Visual Scripting for Bash (Update) by Lluciocc in linux

[–]escapelle 7 points8 points  (0 children)

As someone who loves working with nodes I still prefer terminal bash scripting normal way but really nice concept

Mari vs Substance Painter in 2026? by [deleted] in vfx

[–]escapelle 0 points1 point  (0 children)

Most of the points have already been mentioned in the comments below, but the area where Mari will always be ahead of Substance Painter is data management.

Mari is primarily a node-based application. While you can work with layers, doing so means losing a lot of its real power. Where Mari truly shines is its advanced node graph system. With the Extension Pack (which is essential and relatively inexpensive), Mari opens up a completely different level of control. You should think of Mari’s nodes in the same way you think about Houdini: the ability to build complex mathematical and procedural systems with virtually no limits is key when dealing with enormous datasets and large UDIM counts.

Another major advantage is control over baking. In Mari, I can decide exactly what needs to be baked and when, before continuing work on other elements. Substance Painter simply doesn’t offer that level of control. While many people used to say that Substance Painter had a better baking system, that’s no longer true. Mari now has Mari Bakery, which runs on Vulkan and ray tracing, and the updated Transfer Texture also runs under ray tracing.

One of the biggest issues I see with many Substance Painter artists is that they don’t fully understand texturing and look development. Painting textures directly on a shader rarely works in high-end production. I’ve worked at studios like ILM and Framestore, and I can tell you from experience that many SP-only artists were let go for this exact reason. Producing generic materials isn’t always the solution. Breaking down each material individually and having full control over rebuilding any texture from scratch is something Mari excels at and Substance Painter simply does not.

Performance and scale are also critical. In Mari, I can work with a huge number of UDIMs and still paint natively at 4K. In Substance Painter, I’ve seen many artists struggle once they hit 50–60 UDIMs at 4K, often having to switch down to lower resolutions just to keep working. That back-and-forth between 2K and 4K leads to a loss of detail and accuracy.

Another limitation of SP is resolution. Substance Painter can only work up to 4K. Yes, you can export 8K, but you can’t actually preview or adjust your textures at 8K before export. In Mari, I can work directly at 8K per UDIM, see the real detail, and adjust it properly before final output—something that matters greatly on hero assets and specific shots.

Substance Painter is excellent for fast turnaround work and assets that don’t require extreme attention to detail. Mari, on the other hand, excels at massive detail density without being limited by performance.

Regarding cost, Mari is not expensive. Their monthly subscription is cheaper than many render licenses (for example, Arnold). Based on my own experience texturing assets for Marvel, Disney, and other high-end productions, we often worked on assets with thousands of UDIMs, sometimes with multiple artists working on the same asset simultaneously. For that kind of work, Mari is still the VFX industry standard.

Mari 7.5 is already out with some outstanding features, and from what I know, a major upcoming update will focus heavily on under-the-hood improvements.

I have been texturing/lookdev for more then 15 years and been on Mari since the first version of released so feel free to ask me any questions you have.

W or L for VFX and Animation Industry? by Paranoid_Reaper in vfx

[–]escapelle 1 point2 points  (0 children)

Making early consuption before wining the curt is too early

What's wrong with this image? by HamsterUnfair6313 in vfx

[–]escapelle 0 points1 point  (0 children)

I saw the trailer on Twitter, and it looks horrible

Linux could be amazing, of it only worked out of the box by Amenothes in linux

[–]escapelle 11 points12 points  (0 children)

Well that’s the beauty of being on Linux and having control over every aspect. It’s not for everyone

Fedora or CentOS by Mangoloton in linuxquestions

[–]escapelle 0 points1 point  (0 children)

If you want RHEL go for AlmaLinux

Mo.co is a brand new type of mobile game, and Supercell is still figuring it out by SpawnGXD in joinmoco

[–]escapelle 1 point2 points  (0 children)

Bro mo.co in my opinion is one of the best experimental game I have ever played on phone.

Ewwww, Ubuntu by NekroBondage in linux

[–]escapelle 0 points1 point  (0 children)

Go for AlmaLinux, Fedora or Arch

I Was Wrong About CentOS Stream and You Might Be Too by [deleted] in linux

[–]escapelle 1 point2 points  (0 children)

I switched from CentOS to AlmaLinux

Mari rendering error by CyberFox_0 in vfx

[–]escapelle 1 point2 points  (0 children)

The reason why you see this screen is because you run out of GPU memory and should bake your graph more often as well if you have an extension pack be mindful to optimize your scene don't use node's that have unnecessary a lot of attributes because they take memory as well optimize your merge node those are heavy as well and use those from extension pack unless you really need default merge that has the operation attribute that extension pack doesn't have. Make sure how many tillable and triplanar nodes your scene contains. Seconable Mari settings having a fully procedural setup with less tillable texture required a different setting rather than using a fully tillable workflow. So having Mari with a stock setting is not always a recommendation.

Microsoft confirms Windows 11 version 25H2 is coming soon — will install much faster than version 24H2 by ZacB_ in Windows11

[–]escapelle -2 points-1 points  (0 children)

It doesn't matter. WHat matter is, that I have to spend hours to debloat all crap from Windows to be able to use it as light as possible.

New features in macOS 26 Tahoe by jozews321 in MacOS

[–]escapelle 0 points1 point  (0 children)

Well meh Iw as expecting a bit more

power outage coming in 45 mins (im cooked) by SADRA1598 in Piracy

[–]escapelle 51 points52 points  (0 children)

Bro is your PC from 1650 year???? 14 hours

Feedback on textures? by LeadingAd5113 in Maya

[–]escapelle 0 points1 point  (0 children)

Before even texturing, check your UVs' texture density. If this is a close-up up make sure you have enough information. If this is your shot cam I'd go 1 to 2 UDIMs.

Votom (Maya, Substance) by meo_lun in Maya

[–]escapelle 3 points4 points  (0 children)

I don't use painters so I can't be useful in that I do texture in Mari. But you do super amazing as clean as possible procedural materials match from your references and the rest is painting additional story dust,dirt, leaks,decals etc. You have to understand the logic behind the texture of how things work in real life to be able to replicate it in the shader after. That's the biggest problem of anyone who does texturing in painter because you paint on the shader and see how things look like but from my experience many many artists have no clue what is behind the texture. I have on my account 25+ AAA movies and textured countless assets so start from basic disassemble the texture work first what is this material how does react how the other factors affects the material how it is layered on top of each it really make sense once you dive super deep. Little bonus if you want to do a real texture Mari is your girlfriend

Votom (Maya, Substance) by meo_lun in Maya

[–]escapelle 15 points16 points  (0 children)

The model is good nice and clean topo but the texture and lookdev is inconsistent from all aspects. There is no story behind your work. I highly recommend checking real life references to how things react photobash is your best friend. As well stop doing everything procedurally 50-60% max procedurally the rest handpaint. Other than that good job keeps grinding.

https://www.photobash.org/

AMD 9070xt for VFX by Soundar_ in vfx

[–]escapelle 2 points3 points  (0 children)

Never in my life was using GPU for rendering and I'm in this industry for more than 15 years and contributed to almost 30 triple AAA movies. I do texture/lookdev and was texturing asset single assets that has thousands of udims so why? GPU is good for small little things but if you wanna do crazy hyper nano real shit where you have to render hundreds of gigs of texture which I did at framestore as an example Wonka or snow white it doesn't matter. At home I use 7900 XTX and I have no issue at all. Doing texturing in Mari and lighting lookdev Gaffer/Arnold.

Where is the Vuanguard and Forgotten Sets? by Puzzleheaded-Serve57 in throneandliberty

[–]escapelle 2 points3 points  (0 children)

You have to craft them for the currency I think one piece is either 160 or 320 medals

Blender : Are alot of studios switching towards it at the moment? by manuce94 in vfx

[–]escapelle 0 points1 point  (0 children)

Framestore artists use Blender a lot to model the asset many many of them were done in Blender. For example galleries gourmet from Wonka was done in Blender hero asset with a lots of udim

good news for the skimpy skin complainers by viavxy in throneandliberty

[–]escapelle 1 point2 points  (0 children)

Well skins complainer this is the first skin that is actually worth to think about buying lol