Cycles for Softimage

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Sycles 1.7Author: Shekn @si-community
V 1.7.5 released Mar 2019 with support for volumetric rendering and motion blur — This is the Softimage integration of Blender's Cycles renderer. It includes the renderer itself (Vers. 1.9), so no additional installation will be necessary.

This is a full renderer integration including support for: ICE instances ICE strands (rendered as hair) ICE attributes in per-point (e.g vertex colors) and per-object data contexts Substance PBR support Multi-layer EXR output support Render Region suppopdfrt bump, normal maps, depth-of-field, SSS, hair shading, ... Cycles passes support (Combined, Depth, Mist, Normal, ...) Object ID passescustom light primitives geometry caching system full manual Lots of Cycles specific custom render tree nodes

For more information, full documentation and a list of the available Cycles nodes see the download page linked below. Local backup was removed because the plugin is updated frequently.

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rray
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Re: Cycles for Softimage

Post by rray » 07 Mar 2019, 16:37

Thanks for checking. I think that's it, the sphere/box primitive takes the material from one of the pointclouds (probably first it finds) then is used again in the second pointclouds even if that one has a different material.

What would be cool too (if possible) if the cycObjectInfo would work with point cloud instances (for example for giving access to a random color per instance).
softimage resources section updated Feb 7 2019

Shekn
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Re: Cycles for Softimage

Post by Shekn » 24 Mar 2019, 18:52

Next update 1.7.6. Download here: https://ssoftadd.github.io/download/Syc ... 6.xsiaddon

What's new:
1. In previous versions of the addon, the render channel in the quick render view can be chosen in the render setting - "Output" tab - parameter "Show pass". Now the displayed channel can be chosen in the same place as for other renderers: quick render view - Render Channel. So, the tutorial 10 in the manual is no longer actual.
2. Fix random object attribute. This attribute can be chosen in the shader by using the cycObjectInfo node.
3. Fix rendering of particle instances with primitive shapes.
4. Add to pointcloud property the parameter for using in shaders of objects ICE-attributes from source pointcloud.

Next, some pictures with examples of using ICE-attributes for particles.

Picture 1. Here we have one pointcloud with sphere shapes. For setting different colors of spheres we use the Random attribute by using cycObjectInfo node. In this case all spheres are instances of one sphere.
particles_01.png
Picture 2. In this example we define colors of spheres by using ICE-attribute Color of the pointcloud. So, we need to turn on the parameter "Use Pointcloud Attributes for Instances". In this case each sphere becomes the separate independent object and not instances of one single sphere. So, the render time slightly increases.
particles_02.png
Picture 3. Here we use the rocket model as instance shape for points in the poincloud. Each rocket contains several subobjects. When we use the Random attribute, the color of an each object is independent from the other, even in the case when objects corresponds to the same rocket model. But in this case all objects are instances of one master object.
particles_03.png
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Shekn
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Re: Cycles for Softimage

Post by Shekn » 24 Mar 2019, 18:55

Picture 4. Here we would like to use one random color for the whole rocket model (the same color for all subobjects). In this case we should generate random color attribute for particles and transfer it to object shaders. In this example rocket models are not instances.
particles_04.png
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xsisoft
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Re: Cycles for Softimage

Post by xsisoft » 24 Mar 2019, 19:42

beautiful !!!
Shekn you are the best !!!

who is happy with cycles & softimage ?! :-)

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wireframex
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Re: Cycles for Softimage

Post by wireframex » 24 Mar 2019, 23:19

xsisoft wrote:
24 Mar 2019, 19:42
who is happy with cycles & softimage ?! :-)
Me 😊
"without mastery, power is nothing" - Softimage Addict User

yashugan
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Re: Cycles for Softimage

Post by yashugan » 25 Mar 2019, 09:23

me too! :)

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rray
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Re: Cycles for Softimage

Post by rray » 25 Mar 2019, 11:29

too :) thanks for implemeting it so quickly and nicely!
softimage resources section updated Feb 7 2019

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Hirazi Blue
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Re: Cycles for Softimage

Post by Hirazi Blue » 25 Mar 2019, 13:19

three... :p
:-bd
...

yashugan
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Re: Cycles for Softimage

Post by yashugan » 25 Mar 2019, 19:22

is simply a miracle. Is 2million faster than mental ray, quality is superior in everything. Is GPU, is easy, is cool. What we need more? 2 things:
Sprite material to have ALPHA TEST to use less time with ALPHA BLEND
Fix the normal problem on the mesh. And then....
perfect!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! :) :) :) :-bd

Shekn
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Re: Cycles for Softimage

Post by Shekn » 26 Mar 2019, 06:27

What you mean by "normal problem on the mesh"? One more bug, or not fixed old bug? May be I forget about something.

yashugan
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Re: Cycles for Softimage

Post by yashugan » 26 Mar 2019, 12:16

APOLOGIZE ME, i checked, the bug is fixed. My fault.Thank you again!

Shekn
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Re: Cycles for Softimage

Post by Shekn » 26 Mar 2019, 14:23

Excellent. About improvements of rendering process, it is not to me, but to developers of the Cycles. Because I don't touch anything inside render engine. They (developers of the Blender and Cycles) are specialists and know what to do much better.

yashugan
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Re: Cycles for Softimage

Post by yashugan » 26 Mar 2019, 18:11

You right! but can i ask help around? there is a way to combine a shader node to obtain something similar to the SPRITE material of mental ray? Is very useful, for example, if you have to do a forest, and avoid do use alfa blend... render time, transparency etc etc became easyer....
Thank you any way for all, Cycles is my ONLY RENDER, the rest, (REDSHIFT too), is all dead. :)

yashugan
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Re: Cycles for Softimage

Post by yashugan » 26 Mar 2019, 18:12

Ops, last stuff i forgot; There is a way to have thbnails of the texture in the render tree? .. if not... no problem. :)

Shekn
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Re: Cycles for Softimage

Post by Shekn » 27 Mar 2019, 18:39

There is only one way to render billboards. Typical setup on the screen. Is it what you would like, or not?

Thumbnails on the render tree are impossible.
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yashugan
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Re: Cycles for Softimage

Post by yashugan » 28 Mar 2019, 08:47

thnak for the answer, i already know this way, in this case you are still using again ALPHA BLEND. But no problem, i'll sdo in this way and is ok!
Thank you!!!!!!!!!!!!!!!!!!!