper\">\n<span class=\"bCwqA9cePUOrEgJ2zhMGBinxL60WDdQ7as1f\"><div class=\"lazyload smush-lazyload-video smush-lazyload-youtube\" style=\"--smush-video-aspect-ratio: 1200\/675\" data-bg-image=\"url(https:\/\/digitalproduction.com\/wp-admin\/admin-ajax.php?action=smush_video_thumbnail&#038;url=https%3A%2F%2Fwww.youtube.com%2Fembed%2Fnxg2SS33yBY%3Ffeature%3Doembed&#038;video_width=1200&#038;video_height=675)\" ><iframe title=\"New in Mari 7.5 | Multipaint material patching (pt01)\" width=\"1200\" height=\"675\" data-src=\"https:\/\/www.youtube.com\/embed\/nxg2SS33yBY?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen src=\"data:image\/svg+xml;base64,PHN2ZyB3aWR0aD0iMSIgaGVpZ2h0PSIxIiB4bWxucz0iaHR0cDovL3d3dy53My5vcmcvMjAwMC9zdmciPjwvc3ZnPg==\"><\/iframe><span class=\"smush-play-btn\" role=\"button\" aria-label=\"Play video\">\r\n\t\t\t\t<span tabindex=\"0\" class=\"smush-play-btn-inner\">\r\n\t\t\t\t\t<span>Play<\/span>\r\n\t\t\t\t<\/span>\r\n\t\t\t<\/span><\/div><\/span>\n<\/div><\/figure>\n\n\n\n<p>When a Multi-Channel Paint Node is active, the <strong>Multi-Paint Palette<\/strong> appears in the Palettes toolbar. The palette lists all streams associated with the shader model such as Base Color, Roughness, Metallic, Normal or Height, and allows enabling up to eight at once.<\/p>\n\n\n\n<p>The active or <em>Primary Stream<\/em> determines what the viewport shows during painting, identified by a white eye icon in the palette. While you see and interact with the primary channel (for example, diffuse), every enabled channel receives the same brush stroke data in parallel.<\/p>\n\n\n\n<h3 id=\"the-multi-paint-palette-command-centre-for-channel-management\" class=\"wp-block-heading\">The Multi-Paint Palette: command centre for channel management<\/h3>\n\n\n\n<p>The palette acts as a live editor for channel configuration. Artists can:<\/p>\n\n\n\n<p>Select active streams (up to eight).<br \/>Set individual <strong>Blend Modes<\/strong> per stream (multiply, overlay and more).<br \/>Assign <strong>foreground and background colours<\/strong> or load <strong>image inputs<\/strong>.<br \/>Define <strong>Primary Stream<\/strong> visibility and quickly swap preview targets.<br \/>Reset, batch-edit or clear streams.<\/p>\n\n\n\n<p>Adding textures is drag-and-drop from the <strong>Image Manager<\/strong> or file browser. When an <em>Image Group<\/em> is dropped into the palette, Mari auto-assigns textures to shader channels by matching filename patterns such as \u201c_rough\u201d or \u201c_disp\u201d.<\/p>\n\n\n\n<p>Mari 7.5 introduces <strong>Multi-Paint Presets<\/strong>, stored as reusable configuration files in the Shelf palette. These presets capture stream layouts, colour and blend settings, allowing consistent setups across multiple assets or shader models.<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><a href=\"https:\/\/digitalproduction.com\/wp-content\/smush-webp\/2025\/12\/warpdragon.png.webp\"><img  decoding=\"async\"  width=\"1708\"  height=\"826\"  src=\"data:image\/png;base64,iVBORw0KGgoAAAANSUhEUgAAAAEAAAABAQMAAAAl21bKAAAAA1BMVEUAAP+KeNJXAAAAAXRSTlMAQObYZgAAAAlwSFlzAAAOxAAADsQBlSsOGwAAAApJREFUCNdjYAAAAAIAAeIhvDMAAAAASUVORK5CYII=\"  alt=\"Close-up of a detailed dragon head sculpture in gray, showcasing textured skin and sharp teeth. A digital user interface is visible on the side, displaying options for color and detailing settings.\"  class=\"wp-image-234290 pk-lazyload\"  data-pk-sizes=\"auto\"  data-ls-sizes=\"(max-width: 1200px) 100vw, 1200px\"  data-pk-src=\"https:\/\/digitalproduction.com\/wp-content\/uploads\/2025\/12\/warpdragon.png\" ><\/a><\/figure>\n\n\n\n<h3 id=\"painting-tools-rebuilt-for-multi-paint\" class=\"wp-block-heading\">Painting tools rebuilt for Multi-Paint<\/h3>\n\n\n\n<p>A large portion of Mari\u2019s paint engine was refactored to handle the multi-channel context. The following tools are now compatible: Paint, Paint-Through, Roller Brush, Blur, Clone Stamp, Warp, Slerp, Tow Brush, Pinup, Paint Buffer Eraser, Select Tool Fill, Marquee Select and Paint Buffer Transform.<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><a href=\"https:\/\/digitalproduction.com\/wp-content\/smush-webp\/2025\/12\/towbrushdragon.png.webp\"><img  decoding=\"async\"  width=\"2551\"  height=\"1241\"  src=\"data:image\/png;base64,iVBORw0KGgoAAAANSUhEUgAAAAEAAAABAQMAAAAl21bKAAAAA1BMVEUAAP+KeNJXAAAAAXRSTlMAQObYZgAAAAlwSFlzAAAOxAAADsQBlSsOGwAAAApJREFUCNdjYAAAAAIAAeIhvDMAAAAASUVORK5CYII=\"  alt=\"A detailed view of a dragon's textured wings in a 3D modeling software. The dragon's wings have a rugged, scaly appearance with ridges and shadows. On the right, there's a user interface showing options for 'Multi-Channel Paint' and 'Output'.\"  class=\"wp-image-234291 pk-lazyload\"  data-pk-sizes=\"auto\"  data-ls-sizes=\"(max-width: 1200px) 100vw, 1200px\"  data-pk-src=\"https:\/\/digitalproduction.com\/wp-content\/uploads\/2025\/12\/towbrushdragon.png\" ><\/a><\/figure>\n\n\n\n<p>Each of these tools operates through the Multi-Paint layer stack. Brush properties, projection masks and painting palette parameters are now multi-aware, ensuring that texture projection or cloning behaves consistently across all active streams. Mari supports both colour and image input per stream. For procedural workflows, users can feed channel-specific images or colour corrections before committing to a bake, maintaining Mari\u2019s hallmark non-destructive approach.<\/p>\n\n\n\n<h3 id=\"image-groups-intelligent-texture-organisation\" class=\"wp-block-heading\">Image Groups: intelligent texture organisation<\/h3>\n\n\n\n<p>The <strong>Image Manager<\/strong> was redesigned to handle large datasets typical of production texture packs. The old tab system is gone, replaced by hierarchical <em>Image Groups<\/em>. Image Groups can be created manually or automatically when folders are imported. Inside a group, images can be sorted, renamed or reassigned. When dropped into the Multi-Paint Palette, Mari matches textures to shader streams using internal <strong>Material Ingest Presets<\/strong> (*.mip files). These presets store naming conventions and expected channel mappings for common vendors such as Texturing XYZ or scanned materials.<\/p>\n\n\n\n<p>If automatic assignment fails because of unconventional filenames, artists can open the Image Group Properties table to manually link each image to the appropriate shader stream. A <em>Lock Streams<\/em> feature prevents reassignment of locked mappings during auto-assign. This makes Multi-Paint particularly suitable for texturing workflows using large texture libraries or vendor-supplied scan sets with predictable naming conventions.<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><a href=\"https:\/\/digitalproduction.com\/wp-content\/uploads\/2025\/12\/image-manager.gif\"><img  decoding=\"async\"  width=\"922\"  height=\"454\"  src=\"data:image\/png;base64,iVBORw0KGgoAAAANSUhEUgAAAAEAAAABAQMAAAAl21bKAAAAA1BMVEUAAP+KeNJXAAAAAXRSTlMAQObYZgAAAAlwSFlzAAAOxAAADsQBlSsOGwAAAApJREFUCNdjYAAAAAIAAeIhvDMAAAAASUVORK5CYII=\"  alt=\"\"  class=\"wp-image-234287 pk-lazyload\"  data-pk-sizes=\"auto\"  data-ls-sizes=\"(max-width: 1200px) 100vw, 1200px\"  data-pk-src=\"https:\/\/digitalproduction.com\/wp-content\/uploads\/2025\/12\/image-manager.gif\" ><\/a><\/figure>\n\n\n\n<h3 id=\"shader-model-context-and-node-integration\" class=\"wp-block-heading\">Shader Model Context and Node Integration<\/h3>\n\n\n\n<p>Each Multi-Channel Paint Node must be initialised with a Shader Model. Supported shader contexts include:<\/p>\n\n\n\n<p>Arnold Standard Surface<br \/>Autodesk Standard Surface (1.0.2.x)<br \/>3Delight Principled<br \/>Principled BRDF<br \/>USD Preview Surface<br \/>Unreal<br \/>VRay Mtl (5 and 6)<\/p>\n\n\n\n<p>The shader model defines which streams are available in the Multi-Paint Palette. The palette updates automatically when switching between nodes in different contexts. The node can be merged into existing node graphs via a <strong>Multi-Channel Merge Node<\/strong>, integrating seamlessly with existing layer stacks. Artists can switch between single-channel and multi-channel painting by simply selecting the desired node in the graph. Resolution and bit depth can be defined per node such as 4K 16-bit, or the node can inherit channel settings downstream using the <em>Use Channel Settings<\/em> toggle.<\/p>\n\n\n\n<figure class=\"wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio\"><div class=\"wp-block-embed__wrapper\">\n<span class=\"40MNGz3XvoxOWLn6EmArBEbqkgsyRhV4tiHPdvS3OJIA85c0Tp1QDXykGrDpcCBafgFUC29Q7l6qbjehJwSI\"><div class=\"lazyload smush-lazyload-video smush-lazyload-youtube\" style=\"--smush-video-aspect-ratio: 1200\/675\" data-bg-image=\"url(https:\/\/digitalproduction.com\/wp-admin\/admin-ajax.php?action=smush_video_thumbnail&#038;url=https%3A%2F%2Fwww.youtube.com%2Fembed%2Fo02yyHBJjp8%3Ffeature%3Doembed&#038;video_width=1200&#038;video_height=675)\" ><iframe title=\"Mari 7.5 | Updates to transfer system\" width=\"1200\" height=\"675\" data-src=\"https:\/\/www.youtube.com\/embed\/o02yyHBJjp8?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen src=\"data:image\/svg+xml;base64,PHN2ZyB3aWR0aD0iMSIgaGVpZ2h0PSIxIiB4bWxucz0iaHR0cDovL3d3dy53My5vcmcvMjAwMC9zdmciPjwvc3ZnPg==\"><\/iframe><span class=\"smush-play-btn\" role=\"button\" aria-label=\"Play video\">\r\n\t\t\t\t<span tabindex=\"0\" class=\"smush-play-btn-inner\">\r\n\t\t\t\t\t<span>Play<\/span>\r\n\t\t\t\t<\/span>\r\n\t\t\t<\/span><\/div><\/span>\n<\/div><\/figure>\n\n\n\n<h3 id=\"preset-workflows-and-shelf-integration\" class=\"wp-block-heading\">Preset Workflows and Shelf Integration<\/h3>\n\n\n\n<p>Preset workflows address one of Mari\u2019s historical pain points: repetitive setup across large asset sets. Once a Multi-Paint Palette configuration is complete, it can be stored as a <strong>.mpp file<\/strong> (Multi-Paint Preset).<\/p>\n\n\n\n<p>Presets can include colour values, blend modes and stream assignments, and can be batch-applied to new paint nodes from the palette\u2019s dropdown. Hovering over a preset reveals thumbnail previews for verification before applying.<\/p>\n\n\n\n<p>In large-scale productions, this allows technical directors to define standardised setups for shader models and distribute them via the Shelf palette to all texture artists.<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><a href=\"https:\/\/digitalproduction.com\/wp-content\/smush-webp\/2025\/12\/texturing-xyz-and-mari.png.webp\"><img  decoding=\"async\"  width=\"2560\"  height=\"1810\"  src=\"data:image\/png;base64,iVBORw0KGgoAAAANSUhEUgAAAAEAAAABAQMAAAAl21bKAAAAA1BMVEUAAP+KeNJXAAAAAXRSTlMAQObYZgAAAAlwSFlzAAAOxAAADsQBlSsOGwAAAApJREFUCNdjYAAAAAIAAeIhvDMAAAAASUVORK5CYII=\"  alt=\"A collage of various textured surfaces resembling crocodile skin in grayscale, featuring smooth and rough patterns. Overlaid are geometric shapes including a triangle and a circular design with a splash graphic, creating a modern and artistic effect.\"  class=\"wp-image-234289 pk-lazyload\"  data-pk-sizes=\"auto\"  data-ls-sizes=\"(max-width: 1200px) 100vw, 1200px\"  data-pk-src=\"https:\/\/digitalproduction.com\/wp-content\/uploads\/2025\/12\/texturing-xyz-and-mari.png\" ><\/a><\/figure>\n\n\n\n<h3 id=\"bakery-powered-texture-transfer\" class=\"wp-block-heading\">Bakery-powered Texture Transfer<\/h3>\n\n\n\n<p>The second major technical upgrade in Mari 7.5 is the <strong>Texture Transfer system<\/strong>, powered by Foundry\u2019s in-house map-baking engine <em>The Bakery<\/em>. Previously, transferring texture data between models relied on a particle-based method that could be slow and sometimes inconsistent. The new Bakery system replaces it with a GPU-accelerated baking approach that can reproject paint data across topologies and UV layouts far faster and more accurately. In practical terms, Texture Transfer enables the reuse of existing texture work when:<\/p>\n\n\n\n<p>Retopologising a model<br \/>Updating UV layouts<br \/>Creating LODs (levels of detail)<br \/>Transferring look-dev setups between asset variants<\/p>\n\n\n\n<p>Users can select one or more nodes in the Node Graph, right-click, and choose <em>Selection > Transfer<\/em>. The system opens a dialog allowing specification of source object, target object and patch (UDIM) mapping. Foundry\u2019s documentation cites an internal benchmark: transferring three 28-UDIM 4K 16-bit Paint Nodes into a single 4K UDIM in roughly ten seconds, a significant speed-up compared to the previous generation.<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><a href=\"https:\/\/digitalproduction.com\/wp-content\/smush-webp\/2025\/12\/patches.png.webp\"><img  decoding=\"async\"  width=\"1161\"  height=\"837\"  src=\"data:image\/png;base64,iVBORw0KGgoAAAANSUhEUgAAAAEAAAABAQMAAAAl21bKAAAAA1BMVEUAAP+KeNJXAAAAAXRSTlMAQObYZgAAAAlwSFlzAAAOxAAADsQBlSsOGwAAAApJREFUCNdjYAAAAAIAAeIhvDMAAAAASUVORK5CYII=\"  alt=\"A metallic cat-shaped object featuring a round golden emblem on its body. The sculpture has a polished silver finish, with pointed ears and a curled tail, positioned against a gradient background that transitions from dark to light.\"  class=\"wp-image-234292 pk-lazyload\"  data-pk-sizes=\"auto\"  data-ls-sizes=\"(max-width: 1200px) 100vw, 1200px\"  data-pk-src=\"https:\/\/digitalproduction.com\/wp-content\/uploads\/2025\/12\/patches.png\" ><\/a><\/figure>\n\n\n\n<p>The Bakery supports transfer of <em>Nodes<\/em>, <em>Layers<\/em> or <em>Channels<\/em>. Transfers preserve topology-based alignment where possible, and a <em>Patch Fill Color<\/em> option highlights untransferred areas, allowing manual correction afterwards. The legacy particle transfer system remains accessible through Mari\u2019s Python API for backward compatibility, but Foundry now recommends the Bakery workflow for all new projects.<\/p>\n\n\n\n<h3 id=\"workflow-example-multi-paint-and-texture-transfer-in-practice\" class=\"wp-block-heading\">Workflow Example: Multi-Paint and Texture Transfer in practice<\/h3>\n\n\n\n<ol class=\"wp-block-list\">\n<li><strong>Setup<\/strong>: Create a Multi-Channel Paint Node, select a Shader Model such as Unreal, and define resolution and bit depth.<\/li>\n\n\n\n<li><strong>Import assets<\/strong>: Drag vendor texture packs such as Texturing XYZ into the Image Manager. Mari auto-creates an Image Group.<\/li>\n\n\n\n<li><strong>Assign channels<\/strong>: In the Image Group Properties, map each texture to the correct shader stream or use Auto-Assign with an ingest template.<\/li>\n\n\n\n<li><strong>Activate Multi-Paint<\/strong>: Open the Multi-Paint Palette, enable desired streams such as Base Color, Roughness, Normal, set the Primary Stream, and start painting using any supported brush tool.<\/li>\n\n\n\n<li><strong>Preview and bake<\/strong>: Use the Paint-Through tool to project images while previewing the Primary Stream. All enabled channels are painted concurrently.<\/li>\n\n\n\n<li><strong>Transfer<\/strong>: Once the asset evolves, for example a new UV layout, select relevant nodes, choose <em>Transfer<\/em> and re-bake textures to the updated geometry.<\/li>\n<\/ol>\n\n\n\n<p>This workflow shortens iteration time between concept, look-dev and final asset while preserving fidelity across multiple texture channels.<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><a href=\"https:\/\/digitalproduction.com\/wp-content\/smush-webp\/2025\/12\/texturing-xyz-face.png.webp\"><img  decoding=\"async\"  width=\"1422\"  height=\"695\"  src=\"data:image\/png;base64,iVBORw0KGgoAAAANSUhEUgAAAAEAAAABAQMAAAAl21bKAAAAA1BMVEUAAP+KeNJXAAAAAXRSTlMAQObYZgAAAAlwSFlzAAAOxAAADsQBlSsOGwAAAApJREFUCNdjYAAAAAIAAeIhvDMAAAAASUVORK5CYII=\"  alt=\"A realistic 3D sculpted head model with smooth skin texture displayed against a gradient background. On the right side, a software interface shows a selection of skin textures with various samples and thumbnails.\"  class=\"wp-image-234293 pk-lazyload\"  data-pk-sizes=\"auto\"  data-ls-sizes=\"(max-width: 1200px) 100vw, 1200px\"  data-pk-src=\"https:\/\/digitalproduction.com\/wp-content\/uploads\/2025\/12\/texturing-xyz-face.png\" ><\/a><\/figure>\n\n\n\n<h3 id=\"performance-and-scalability-considerations\" class=\"wp-block-heading\">Performance and scalability considerations<\/h3>\n\n\n\n<p>While Multi-Paint greatly improves efficiency, painting multiple 4K or 8K 16-bit streams simultaneously significantly increases GPU memory demand. Each stream is stored and processed independently, so large UDIM sets can quickly saturate VRAM.<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><a href=\"https:\/\/digitalproduction.com\/wp-content\/uploads\/2025\/12\/mari-75-texture-transfer.gif\"><img  decoding=\"async\"  width=\"800\"  height=\"450\"  src=\"data:image\/png;base64,iVBORw0KGgoAAAANSUhEUgAAAAEAAAABAQMAAAAl21bKAAAAA1BMVEUAAP+KeNJXAAAAAXRSTlMAQObYZgAAAAlwSFlzAAAOxAAADsQBlSsOGwAAAApJREFUCNdjYAAAAAIAAeIhvDMAAAAASUVORK5CYII=\"  alt=\"\"  class=\"wp-image-234295 pk-lazyload\"  data-pk-sizes=\"auto\"  data-ls-sizes=\"(max-width: 1200px) 100vw, 1200px\"  data-pk-src=\"https:\/\/digitalproduction.com\/wp-content\/uploads\/2025\/12\/mari-75-texture-transfer.gif\" ><\/a><\/figure>\n\n\n\n<p>Foundry\u2019s release notes do not specify new memory optimisations beyond the core multi-threaded backup system, suggesting artists may need to monitor GPU load closely. Using lower-resolution previews or fewer active streams may be advisable on mid-range hardware. Texture Transfer performance depends on The Bakery\u2019s compute configuration. Transfers are faster on multi-core CPUs with high disk throughput.<\/p>\n\n\n\n<h3 id=\"compatibility-and-industry-formats\" class=\"wp-block-heading\">Compatibility and industry formats<\/h3>\n\n\n\n<p>Mari 7.5 continues to support standard exchange formats: <strong>FBX, OBJ, Alembic, OpenEXR<\/strong> and <strong>USD<\/strong>. The new systems integrate with UDIM workflows and scale comfortably beyond one million polygons in a single topology. Shader-model-based mapping ensures compatibility with renderers such as Arnold, V-Ray, Unreal and 3Delight without custom remapping.<\/p>\n\n\n\n<h3 id=\"final-notes-and-caution\" class=\"wp-block-heading\">Final notes and caution<\/h3>\n\n\n\n<p>Foundry\u2019s documentation emphasises that Multi-Paint is a complementary workflow. Artists can combine it with traditional Paint Nodes without breaking compatibility. Existing projects can adopt it incrementally. However, the complexity of eight-stream painting introduces new edge cases in performance and layer management. Artists should benchmark Mari 7.5 on representative assets before integrating it fully into production pipelines. As with any major feature update, <strong>test before committing<\/strong>, particularly in environments with shared asset libraries.<\/p>\n\n\n\n<h3 id=\"conclusion\" class=\"wp-block-heading\">Conclusion<\/h3>\n\n\n\n<p>Mari 7.5 marks a structural evolution of Foundry\u2019s texturing toolset. With Multi-Paint, texture artists can finally paint multiple channels in perfect alignment, directly within a single node. The Bakery-based Texture Transfer complements this by making map reprojection effectively real time.<\/p>\n\n\n\n<p>Together, they shift Mari\u2019s focus from per-channel micro-management to holistic, multi-stream surface authoring, a change that may redefine standard practice in VFX texturing.<\/p>\n","protected":false},"excerpt":{"rendered":"Multi-Paint and Bakery-based Texture Transfer redefine Mari 7.5: eight channels per stroke, faster asset reuse, and fewer excuses for misaligned maps.\n","protected":false},"author":163,"featured_media":234288,"comment_status":"closed","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_acf_changed":false,"csco_singular_sidebar":"","csco_page_header_type":"","csco_appearance_grid":"","csco_page_load_nextpost":"","csco_post_video_location":[],"csco_post_video_location_hash":"","csco_post_video_url":"","csco_post_video_bg_start_time":0,"csco_post_video_bg_end_time":0,"_jetpack_memberships_contains_paid_content":false,"footnotes":"","jetpack_publicize_message":"Mari 7.5 now paints eight channels at once. 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