nb_MariTools is a mix of additions to the Foundry's Mari that should help your texture workflow. My hope is that it will reduce the amount of tears you shed on your keyboard. Please visit the project page for download & installation instructions.
I am a Maya user who got tired of the endless tweaking I found myself doing to my Mari texture maps to get them to look right in Mental Ray. Why Mudbox doesn't include a hardware approximation of the mia_material_x is baffling. Am I right people? AM I RIGHT? If this type of thing keeps you up at night then I think you'll find the Architectural shader very useful. It is based on the 3Delight mia_material RSL code which I adapted for Mari. The implementation should be familiar to what you might have seen in Maya/3dsMax. Here is the list of shaders included: Architectural, Reflection & Refraction, Oren & Nayar Diffuse, Ward Isotropic Specular, Ward Anisotropic Specular, Development.
Architectural Glass Example:
Normal Map Blending
A while back I suggested on IdeaScale that a blend mode to combine normal maps would be a nice addition to Mari and the good people at the Foundry made it happen. While the new features are very welcome I still found myself staring at the results I was getting from CrazyBump, wondering what sort of secret sauce Ryan Clark used to produce such nice results. I did some research and came across an amazing blog post called "Blending in Detail" by Colin Barré-Brisebois and Stephen Hill. I highly suggest viewing the original post for the full explanation. I have adapted their work for Mari and included 3 new blend modes: RNM Normal Maps, RLV Normal Maps, UDN Normal Maps.
Add vs. RLV Blend Example:
I kinda like GLSL. I never wrote anything shader-related before and really found a lot of the math interesting. It has definitely been one of those "what do I need all this high school math for anyways?!" type projects. I started with a few procedurals and here is the result! I hope you find these useful: Super Ellipse 2D, Super Shape 2D, Weave, Dots, Stripes.
A lot of this is based on the work of people much, much smarter than me (I?). Please see the list of credits on the project page and shower praise on these fine folks.