Cycles for Softimage

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Sycles 1.5Author: Shekn @si-community
V 1.5 released Nov 2017 with GPU support, XSI standard hair rendering, denoising and more (see si-community thread) — This is the Softimage integration of Blender's Cycles renderer. It includes the renderer itself (Vers. 1.8.1 as of Blender 2.79), so no additional installation will be necessary.

This is a full renderer integration including support for: ICE instancesICE strands (rendered as hair)ICE attributes in per-point (e.g vertex colors) and per-object data contextsSubstance PBR supportMulti-layer EXR output supportRender Region suppopdfrtbump, normal maps, depth-of-field, SSS, hair shading, ...Cycles passes support (Combined, Depth, Mist, Normal, ...)Object ID passescustom light primitivesgeometry caching systemfull manualLots of Cycles specific custom render tree nodes

Limitations of version 1.4: Does not render volumetric data (such as smoke, fire etc.) and motion blur

For more information, full documentation and a list of the available Cycles nodes, see the download page linked below. V1.4 requires the Windows "Fall Creator's Update" and/or the Cuda Tookit installed for some hardware configurations.

local backup:Sycles_1.5.xsiaddon

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Draise
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Re: Cycles for Softimage

Post by Draise » 24 Jun 2018, 05:29

Hey that's neat.

benoit81
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Re: Cycles for Softimage

Post by benoit81 » 03 Jul 2018, 10:04

Do you plan to make Cycles for Softimage compatible with rendermap ?
Bay the way, thank you very much for this addition to Softimage : Cycles is very powerfull, and it's a step forward to move to blender :-)

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Re: Cycles for Softimage

Post by Shekn » 04 Jul 2018, 07:10

The answer to the question - no. It's because I don't know how to do this. This is the main reason.

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Re: Cycles for Softimage

Post by Shekn » 23 Sep 2018, 10:46

Update 1.7. Download here: https://ssoftadd.github.io/download/Sycles_1.7.xsiaddon

What's new:
1. Compiled with the latest version of the Cycles (from 17 September 2018). The most essential updates of Cycles are new shader-node PrincipledHairBSDF and enhancement of Math and Voronoi nodes.

2. Now panorama render works correctly.

3. Rendering motion blur and (in particular) Motion Pass. How to do this - tutorial 26 in the manual from the page https://ssoftadd.github.io/syclesPage.html

4. Support of rendering volume-objects like smoke, fire and other clouds. This is done by storing data in special set of ICE-attributes with the help of one ICE-node. This method allows to render any volume data, in particular OpenVDB, emFluid and Explosia FX. How to do this - tutorials 27, 28 and 29 in the manual.

5. Add parameters of the Mist Pass to the render properties. This pass in some sense is opposite to the Depth Pass.

6. Fix some non-critical bags and errors.

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wireframex
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Re: Cycles for Softimage

Post by wireframex » 23 Sep 2018, 11:34

Is there an edge rounded shader for Softimage ?
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Re: Cycles for Softimage

Post by wireframex » 23 Sep 2018, 14:32

Most of shaders are working very well
Here PBR Shader
Image

AO is broken
Image

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Re: Cycles for Softimage

Post by rray » 23 Sep 2018, 23:17

Hey Shekn thanks for the updated version.
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softimage resources section (formerly known as rray.de/xsi) updated May 30 2018

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Re: Cycles for Softimage

Post by sirdavid32 » 24 Sep 2018, 01:26

fantastic news! I gotta try the hair shader

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Re: Cycles for Softimage

Post by Shekn » 24 Sep 2018, 16:07

wireframex, edge round shader in Sycles is called Bevel. AO shader is really incorrect, but this is a bug of Cycles, not mine. So, we should wait while developers of Blender fix it. But AO_PASS works correctly. You can use it for rendering ambient occlusion. There is only one option for this pass - AO Distance in Background tab of the render properties page.

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Re: Cycles for Softimage

Post by wireframex » 24 Sep 2018, 19:09

Shekn wrote:
24 Sep 2018, 16:07
wireframex, edge round shader in Sycles is called Bevel. AO shader is really incorrect, but this is a bug of Cycles, not mine. So, we should wait while developers of Blender fix it. But AO_PASS works correctly. You can use it for rendering ambient occlusion. There is only one option for this pass - AO Distance in Background tab of the render properties page.
Thanks a lot Shekn :-bd

Do you have a simple scene about emfluid rendering or Explosia Fx ?

Phil
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Re: Cycles for Softimage

Post by Shekn » 25 Sep 2018, 09:30

How to render emFluids described in the manual, tutorial 28 (link to the pdf: https://ssoftadd.github.io/manuals/sycl ... 18_eng.pdf)

I attach some example file with the scene and two screens with ICE-tree and Render-tree for the volume object. The process of rendering divided into several steps:
1. Simulate volumes as usual. It is possible to use build-in render engine for emFluid for tests.
2. Save data of volume densities to the separate attribute. In fact you should save 4 attributes for each data set: voxels dimensions, voxel cube size (min and max corners) and data array. Data array may consists from float, colour or vector3 values. For convenience purpose there are special ICE-nodes for saving this data (Set Volume Float, Set Volume Colour and so on).
3. Set shader for volume. In shader you should use attribute with saved values by using Attribute node. Without selecting concrete attribute the volume will not be rendered, because the renderer does not know what values used for density, colours and so on.
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Re: Cycles for Softimage

Post by wireframex » 25 Sep 2018, 18:53

Shekn wrote:
25 Sep 2018, 09:30
How to render emFluids described in the manual, tutorial 28 (link to the pdf: https://ssoftadd.github.io/manuals/sycl ... 18_eng.pdf)

I attach some example file with the scene and two screens with ICE-tree and Render-tree for the volume object. The process of rendering divided into several steps:
1. Simulate volumes as usual. It is possible to use build-in render engine for emFluid for tests.
2. Save data of volume densities to the separate attribute. In fact you should save 4 attributes for each data set: voxels dimensions, voxel cube size (min and max corners) and data array. Data array may consists from float, colour or vector3 values. For convenience purpose there are special ICE-nodes for saving this data (Set Volume Float, Set Volume Colour and so on).
3. Set shader for volume. In shader you should use attribute with saved values by using Attribute node. Without selecting concrete attribute the volume will not be rendered, because the renderer does not know what values used for density, colours and so on.
Thanks a lot :)
It seems I will stick SI with Cycles :)
With SI EOL Redshift / Vray and Arnold have stopped developpment and internal features like fluid / smoke render are missing ... Cycles begin to be very interesting and many shaders are provided :-bd
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Re: Cycles for Softimage

Post by wireframex » 27 Sep 2018, 16:59

Nothing interesting here but render is quiet clean :)

Image
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Re: Cycles for Softimage

Post by Draise » 27 Sep 2018, 18:11

Very nice! The caustics are quite well done. What settings did you use? Did it use the denoiser?

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Re: Cycles for Softimage

Post by wireframex » 27 Sep 2018, 19:45

Draise wrote:
27 Sep 2018, 18:11
Very nice! The caustics are quite well done. What settings did you use? Did it use the denoiser?
I use 2 panels (Light objects) + 1 Environment texture + denoising (AA Sample : 800) --> Rendering time 35s

CPU+GPU rendering --> CPU (Ryzen Threadripper 1950X 16-Core ) + GPU (2 GTXTitan + 1 GTX 1070)
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Re: Cycles for Softimage

Post by wireframex » 04 Oct 2018, 19:36

AO Pass render test :)

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