Mari

Launch Mari, Create new folder(top right, +), name it ‘Cache’

Initial Setup and Asset Review
Setting the cache and adjusting settings for best performance

: New, Path, Select the obj file
: import obj file
: Mari > preferences, Data, Project, Max memory(give 80% of your computer)
: Mari > preferences, GPU, General, Max image memory(give 80% of your computer, 1GB)
: Mari > preferences, OpenCL, use both
: Mari > preferences, Misc, font, tool size
: View > default layout
: Click empty area of tool shelf and re organize it
: Object panel > subdivide
: Click the object in Object window, subdivision 0 > 1 (look smooth)

Reference overview
: http://www.thinkstockphotos.com
: http://www.textures.com
: http://www.texturepilot.com
: http://www.filckr.com
: http://www.textureking.com
: http://www.render911.com

Tumbling around the viewport
: pan > alt+MMB+drag
: rotate > alt+drag
: zoom > alt+RMB+drag
: Preferences > navigation > control type
: Bottom left corner, snap, orbit
: Different orthographic views: Number key pad 1-6

Layers, channels, and shaders and how they affect the look
: channels are basically different attributes that determine how your model looks when it’s being lit and shaded.
: Quick Channel Window, size, bit
: Pick grey, 4K, 16bit
: Channels > bump, diff, spec
***diff=color, Bump=surface tension, spec=highlight,
: Shaders > AI Standard(Arnold)
: Input, Diffuse Color:diff, Specular Color:spec, Specular Roughness:rough

Adjustment Layers and procedural layers
: Select the diff Channels
: Layer, create new layer
: Adjustment, add, make sure icon is orange
: Mask, (x, switch colors)(Top, left, 4th button)

Brushes, Colors, image manager, and projecting
Default brushes and Brush Editor
: P, Paint tool
: Brush editor
: Top Right: Opacity(O+drag), Radius(R+drag), Flow

Using the Paint Through tool and Eraser tool
: Image Manager > arrow button
: Drag images in the view window
: P, Paint tool
: U, Paint through tool
: K, Brush palette
: Pan paint through, shift+drag
: Rotate, ctrl+drag
: Scale, ctrl+shift+drag
: Tool Properties window(Left Bottom), Paint Through, Preview Alpha
: Pan lock, Scale lock(top Right)
: B, Bake
: E, Erase

Transform, Slerp and Warp tools
: Transform paint buffer(hand tool), modify live paint, Painting > transform
: Warp tool
: R, adjust radius

Clear Painting mode and gradients
: After bake the texture,how to erase the paint: Painting mode > clear(top left), paint, bake
: Gradient tool(options are top middle), cmd+shift+drag, cmd+drag, shift+drag
: ‘ :apply gradient

The Paint Buffer and Projection Settings
Auto bake and Clear vs manual bake and manual clear
: Projection, projection, Bake Behavior
: Bake behavior, clear only(hit B for bake)
: Clear(top second row right)
: Reset on bake, enabled

Using different projection modes
: Projection > Front
: Projection > Through
: selection tool, face selection tool, marquee tool(top middle)

Dynamic masking
: Projection > Masking, uncheck disable
: Fall off ends and starts(creating soft edges)
: Channel Mask
: Projection window, Ambient Occlusion Mask on, Ambient Occlusion Mask, go to object window and turn on ambient occlusion(invert check for painting gaps)
: Depth Mask, start and end
: Backface Mask
: Fractal Noise Mask

Creating Normal map 
: Select the layer, RClick, Caching > Cache layers(Change Red to Blue color)
*****Blue means layer is locked
: In Channels, Create normal folder
: Layer, Procedural layers > Procedural > Plant > Wood
: Procedural, size 0.1, Bands 3.0, Noise 0.4, Roughness 0.6
: Adjustment layer, Height as Normal(adjust bump map)
: Shader, Phong, Normal(select the normal folder)
:
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Techniques in Practice: Painting Wood Buckets
Making a tileable texture
: Image manager, import
: View > Display > Grid
: Channel, click the folder > Export Flattened > Export Channel Channel Flattened, Export all patches

Using Selection tools to isolate and paint geometry
: Image manager
: Selection tool, select patch
: Layer window, wood
: Procedural > Pattern > Cube
: Drag texture from the image manager to Procedural window
: layer mask > add mask > from selection
: resize in layer options
: HVS, adjustment
: Level, UV repeat
: Add new layer, import new texture
: Scale down, ctrl+shift+drag
: Pan paint through, shift+drag
: Selection > Hide Unselected
: Edge mask on, draw the new texture
: copy, paste HSV, Level

Repurposing diffuse maps for detailed supporting maps
: Shift drag to other channel, you can copy exist texture
: History view

Painting detailing with masking and layering
: Projection > Front

Creating the effect of leaking with your supporting maps
: Projection, Project on, selected only

Quick copy and quick paste
: Selection > Quick Copy, select mask(orange color in layer)
: Selection > Quick Paste

Setting up our first shader(layered shader + AI Standard)
: Optimizing: Preferences > Data > Resolution mode > fixed
: Caching > Cache Up to here(Green to Red color in layer)
: Shaders, AiStandard
: Lights, Environment(checking different environment)

Techniques in Practice:Painting Stones
Painting a basic diffuse stone texture with UV tiling
: procedural > pattern > tile

Building supporting channels for our stone shader
: Select the bucket object layer, hide it, caching > caching up to here
: Layer mask > make mask stack

Using the paint through tool to add mossy
: Moss layer, Level, HSV, moss(paint)
: Uncheck mask disable, paint edges

Edging the stones to create a feeling of scraped, scratched edges
: convert to paintable
: add mask on mask stack

Fine tuning the shader
: caching > caching up to here
: AOVs > Specular

Techniques in Practice: Painting a Wood Structure
Layering paint on top of wood using filters and masks

: Selection > Hide unselected
: Hue
: Layer mask > add mask

Using procedurals to create a rope diffuse map

: Layer mask > add mask > from selection

Creating the painted wood supporting maps
: Bump map

Fine tuning the shader of the wooden structure

: Shader > AiStandard
: Channel > spec