GMH 2 Documentation 2 INSTALLING RUNNING GMH 2.6 OVERVIEW STRUCTURE GMH2 MANUAL SURFACE EDIT TAB...

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1 CONTENT GMH 2 Documentation 2 INSTALLING... 2 2.1 RUNNING... 2 3 GMH 2.6 OVERVIEW STRUCTURE... 3 4 GMH2 MANUAL... 4 4.1 CREATION TAB... 4 4.1 SURFACE EDIT TAB... 5 4.2 MATERIAL TAB... 6 4.3 DYNAMIC TAB... 6 4.4 EXPORT TAB... 6 4.5 BAKING/UV TAB... 7 Page 1

2 INSTALLING Put ThunderCloud folder into Maya default 's scripts folder. Make sure you put it in the correct script path of current Maya. Note: if you already have ThunderCloud folder in your script folders, you can append and overwrite to the old folder. Advance : If you have set Maya script path to something else in Maya.env file, please put ThunderCLoud folder in the custom script folder stated in Maya.env 2.1 RUNNING - Execute this line in Maya Mel Editor 1. source "ThunderCloud/GMH2_6/GMH2_starter.mel"; or - Drag and drop GMH2_starter.mel file onto Maya viewport. Running GMH2.6 first time will set the hot key for GMH2 as Ctrl + Shift +1, you can press this combination next time you want to start GMH2.6. Page 2

3 GMH 2.6 OVERVIEW STRUCTURE There are two main workflows in GMH2.6 - GMH Hair style system manipulate and output Maya Hair system. After convert Polygon Meshes to GMH Surface user can carry on usual Maya hair workflows like assigning N-solver, N- caching, colliding with passive object etc. - GMH Poly style system manipulate and output PFX brush geometry tubes which can be exported to meshes and curves or bake onto textures of original polygon base mesh. Page 3

4 GMH2 MANUAL 4.1 CREATION TAB GMH Style System Managing GMH Style system Create GMH Style - Create a GMH Style System Node. Polygon Style System Check Box - Option to create polygon style system. Rename GMH Style - Rename current selected GMH Style System. Delete GMH Style - Delete current selected GMH Style System. Apply Preset - Choose a GMH preset file to apply preset to current selected GMH Style System. Save Preset - Save GMH Preset of current selected GMH Style System. Update GUI - refresh GMH2 Window. Edit GMH Style - Select the GMH Style Node to edit in attribute editor. Edit Maya Hair - Select Maya Hair Node of current GMH Style System. Edit PFX - Select PFX Brush Node of current GMH Style System. GMH Surface Managing GMH Surfaces Rotate Rotate hair direction of selected GMH Surfaces. Reverse - Reverse hair direction of selected GMH Surfaces. Select Root Vertices - Select Root Vertices of selected GMH Surfaces. Apply GMH Style - Apply current selected GMH Style System to selected surfaces Apply 2nd GMH Style Apply current selected GMH Style System as extra style system on top of selected GMH surface. Delete GMH Surface Delete current selected GMH Surface Del Orphan Surface Delete all GMH Surfaces that are not associated with a base surface. GMH auto UV Box for Poly Style System Assign UV spaces to Style System 's hair tubes. - Assign current set of UV to current Poly Style System 's hair tubes. + - Add one slot to UV Space - - Minus one slot to UV Space 0 1 2 3 4 etc - UV Space hair tubes will take. Page 4

4.1 SURFACE EDIT TAB GMH Surface Edit Edit override settings of each GMH Surface Reset -Reset all GMH Surface attributes to default values Rotate -Rotate hair direction of selected GMH Surfaces. Reverse -Reverse hair direction Thicken -Increase the number of hair clumps Thinning Clump Width Multiply ( Apply for both Hair Style and Poly Style System) -Adjust hair clump width of each GMH Surface Clump Width Multiply ( Apply for both Hair Style and Poly Style System) -Adjust hair tubes offset distance from GMH Surfaces base mesh. Edit Distribution Ramp -Edit the distribution intensity of hair clumps across GMH Surfaces. Show Follicles Show follicles visibility of selected GMH Surfaces Hide Follicles Hide follicles visibility of selected GMH Surfaces Select Root Vertices - Select Root Vertices of selected GMH Surfaces. Polygon Style Surface Edit ( Apply for GMH Polygon Style Surface only ) Tube Rotation - Rotate hair mesh tubes facing direction Hair Tube Per Loop Multiply -Adjust number of hair mesh tubes Segment Per Tube Multiply -Adjust hair mesh tube segment numbers Hair Tube Seed -Random Seed number of hair tubes. GMH auto UV Box for GMH Surfaces Maya Hair style Surface ( Apply for GMH Hair Style Surface only ) Hair Num Per Clump Multiply Per Surface Hair Color Hair Color Override Assign UV spaces to hair tubes of selected GMH Surface. + - Add one slot to UV Space - - Minus one slot to UV Space 0 1 2 3 4 etc - UV Space hair tubes will take. Page 5

4.2 MATERIAL TAB GMH Shaders Manage materials apply to GMH Polygon Style Add GMH Shader -Set selected shader as GMH Shader Remove Shader -Remove selected shader. Apply Shader To GMH Style -Assign selected shader to GMH Poly Style System Apply Shader To Current GMH Surface -Assign selected shader to selected GMH Surfaces Remove override 4.3 DYNAMIC TAB Dynamic: Support buttons to work with Maya Hair 's dynamic Apply Nucleus -Apply Nucleus solver to selected GMH Style System Delete Nucleus -Remove Nucleus solver from selected GMH Style System Select Follicles of Current GMH Surfaces -Select follicles of selected GMH Surfaces. Make Static -Make selected GMH surface static ( no dynamic applied) Make Passive -Make selected GMH surface passive Make Dynamic -Make selected GMH surface dynamic 4.4 EXPORT TAB Export: Functions to export output from GMH Poly Style System FileName -File name to export Auto Name -Auto name file base on export type Path -Path to export file SET -Set path to export file Type -Type of data to export Meshes: Export Hair mesh tubes Curves: Export Hair curves Structure Group separation: Group data into separated groups Format -file type to export Export from Selected GMH Style System -Export data base on selected GMH Style Systems. Export from Selected Material -Export data from base on selected materials Export from Selected GMH Surface -Export data from selected GMH Surfaces. Page 6

4.5 BAKING/UV TAB BAKING/UV: Baking & UV functions of GMH System Path -Path to export file SET -Set path to export file File Name -file name Map To Bake Type of map to bake Texture Size -texture size to bake Ray Distance -max distance to sample surfaces Sampling Quality -Quality of baking. Filter Size - filter size Create UVSheet of selected surfaces: - Assign current set of UV to current selected Poly Style System. Auto UV -auto assign UV space of selected surfaces (auto assign UV if multiple surfaces is selected ) + - Add one slot to UV Space - - Minus one slot to UV Space 0 1 2 3 4 etc - UV Space hair tubes will take. Page 7