Cycles for Softimage
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Sycles 2.1.3
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.
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.
download page: https://ssoftadd.github.io/syclesSecondGenPage.html / all of Shekn's plugins / author on vimeo / si-community thread
Re: Cycles for Softimage
Small update 1.7.3. Download addon here: https://ssoftadd.github.io/download/Syc ... 3.xsiaddon
Or only cyclesRenderer.dll file: https://mega.nz/#!xtBUHQpT!iXbZEQjtt6j8 ... INE3yESTAA
This *.dll file should be placed instead of the original one in the directory with installed addon. Usually the path is C:\Users\UserName\Autodesk\Softimage_2015\Addons\Sycles\Application\Plugins\bin\nt-x86-64
Nothing new in this update, only fix one more bug with uv-coordinates on the subdivided objects.
Or only cyclesRenderer.dll file: https://mega.nz/#!xtBUHQpT!iXbZEQjtt6j8 ... INE3yESTAA
This *.dll file should be placed instead of the original one in the directory with installed addon. Usually the path is C:\Users\UserName\Autodesk\Softimage_2015\Addons\Sycles\Application\Plugins\bin\nt-x86-64
Nothing new in this update, only fix one more bug with uv-coordinates on the subdivided objects.
- wireframex
- Posts: 399
- Joined: 08 Jun 2009, 23:02
- Location: France
Re: Cycles for Softimage
Thanks a lot
"without mastery, power is nothing" - Softimage Addict User
CPU 3990x 128 Threads / 2 x 3090 RTX - 24 Go / 96 Go memory
CPU 3990x 128 Threads / 2 x 3090 RTX - 24 Go / 96 Go memory
- wireframex
- Posts: 399
- Joined: 08 Jun 2009, 23:02
- Location: France
Re: Cycles for Softimage
Hey Shekn,
Some requests about Material Manager interface (Workflow) :
1 - Can you add most of the Cycles shaders in the Create tab ?
2 - Change the Cycles menu position at the top of the Nodes menu (Render Tree tab) ?
Thanks
Phil
Some requests about Material Manager interface (Workflow) :
1 - Can you add most of the Cycles shaders in the Create tab ?
2 - Change the Cycles menu position at the top of the Nodes menu (Render Tree tab) ?
Thanks
Phil
"without mastery, power is nothing" - Softimage Addict User
CPU 3990x 128 Threads / 2 x 3090 RTX - 24 Go / 96 Go memory
CPU 3990x 128 Threads / 2 x 3090 RTX - 24 Go / 96 Go memory
Re: Cycles for Softimage
Simply AWESOME! now i can start to render! Infinite thank you!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Re: Cycles for Softimage
wireframex
1. I think yes, it is possible.
2. No, it is impossible. The place of the Cycles shader group determined by Softimage automatically. The top section of the Nodes list for default shaders, and the bottom section for shaders from addons. It is possible to place shaders inside existed groups (for example inside Illumination group), but I think this will be less convenient.
1. I think yes, it is possible.
2. No, it is impossible. The place of the Cycles shader group determined by Softimage automatically. The top section of the Nodes list for default shaders, and the bottom section for shaders from addons. It is possible to place shaders inside existed groups (for example inside Illumination group), but I think this will be less convenient.
- wireframex
- Posts: 399
- Joined: 08 Jun 2009, 23:02
- Location: France
Re: Cycles for Softimage
Shekn
Do you think next suggestions can be posted here or do you prefer by PM ?
Thanks for your answers --> Hope you will try to put the point 1 in the next update
Phil
Do you think next suggestions can be posted here or do you prefer by PM ?
Thanks for your answers --> Hope you will try to put the point 1 in the next update
Phil
"without mastery, power is nothing" - Softimage Addict User
CPU 3990x 128 Threads / 2 x 3090 RTX - 24 Go / 96 Go memory
CPU 3990x 128 Threads / 2 x 3090 RTX - 24 Go / 96 Go memory
Re: Cycles for Softimage
Write here. May be it will be interesting for somebody else.
- wireframex
- Posts: 399
- Joined: 08 Jun 2009, 23:02
- Location: France
Re: Cycles for Softimage
Ok Shekn :
Here is a suggestions list :
Material Manager interface (Workflow) :
1 - Can you add most of the Cycles shaders in the Create tab ? --> Possible
2 - Change the Cycles menu position at the top of the Nodes menu (Render Tree tab) ? --> NOK
Presets Managers (Workflow) :
3 - Possibility to create shader or material presets in the Preset Manager or in a specific custom shelf ? --> Pending
Something with several tabs by material type / Sycles compound for example (Didn't found solution to do it)
Regards
Here is a suggestions list :
Material Manager interface (Workflow) :
1 - Can you add most of the Cycles shaders in the Create tab ? --> Possible
2 - Change the Cycles menu position at the top of the Nodes menu (Render Tree tab) ? --> NOK
Presets Managers (Workflow) :
3 - Possibility to create shader or material presets in the Preset Manager or in a specific custom shelf ? --> Pending
Something with several tabs by material type / Sycles compound for example (Didn't found solution to do it)
Regards
"without mastery, power is nothing" - Softimage Addict User
CPU 3990x 128 Threads / 2 x 3090 RTX - 24 Go / 96 Go memory
CPU 3990x 128 Threads / 2 x 3090 RTX - 24 Go / 96 Go memory
Re: Cycles for Softimage
Such kind of toolbar with image presets can be done by standard Softimage customization tools. For example, you can add to the toolbar buttons and apply pre-rendered images to these buttons. As a result you will obtain toolbar with images, but when you click the image, then corresponding command executes.
There are some commands for applying Cycles shaders to geometry. These commands listed on the menu Get - Material - Cycles Shaders. For example, if you would like to apply DiffuseBSDF shader to the object, then you should execute the command Application.ApplyDiffuseBSDF(). This command apply the shader to all selected objects. So, all you need is to assign these commands to your buttons with images, and you will get toolbar with presets.
May be it is possible to use synoptics as alternative way. In Softimage help there are some sections where described how to create synoptic and how to use it.
There are some commands for applying Cycles shaders to geometry. These commands listed on the menu Get - Material - Cycles Shaders. For example, if you would like to apply DiffuseBSDF shader to the object, then you should execute the command Application.ApplyDiffuseBSDF(). This command apply the shader to all selected objects. So, all you need is to assign these commands to your buttons with images, and you will get toolbar with presets.
May be it is possible to use synoptics as alternative way. In Softimage help there are some sections where described how to create synoptic and how to use it.
Re: Cycles for Softimage
wireframefx:
Custom shelfs with tabs to folders and shader icons are mentioned in the manual. I did one long ago for the Lume shaders.
It's not that complicated, only quite a bit of work and some commandline elbow grease
rob
Custom shelfs with tabs to folders and shader icons are mentioned in the manual. I did one long ago for the Lume shaders.
It's not that complicated, only quite a bit of work and some commandline elbow grease
rob
SI UI tutorials: Toolbar http://goo.gl/iYOL0l | Custom Layout http://goo.gl/6iP5xQ | RenderManager View http://goo.gl/b4ZkjQ
So long, and thanks for all the Fish!!
So long, and thanks for all the Fish!!
- wireframex
- Posts: 399
- Joined: 08 Jun 2009, 23:02
- Location: France
Re: Cycles for Softimage
Thanks for your answers
The aim is to have just basic cycles basic presets but format is different than I saw with others like "Enhance XSI". Ok I will find a solution it will be my contribution
The aim is to have just basic cycles basic presets but format is different than I saw with others like "Enhance XSI". Ok I will find a solution it will be my contribution
"without mastery, power is nothing" - Softimage Addict User
CPU 3990x 128 Threads / 2 x 3090 RTX - 24 Go / 96 Go memory
CPU 3990x 128 Threads / 2 x 3090 RTX - 24 Go / 96 Go memory
Re: Cycles for Softimage
The thumbnails are the most work to add to the presets, or at least the most tedious.
Looking forward what you come up with
rob
Looking forward what you come up with
rob
SI UI tutorials: Toolbar http://goo.gl/iYOL0l | Custom Layout http://goo.gl/6iP5xQ | RenderManager View http://goo.gl/b4ZkjQ
So long, and thanks for all the Fish!!
So long, and thanks for all the Fish!!
- wireframex
- Posts: 399
- Joined: 08 Jun 2009, 23:02
- Location: France
Re: Cycles for Softimage
You're right I have to do a batch to create the thumbnails for each presets
"without mastery, power is nothing" - Softimage Addict User
CPU 3990x 128 Threads / 2 x 3090 RTX - 24 Go / 96 Go memory
CPU 3990x 128 Threads / 2 x 3090 RTX - 24 Go / 96 Go memory
- wireframex
- Posts: 399
- Joined: 08 Jun 2009, 23:02
- Location: France
Re: Cycles for Softimage
Well it works but thumnail qualty is very bad ... I don't understand because the original files are in good Bmp quality
"without mastery, power is nothing" - Softimage Addict User
CPU 3990x 128 Threads / 2 x 3090 RTX - 24 Go / 96 Go memory
CPU 3990x 128 Threads / 2 x 3090 RTX - 24 Go / 96 Go memory
Re: Cycles for Softimage
Hi again, i have a quick question: there is a way to render instances in xsi with cycles? thank!
- wireframex
- Posts: 399
- Joined: 08 Jun 2009, 23:02
- Location: France
Re: Cycles for Softimage
Yep have a look at the sycles manual
"without mastery, power is nothing" - Softimage Addict User
CPU 3990x 128 Threads / 2 x 3090 RTX - 24 Go / 96 Go memory
CPU 3990x 128 Threads / 2 x 3090 RTX - 24 Go / 96 Go memory
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