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A free, universal groom system for hair, fur, feathers and scales: groom guides by hand, style with a node graph, render in Arnold and RenderMan and export the same groom to Unreal, Unity, USD and glT
디자인C++ · PythonGitHub @thekesslereffect온라인운영자 미확인
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1분 만에 확인하기GroomLab - The Universal Groom System
저장소 README에서 가져옴
README 전체를 불러오는 중입니다.
README 전문 보기 ↗A hair, fur and feather system for Maya, a standalone app and Blender. It pairs Tonic-style
hierarchical guides (guides, then child guides generated inside their parents' tubes) with a
Yeti-style procedural graph (scatter, interpolate, multi-level clump, noise, curl). The grooming
logic lives in a host-independent C++ core; the Maya plugin, the app, the Blender add-on, the
Python module, the C API and the headless CLI are thin layers over it, and one .groom file opens
in all of them.
Downloads: https://www.getgroomlab.com. GroomLab is free for any use (see License).
The user documentation is at https://www.getgroomlab.com/docs: installation, quick start, guides and brushes, node graph, painting maps, fur, feathers and scales, rendering, game export, motion and simulation, Python API, the app, Blender.
In this repository:
GroomLab runs in Maya (Windows), as the standalone GroomLab app (Windows, beta) and in Blender 5.2 (beta). One Maya package holds a build for each Maya version below, in one module: Maya picks its own build from the module file's per-version sections.
| Maya | Status | Python | Qt (UI) | Arnold translator |
|---|---|---|---|---|
| 2022 | tested | 3.7 | Qt 5, PySide2 | MtoA 5.0 and later |
| 2023 | beta: build-verified | 3.9 | Qt 5, PySide2 | MtoA 5.2.1 and later |
| 2024 | beta: build-verified | 3.10 | Qt 5, PySide2 | none yet (renders groom files through the procedural) |
| 2025 | beta: build-verified | 3.11 | Qt 6, PySide6 | MtoA 5.4.0 and later |
| 2026 | beta: build-verified | 3.11 | Qt 6, PySide6 | MtoA 5.6.1 and later |
| 2027 | beta: build-verified | 3.13 | Qt 6, PySide6 | MtoA 5.6.1 and later |
Tested means the whole test suite (the mayapy suites, the GUI session, Arnold) runs in that Maya. Beta: build-verified means the plugin, its Python module and translator are built from that Maya's devkit and checked without Maya (they compile and link against that version's API, import only that Maya's own DLLs, pass the Python tests under its Python, and the UI runs offscreen under its PySide); nobody has run them inside that Maya yet. The Arnold procedural is one build for every version (it needs Arnold 7 alone). How each is built: docs/DEVELOPING.md, "Other Maya versions".
Requirements:
The engine (core, Python module, CLI, C API, Blender helper) builds with no proprietary SDK. The
Maya plugin, the Arnold translator and procedural, and the RenderMan procedural build against your
own Maya install or devkit, MtoA and RenderMan Pro Server (MAYA_LOCATION, MTOA_LOCATION,
GROOMLAB_RMANTREE); their SDKs are not redistributable and are never in this repository. Step by
step: BUILDING.md.
Quick start:
cmake --preset win-core # the engine only (linux-core on Linux)
cmake --build --preset win-core
ctest --preset win-core
cmake --preset win-maya2022 # the Maya plugin and every test
cmake --build --preset win-maya2022
ctest --preset win-maya2022
Install the Maya module into a folder on MAYA_MODULE_PATH:
cmake --install build/win-maya2022 --config RelWithDebInfo --component GroomLab --prefix "C:/path/to/maya/modules"
The Ninja presets (several times faster), the test tiers (ctest -L quick|gui|arnold), golden
files, performance budgets, other Maya versions, Linux builds from WSL, the app and what to do when
Maya crashes or hangs: docs/DEVELOPING.md, section 2.
engine/ is the system, host-free; hosts/ are the products built on it; tests/ mirrors the two.
| Path | What |
|---|---|
engine/core/ | groomlab_core: strands, guides, the graph evaluator, operators, brushes, painted maps, cards, groom files, the USD writer. No host headers. |
engine/gpu/ | The GPU look preview (DirectX 11 and OpenGL compute, kernels in Slang). |
engine/io/ | Alembic readers and writers, GroomScene (a groom file with its caches). |
engine/python/, engine/capi/, engine/cli/ | The groomlab_core pybind11 module, the C API (groomlab_c.h, groomlab.hpp), the headless groomlab-cli. |
hosts/maya/ | The Maya plugin (groomLabShape, the brush tool, commands, the groomlab Python package); arnold/: the MtoA translator. |
hosts/arnold/, hosts/renderman/ | The Arnold and RenderMan procedurals: groom files rendered at render time. |
hosts/app/, hosts/blender/ | The standalone app (Qt 6) and the Blender add-on with its helper process. |
tests/, tools/, web/, docs/ | Tests and their data, packaging and dev tools, the website, the documentation. |
third_party/, cmake/ | Vendored stb_image.h; find modules and fetched dependencies. |
The full table: docs/DEVELOPING.md, section 1.
See CONTRIBUTING.md. Adding a node: docs/EXTENDING.md. Security reports: SECURITY.md.
GroomLab is open source under the Apache License 2.0 (NOTICE), at
https://github.com/thekesslereffect/groomlab. The Blender
add-on (hosts/blender/addon/) is under the GPL-3.0-or-later, as Blender add-ons must be.
Third-party components and their licenses: THIRD_PARTY_NOTICES.md.
GroomLab is free for any use, commercial included: every feature and every export (Unreal, Unity, glTF, Alembic, USD, cards), no watermark, no key, no activation. It is funded by donations: support it at https://ko-fi.com/getgroomlab (GroomLab > Help > Support GroomLab in Maya, Help > Support GroomLab in the app, the GroomLab menu in Blender).