Cycles for Softimage

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Sycles 2.1.3Author: Shekn @si-community
V 2.1.3 released August 2023 —

This is a full integration of the Blender Cycles renderer into XSI. This update is a complete rewrite for the latest Cycles version from 2023 and has support for the following Softimage features (quoted from the download page):

Polygon meshes and hair geometry Texture coordinates Vertex colors Shaderball preview. For materials, shader nodes and texture nodes Basic limited support of the following buil-in Softimage shader nodes: Phong, Lambert, Hair Shading, Image, converters between vector, color and scalar Ambience global environment light Limited support of built-in Softimage light sources Model instances ICE strands geometry ICE poitcloud instances ICE geometry attributes (vector, color and scalar) with context per-point and per-object Volume rendering. In particular supports emFluid, Explosia FX and openVDB for Softimage volumes Special VDB Primitive for rendering vdbs without ICE Output multilayered exr file with all rendered passe Rendermaps

The following features from Cycles itself are supported: CPU and GPU rendering. In particular multidevices are supported. This allows to use cpu and gpu simultaneously. Note: This distribution does not contains libraries for gpu rendering. You can download it from here. Unpack the archive and place lib folder to the /Sycles_2_1_2/Application/Plugins/ folder near the file config.ini All Cycles shader nodes OSL shaders OpenColorIO profiles (Blender profile included) All Cycles output passes (Combined, Depth, Normal and so on) Color and value shader AOVs Lightgroups Cycles camera properties, in particular all panorama modes Cycles light sources Denoising by using Open Image Denoise and OptiX denoiser

For more information, full documentation and a list of the available Cycles nodes see the download page linked below. There is no local backup because the addon is still frequently updated - the plugin can be downloaded on Shekn's github releases. The source code is available on github there well.

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rray
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Re: Cycles for Softimage

Post by rray » 19 Aug 2019, 20:18

Nice updates =) These change range nodes are so intuitive to use, no need to use rule of 3..
softimage resources section updated Jan 5th 2024

Shekn
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Re: Cycles for Softimage

Post by Shekn » 20 Aug 2019, 09:54

wireframex wrote: 19 Aug 2019, 19:36 Tell me what do you think about e-cycles https://evermotion.org/articles/show/11 ... in-blender ?
Hm, I don't know what to say. May be this modification actually increase the render speed, but I didn't test it. Also I don't know what he change in official Cycles code.

Shekn
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Re: Cycles for Softimage

Post by Shekn » 26 Aug 2019, 13:55

Small update 1.8.1. Download here: https://ssoftadd.github.io/download/Syc ... 1.xsiaddon

What's new:
1. Update OpenColorIO profiles to use the same files as in Blender 2.8.
2. Add new texture shader node WhiteNoise.
3. Add new mathematical operations for Math and VectorMath nodes.
4. Add Color output to the node ObjectInfo. For polygonmesh objects this color is taken from the wireframe color of the object (this color can be changed in Display property of any object). For pointcloud instances this color is taken from point color. This feature allows easilly vary colors of instances. Previously, if we generate instances by ICE and would like to use colors from ICE-particles, we need break instance connections and render it as independent objects. This technique described here (on Picture 2 example): viewtopic.php?p=61360#p61360

But now we can use the color of the point without breaking of the instance connections. Here is an example:
object_color_01.png
All orange cubes in the picture have different colors, but all of them are rendered as instances of one master object.

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wireframex
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Re: Cycles for Softimage

Post by wireframex » 26 Aug 2019, 21:50

Thanks a lot to continue support SI :)
"without mastery, power is nothing" - Softimage Addict User
CPU 3990x 128 Threads / 2 x 3090 RTX - 24 Go / 96 Go memory

Boiler
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Re: Cycles for Softimage

Post by Boiler » 27 Aug 2019, 08:56

Thanks man !! We (the last of SI warriors) Really appreciate this !

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Re: Cycles for Softimage

Post by nuverian » 05 Oct 2019, 05:28

Awesome. Thank you!!
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MKXSI
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Re: Cycles for Softimage

Post by MKXSI » 16 Oct 2019, 11:48

Hi everyone,
I have different UVs in the same material for Color and normal but i dont see where can i choose from one or other UV when in the render tree, not in the cycTexture Coordinate node neither in the UVmap node. i could do it scaling texture with cycMapping but im sure there an easy way to do it.... any help?
Thanks

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Re: Cycles for Softimage

Post by Shekn » 16 Oct 2019, 15:43

Look at tutorial 24 on the manual (https://ssoftadd.github.io/manuals/sycl ... 19_eng.pdf). You should use the node cycUVMap and set the name of the map uv0 (for using the first coordinates) or uv1 (for using the second coordinates).

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Re: Cycles for Softimage

Post by MKXSI » 16 Oct 2019, 16:35

Just saw it a while after posting, thanks at all

MKXSI
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Re: Cycles for Softimage

Post by MKXSI » 17 Oct 2019, 09:29

Hi again, is it possible that rendering CPU+GPU goes slower than just rendering on CPU or GPU? Its happening to me
And also, is it possible that RTX 2080s renders faster than Threadripper 2990wx¿?
My build is:
Msi x399 Creator
Threadripper 2990wx
RTX 2080 Super
64Gb RAM

Shekn
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Re: Cycles for Softimage

Post by Shekn » 17 Oct 2019, 16:28

If it happens for you, then it is possible. May you find more information on the official forum for Cycles developers: https://devtalk.blender.org/c/cycles Also, if you think that something works strange, try to render the scene on the latest build of the Blender. May be the reason on the Cycles side, and may be Cycles developers know about it.

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Re: Cycles for Softimage

Post by wireframex » 17 Oct 2019, 20:39

MKXSI wrote: 17 Oct 2019, 09:29 Hi again, is it possible that rendering CPU+GPU goes slower than just rendering on CPU or GPU? Its happening to me
And also, is it possible that RTX 2080s renders faster than Threadripper 2990wx¿?
My build is:
Msi x399 Creator
Threadripper 2990wx
RTX 2080 Super
64Gb RAM
Hi MKXSI,
I own the same Threadripper 2990wx and 3 non RTX GFX-card (2x1080 + 1x1070) and I didn't notice CPU+GPU was slower than CPU or GPU because Cycles can work with multiple GFX Card ;)

Nvidia drivers : 436.48
Windows 10 x64 / 64 Go RAM

Regards
Phil
"without mastery, power is nothing" - Softimage Addict User
CPU 3990x 128 Threads / 2 x 3090 RTX - 24 Go / 96 Go memory

jonmoore
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Re: Cycles for Softimage

Post by jonmoore » 18 Oct 2019, 13:08

wireframex wrote: 17 Oct 2019, 20:39
MKXSI wrote: 17 Oct 2019, 09:29 Hi again, is it possible that rendering CPU+GPU goes slower than just rendering on CPU or GPU? Its happening to me
And also, is it possible that RTX 2080s renders faster than Threadripper 2990wx¿?
My build is:
Msi x399 Creator
Threadripper 2990wx
RTX 2080 Super
64Gb RAM
Hi MKXSI,
I own the same Threadripper 2990wx and 3 non RTX GFX-card (2x1080 + 1x1070) and I didn't notice CPU+GPU was slower than CPU or GPU because Cycles can work with multiple GFX Card ;)

Nvidia drivers : 436.48
Windows 10 x64 / 64 Go RAM

Regards
Phil
For what it's worth V-Ray Next is faster when using GPU alone unless you have 20+ threads running at approx 3.5 Ghz plus. As it happens I have a dual Xeon with 40 threads @ 3.3 Ghz but still tend to render on GPU's alone (pair of 1080 Ti's) as I prefer getting on with other tasks whilst rendering animation sequences.

MKXSI
Posts: 63
Joined: 13 Feb 2019, 16:27

Re: Cycles for Softimage

Post by MKXSI » 24 Oct 2019, 09:00

Hi all, it seems that depending on the bucket size CPU+GPU Render times and performance are affected.
Got another question, i cant get rid of fireflies or artifact in metalic material, using ;
AA 128
Dif 2
Glossy 8
transm 2
Ao 2

Clamp Dir 1
Clamp Ind 1

Denoise:
rad 2
feat strenght .5
strenght .5

any tips? i heard normal map strenght has effect on this, but i disconnected the normal map and its pretty much the same...
Thansk

Shekn
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Joined: 30 Dec 2016, 20:18

Re: Cycles for Softimage

Post by Shekn » 24 Oct 2019, 13:31

Post the screen with your problem. But any case, aa = 128 is to low. The render with this value will be very noisy. There is only one universals method to reduce noise and artefacts - increase samples count.

MKXSI
Posts: 63
Joined: 13 Feb 2019, 16:27

Re: Cycles for Softimage

Post by MKXSI » 24 Oct 2019, 14:07

I guess that can be too of course, thanks for the tip, but is there any equivalence table to compare with arnold for example?
cause when i use arnlod, i use aa 8 and glossy 4 and there are no fireflies....

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