Softimage Resources: plugins, scripts, compounds and shaders
All 1119 entries of the Softimage Resources as a simple list, 1–50 on this page. To search and filter by tags, use the interactive Resources page.
Sycles 2.4.1 recently-updated win64 renderer src V 2.4.1 released August 2026 —
This is a full integration of the Blender Cycles renderer into XSI. Version 2.4 is compiled with Cycles 5.3 (state of July 2026). The second generation of the addon (since 2.0) is a complete rewrite and works with Softimage 2015 SP2.
New since version 2.1.3 (from the github release notes): 2.4.1: fixed incorrect transforms of instances when the master model has rotation or scale, repacked with missing DLLs 2.4: Cycles 5.3. New Alpha parameter for the ImageTexture node, Sky Texture with Single and Multiple Scattering models, Thin Film for Metallic and Glass BSDF, new Raycast and Scene Time nodes, OSL custom camera, Linear 3D curve shape (also as per-object override), Geometry Approximation mode for NURBS surfaces, Render Time pass (CPU), texture optimisation (resolution, limit, tx texture cache) and a detailed scene export timing log 2.4: renders MaterialX shader trees from the MaterialXSI addon (converted to OSL). Note: OSL shading works on CPU render devices only 2.3.x: Cycles 4.5, OSL support is back, new Metallic BSDF and Set Normal nodes, phase function for Scatter Volume, Diffuse Roughness for Principled BSDF, more Noise Texture types, subdivision with motion deform, per-frame texture images, rendering of NURBS surfaces and curves (via custom properties), tile rendering, fixed shadow catcher, vector input ports for OSL shaders 2.2.x: nodes of Blender 4.3 (Ray Portal BSDF, Sheen BSDF, Gabor Texture, redesigned Principled BSDF), current Blender OCIO color profiles, custom velocity grids for VDB primitives, Particle Info node fed by ICE attributes, denoising of the final passes with OIDN or OptiX
Supported 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 built-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 pointcloud 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 passes Rendermaps
The following features from Cycles itself are supported: CPU and GPU rendering. In particular multidevices are supported. This allows you to use cpu and gpu simultaneously. The libraries for GPU rendering are included in the package. 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 as well.
This is a full integration of the Blender Cycles renderer into XSI. Version 2.4 is compiled with Cycles 5.3 (state of July 2026). The second generation of the addon (since 2.0) is a complete rewrite and works with Softimage 2015 SP2.
New since version 2.1.3 (from the github release notes): 2.4.1: fixed incorrect transforms of instances when the master model has rotation or scale, repacked with missing DLLs 2.4: Cycles 5.3. New Alpha parameter for the ImageTexture node, Sky Texture with Single and Multiple Scattering models, Thin Film for Metallic and Glass BSDF, new Raycast and Scene Time nodes, OSL custom camera, Linear 3D curve shape (also as per-object override), Geometry Approximation mode for NURBS surfaces, Render Time pass (CPU), texture optimisation (resolution, limit, tx texture cache) and a detailed scene export timing log 2.4: renders MaterialX shader trees from the MaterialXSI addon (converted to OSL). Note: OSL shading works on CPU render devices only 2.3.x: Cycles 4.5, OSL support is back, new Metallic BSDF and Set Normal nodes, phase function for Scatter Volume, Diffuse Roughness for Principled BSDF, more Noise Texture types, subdivision with motion deform, per-frame texture images, rendering of NURBS surfaces and curves (via custom properties), tile rendering, fixed shadow catcher, vector input ports for OSL shaders 2.2.x: nodes of Blender 4.3 (Ray Portal BSDF, Sheen BSDF, Gabor Texture, redesigned Principled BSDF), current Blender OCIO color profiles, custom velocity grids for VDB primitives, Particle Info node fed by ICE attributes, denoising of the final passes with OIDN or OptiX
Supported 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 built-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 pointcloud 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 passes Rendermaps
The following features from Cycles itself are supported: CPU and GPU rendering. In particular multidevices are supported. This allows you to use cpu and gpu simultaneously. The libraries for GPU rendering are included in the package. 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 as well.
download page: https://ssoftadd.github.io/syclesSecondGenPage.html / wiki with tutorials / all of Shekn's plugins / author on vimeo / si-community thread
XSISelectFix recently-updated win64 workflow src
released August 2026 — Fixes a legacy OpenGL selection problem of Softimage 2015 (SP2 / R2-SP2) with some
newer Intel graphics drivers (observed with Intel UHD Graphics 620): the rotation
manipulator keeps highlighting the Z axis instead of the axis under the mouse pointer.
The fix is process-local - it does not replace Windows' opengl32.dll, change the Intel
driver or overwrite Autodesk files.
Two installation methods are included (choose one): a CMD Method that copies the files into each detected Softimage 2015 user profile, and an XSIAddon Method that uses Softimage's addon installer. Both come with an uninstaller.
Note from the author: the fix was found in a long debugging session with the help of AI, and the author invites more experienced developers to build a refined, AI-free version from it. The source code is available in a separate »build from source« repository.
local backup: XSISelectFix-RTI.zip
Two installation methods are included (choose one): a CMD Method that copies the files into each detected Softimage 2015 user profile, and an XSIAddon Method that uses Softimage's addon installer. Both come with an uninstaller.
Note from the author: the fix was found in a long debugging session with the help of AI, and the author invites more experienced developers to build a refined, AI-free version from it. The source code is available in a separate »build from source« repository.
local backup: XSISelectFix-RTI.zip
MaterialXSI 0.3 recently-updated win64 shader interop src V 0.3 released May 2026 — An initial implementation of MaterialX for Softimage. MaterialX nodes are built in the Render Tree and connected to the
material port of the root node by one of the nodes MX Surfacematerial, MX Volumematerial
or MX Lama Surface. Features (from the github page):
Export any nodes from the Render Tree into native *.mtlx files, or into *.osl, *.glsl,
*.mdl and *.msl shader formats (shader generator since 0.2)
The 807 nodes of the default MaterialX library are exported as native nodes. They
are found in the MaterialX - Pbrlib / Stdlib / Cmlib / Lights / Bxdf / Nprlib categories
Export whole materials (Material Manager: MaterialX Export) or selected sets of nodes
(context menu: MaterialX Nodes)
New in 0.3: viewer for material previews, based on a Custom Display Host
Since version 2.4, Sycles can render these MaterialX shader trees.
Limitation: the MaterialX format does not support nested node graphs, so a compound inside another compound is skipped on export.
local backup: MaterialXSI_0_3.xsiaddon
Since version 2.4, Sycles can render these MaterialX shader trees.
Limitation: the MaterialX format does not support nested node graphs, so a compound inside another compound is skipped on export.
local backup: MaterialXSI_0_3.xsiaddon
download page: https://ssoftadd.github.io/materialxsiPage.html / source on github / all of Shekn's plugins / author on vimeo
XSIZETools 1.4.0 winAll importexport interop python src
v1.4.0 released October 2025 — An addon for full export and import of .msh files for the ZeroEngine (Star Wars Battlefront
I and II): geometry, materials with all ZeroEngine-specific flags, animations, collisions
and simulated cloth. Maintained since 2013; the latest release adds import/export
of SHDW (shadow volume) data and improves the export of envelope weights.
Installation (from the readme): unzip into C:/Users/%user%/Autodesk/Softimage_2015/Addons/ so that the folder ends up as …/Addons/xsizetools/. The Visual C++ 2015 redistributable (x86 and x64) is required; for Softimage versions older than 2011 also Python 2.7 and pywin32 (version 217). See the homepage for usage.
local backup: xsizetools-1.4.0.zip
Installation (from the readme): unzip into C:/Users/%user%/Autodesk/Softimage_2015/Addons/ so that the folder ends up as …/Addons/xsizetools/. The Visual C++ 2015 redistributable (x86 and x64) is required; for Softimage versions older than 2011 also Python 2.7 and pywin32 (version 217). See the homepage for usage.
local backup: xsizetools-1.4.0.zip
homepage: https://schlechtwetterfront.github.io/xsizetools/ / source and releases on github
SItoA 7.3.7.1 recently-updated osAll arnold src Updated April 2025 —
Jens Lindgren brings us a new release of SItoA, the Softimage to Arnold Plugin, with the latest Arnold 7.3 core. From the github releases page:
Be sure to read the Arnold core release notes from version 7.3.6.0 to 7.3.7.1 to see all the performance improvements, bug fixes and other changes that comes »for free« with the updated core.
SItoA specific improvements: Added OpenPBR to Arnold Shaders menu Made OpenPBR the default shader in Scene Material Added transmission_shadow_density to standard_surface and openpbr_surface
See the github link at the bottom for more. Previous version additions include:
(show more...)
download links are on Jens' github releases page / manual:A5SItoAUG_small.pdf (compressed)
Jens Lindgren brings us a new release of SItoA, the Softimage to Arnold Plugin, with the latest Arnold 7.3 core. From the github releases page:
Be sure to read the Arnold core release notes from version 7.3.6.0 to 7.3.7.1 to see all the performance improvements, bug fixes and other changes that comes »for free« with the updated core.
SItoA specific improvements: Added OpenPBR to Arnold Shaders menu Made OpenPBR the default shader in Scene Material Added transmission_shadow_density to standard_surface and openpbr_surface
See the github link at the bottom for more. Previous version additions include:
(show more...)
download links are on Jens' github releases page / manual:A5SItoAUG_small.pdf (compressed)
OSM to Si osAll ICE updated March 2025 — A set of ICE tree nodes to open OSM (Open Street Map) files and convert them to geometry.
Imports features such as buildings, streets and trees and has a number of conversion
options, for example for building height etc.
See the si-community thread for example renders. From the zip's readme: installation : put in a similar directory: c:/Users/Alex/Autodesk/Softimage_2015_R2-SP2/Application/Plugins/nt-x86-64/osm_to_si_19
If you need compounds, place the OSM_to_Si folder in a similar directory: c:/Users/Alex/Autodesk/Softimage_2015_R2-SP2/Data/Compounds
The weld vertex function is quite slow, so you should not use it on large objects.
You can download the OSM map here: https://www.openstreetmap.org/#map=14/55.40032/43.83536 (limited number of nodes) / http://extract.bbbike.org/ (unlimited number of nodes)
Description of osm tags: https://wiki.openstreetmap.org/wiki/Map_features
height map: https://tangrams.github.io/heightmapper/#12.08/55.3418/44.0386
local backup: osm_to_si_v.1.02_3.04.2025.zip
See the si-community thread for example renders. From the zip's readme: installation : put in a similar directory: c:/Users/Alex/Autodesk/Softimage_2015_R2-SP2/Application/Plugins/nt-x86-64/osm_to_si_19
If you need compounds, place the OSM_to_Si folder in a similar directory: c:/Users/Alex/Autodesk/Softimage_2015_R2-SP2/Data/Compounds
The weld vertex function is quite slow, so you should not use it on large objects.
You can download the OSM map here: https://www.openstreetmap.org/#map=14/55.40032/43.83536 (limited number of nodes) / http://extract.bbbike.org/ (unlimited number of nodes)
Description of osm tags: https://wiki.openstreetmap.org/wiki/Map_features
height map: https://tangrams.github.io/heightmapper/#12.08/55.3418/44.0386
local backup: osm_to_si_v.1.02_3.04.2025.zip
GLTF/GLB Import/Export recently-updated win64 importexport src updated February 2025 (R.6) — This addon lets you import/export *.gltf and *.glb files into/from Softimage. It
is based on the tinygltf library.
The addon supports the following items for import from gltf/glb scenes: Scene hierarchy Cameras Light sources (since R.5) Polygonmesh objects with the following mesh attributes: Vertex positions, Polygon indices, Vertex normals, Vertex uvs, Vertex colors, Envelope weights, Shape deforms (supports only vertex positions) Transform animations Skin deformers Materials
R.5 (November 2023) added import/export of light sources and additional import/export options for meshes. R.6 is compiled with tinygltf 2.9.5 and should fix a crash when exporting skinned meshes with animation from the mixer. For more information, see the download page linked below. The addon's source code is available here on github.
local backup: Softimage.GLTF_r6.xsiaddon / previous version: Softimage_GLTF_r4.xsiaddon
The addon supports the following items for import from gltf/glb scenes: Scene hierarchy Cameras Light sources (since R.5) Polygonmesh objects with the following mesh attributes: Vertex positions, Polygon indices, Vertex normals, Vertex uvs, Vertex colors, Envelope weights, Shape deforms (supports only vertex positions) Transform animations Skin deformers Materials
R.5 (November 2023) added import/export of light sources and additional import/export options for meshes. R.6 is compiled with tinygltf 2.9.5 and should fix a crash when exporting skinned meshes with animation from the mixer. For more information, see the download page linked below. The addon's source code is available here on github.
local backup: Softimage.GLTF_r6.xsiaddon / previous version: Softimage_GLTF_r4.xsiaddon
rice osAll ICE rigging kinematics
last updated January 2024 — A Softimage add-on with a collection of ICE compounds for rigging:
Matrix: Above, Attract, Camera Rule of Three, Custom, Distance, Follow, Local, Noise,
Noise Camera, Offset, Orbit, Point, Spring, Stick, Z Distance
Object: Custom, Noise, Noise Camera
Scalar and Vector: Noise, Spring
The repository has no license file, so there is no local backup here - download the compounds from github.
The repository has no license file, so there is no local backup here - download the compounds from github.
download on github
pcXsiFlex win64 ICE particle cppsrc
2023 — Pedro's implementation of the NVIDIA Flex library (unified particle-based physics)
inside Softimage, as custom ICE nodes: solver and solver parameters, particles, cloth,
soft bodies, rigid bodies, collision shapes and assets.
The package contains the source code, the compiled 64-bit plugin (PC_FLEX.dll with its dependencies) and 16 sample scenes, for example dam break, waterfall, crown splash, pouring cloth, flag, hair, parachute T-Rex, soft body animal pile, rigid body cereals and grains with constraints.
See also mr_alca's Flex to Si, another Flex integration for Softimage.
local backup: pcXsiFlex-master.zip
The package contains the source code, the compiled 64-bit plugin (PC_FLEX.dll with its dependencies) and 16 sample scenes, for example dam break, waterfall, crown splash, pouring cloth, flag, hair, parachute T-Rex, soft body animal pile, rigid body cereals and grains with constraints.
See also mr_alca's Flex to Si, another Flex integration for Softimage.
local backup: pcXsiFlex-master.zip
source on github
SoftLux 1.0.2 win64 renderer src
V 1.0.2 released May 2022 — An integration of the LuxCoreRender engine (version 2.6) into Softimage. The core of the integration is written in C++,
shader definitions and utility commands in Python. Features (from the download page):
Incremental scene update
CPU and GPU rendering
Rendering of ICE strands and hair
Pointcloud instances and model instances
LuxCore image pipelines
Baking of lightmaps
Polygonmesh vertex colors
Output channels
Shaderball material preview
Install as a regular addon. There are several tutorials on the wiki page of the repository.
local backup: SoftLux_1_0_2.xsiaddon
Install as a regular addon. There are several tutorials on the wiki page of the repository.
local backup: SoftLux_1_0_2.xsiaddon
download page: https://ssoftadd.github.io/softluxPage.html / source on github / all of Shekn's plugins / author on vimeo
FX Denoise 1.2 win64 rendering workflow cppsrc V 1.2 released May 2021 — An FX Tree node that denoises images rendered with a ray-tracing renderer (Arnold,
Cycles, LuxRender, Indigo and so on). It uses the Intel Open Image Denoise library. Optional albedo and normal passes can be connected for better results.
FX Tree nodes can't be installed as xsiaddon. Installation (from the download page): copy FX_Denoise.dll into the folder …Softimage_2015Applicationfxufos of your user directory (the node then appears in the Plugins [U] category of the FX Tree), and copy OpenImageDenoise.dll and tbb12.dll into the Applicationin folder of the Softimage installation. The Visual C++ 2015 (vc14) runtime is required. Load the image with Type RGB and Bit Depth float.
local backup: FX_Denoise_1_2.zip
FX Tree nodes can't be installed as xsiaddon. Installation (from the download page): copy FX_Denoise.dll into the folder …Softimage_2015Applicationfxufos of your user directory (the node then appears in the Plugins [U] category of the FX Tree), and copy OpenImageDenoise.dll and tbb12.dll into the Applicationin folder of the Softimage installation. The Visual C++ 2015 (vc14) runtime is required. Load the image with Type RGB and Bit Depth float.
local backup: FX_Denoise_1_2.zip
download page: https://ssoftadd.github.io/fxDenoisePage.html / source on github / all of Shekn's plugins / author on vimeo
Softimage ospRay 1.0 win64 renderer src V 1.0 released September 2021 — A very basic integration of Intel's OSPRay renderer into Softimage. OSPRay is a fairly simple render engine with a limited shading
system, mainly made for scientific visualisation, but it can be used for general CG
tasks as well.
The main goal of the project not only to create integration of some third-party renderer into Softimage, but also to develop a universal template, which can be used for integrations of any other external renderer.
Install as a regular addon. The github page shows how to render polygon meshes, strands and pointclouds.
local backup: SoftimageOspRay_1_0.xsiaddon
The main goal of the project not only to create integration of some third-party renderer into Softimage, but also to develop a universal template, which can be used for integrations of any other external renderer.
Install as a regular addon. The github page shows how to render polygon meshes, strands and pointclouds.
local backup: SoftimageOspRay_1_0.xsiaddon
download page: https://ssoftadd.github.io/ospRayPage.html / source on github / all of Shekn's plugins / author on vimeo
S-USD 1.0 win64 importexport interop python src V 1.0 released May 2020 — A basic implementation of Pixar's USD format for Softimage: export to *.usd, *.usda,
*.usdc and *.usdz files and import of USD scenes. Export options include the kind
of objects to export (strands only together with pointclouds), selection only, animation
interval and the mesh attributes to write (normals, uvs, colors and so on).
Besides the addon, the USD Python module and the USD binaries are required (both packed below): copy the pxr folder into …Softimage 2015ApplicationpythonLibsite-packages (or add it to PYTHONPATH), and add the folder with the extracted binaries to the PATH environment variable. See the download page for details and screenshots.
local backup: S-USD.xsiaddon / usd_python.zip / usd_libs.zip
Besides the addon, the USD Python module and the USD binaries are required (both packed below): copy the pxr folder into …Softimage 2015ApplicationpythonLibsite-packages (or add it to PYTHONPATH), and add the folder with the extracted binaries to the PATH environment variable. See the download page for details and screenshots.
local backup: S-USD.xsiaddon / usd_python.zip / usd_libs.zip
download page: https://ssoftadd.github.io/usdPage.html / source on github / all of Shekn's plugins / author on vimeo
Blendermada materials for Sycles osAll shadercompound shader February 2018 — A port of the Blendermada shader library (shaders and materials for Cycles in Blender,
as of February 2018) to Sycles for Softimage: cloth, food, glass, inorganics (plastic,
asphalt, carbon fiber, ceramic, rubber …), lights, metals (brass, bronze, brushed
aluminium and steel, car paint, chrome …) and more. The conversion was made with Shekn's
GES import/export tool.
Install as usual *.xsirtcompounds; they appear in the Cycles - Compounds - Blendermada category. Note: made for the first generation of Sycles (1.x) - compatibility with Sycles 2.x has not been checked.
local backup: Blendermada_17_02_2018.zip
Install as usual *.xsirtcompounds; they appear in the Cycles - Compounds - Blendermada category. Note: made for the first generation of Sycles (1.x) - compatibility with Sycles 2.x has not been checked.
local backup: Blendermada_17_02_2018.zip
download page with renders of all materials: https://ssoftadd.github.io/blendermadaPage.html / all of Shekn's plugins
Simple muscle 1.0 osAll ICE rigging deformer March 2017 — A simple ICE-based muscle system. It creates muscle primitives and skins geometry
to them with a sliding effect. The primitives support bulge/squash and spring dynamics;
there is no built-in interaction between different muscles.
Install as a regular addon. A muscle is created from three nulls: start point, end point and tangent point (like an IK chain with two bones). "Copy muscle params" copies the parameters from one muscle to another, "Add rigid skin" skins a geometry to the muscle mesh (the influence can be controlled with a weightmap in the ICE tree of the skin), "Add sliding" works in a similar way. See also Constantine Tarasenkov's ICE Muscle Primitive, which is based on an article by Shekn.
local backup: SimpleMuscles_1.0.xsiaddon
Install as a regular addon. A muscle is created from three nulls: start point, end point and tangent point (like an IK chain with two bones). "Copy muscle params" copies the parameters from one muscle to another, "Add rigid skin" skins a geometry to the muscle mesh (the influence can be controlled with a weightmap in the ICE tree of the skin), "Add sliding" works in a similar way. See also Constantine Tarasenkov's ICE Muscle Primitive, which is based on an article by Shekn.
local backup: SimpleMuscles_1.0.xsiaddon
EZLight-II win64 scene animation fxtree V2.0 released Dec 2023 —
The EZLight-II sample scene contains a daylight render setup using the Sycles 2.1.3
(see below) render engine.
The colors of the sky and the sun are automatically computed simply by changing the sunlight orientation.
An important feature of EZLight-II is the FXTree (compositing graph) that performs temporal denoising using motion analysis so a very low number of samples can be used for fast rendering. From the si-community thread: So the included FXTree, instead of mostly addressing interframe »splotches« noticeable in wide gradients in animation, it now also stabilizes »edge wobbliness« artifacts in high frequency details that don't move too much [..]
Denoising smoothness is mitigated as well by applying AO wherever it's needed.
For a video demo see vimeo.com/898980126 (vimeo log-in might be required). Also visit the si-community thread linked below for more information, the download link and a log-in-less (embedded) version of the video.
Note: Local backup will be added once the addon hasn't been updated in a while.
The colors of the sky and the sun are automatically computed simply by changing the sunlight orientation.
An important feature of EZLight-II is the FXTree (compositing graph) that performs temporal denoising using motion analysis so a very low number of samples can be used for fast rendering. From the si-community thread: So the included FXTree, instead of mostly addressing interframe »splotches« noticeable in wide gradients in animation, it now also stabilizes »edge wobbliness« artifacts in high frequency details that don't move too much [..]
Denoising smoothness is mitigated as well by applying AO wherever it's needed.
For a video demo see vimeo.com/898980126 (vimeo log-in might be required). Also visit the si-community thread linked below for more information, the download link and a log-in-less (embedded) version of the video.
Note: Local backup will be added once the addon hasn't been updated in a while.
Flex to Si osAll ICE deformer symmetry updated March 2023 — (from the zip's readme) Flex to Si is a connector to Flex (NVidia's hardware accelerated physics framework).
Not all flex features are enabled, only calculation of fluids and their collision
with static and dynamic geometry.
Installation : put in the same directory e.g. c:\Users\alex\Autodesk\Softimage_2015_R2-SP2\Application\Plugins\nt-x86-64\flextest\ Needs DirectX!!!
Configurable parameters include (see the archive readme for some more explanation): Fluid Mode, Max Particles, Substeps, NumIterations, Speed, Max Particle Speed, Fluid Resolution Multiplier, Fluid resolution, Collision distance, Rest offset, Shape collision margin, Particle collision margin, World Gravity, Adhesion Strength, Cohesion Force, Surface Tension, Viscosity, Vorticity, Dynamic Friction, Static Friction, Particle Friction, Drag, Lift, Damping, Static triangle mesh, Static SDF mesh, Kinematic substeps, Kinematic triangle mesh, Plane Null, Use Ground Plane.
local backup: flex_to_xsi_2.06_1_17_2023.zip
Installation : put in the same directory e.g. c:\Users\alex\Autodesk\Softimage_2015_R2-SP2\Application\Plugins\nt-x86-64\flextest\ Needs DirectX!!!
Configurable parameters include (see the archive readme for some more explanation): Fluid Mode, Max Particles, Substeps, NumIterations, Speed, Max Particle Speed, Fluid Resolution Multiplier, Fluid resolution, Collision distance, Rest offset, Shape collision margin, Particle collision margin, World Gravity, Adhesion Strength, Cohesion Force, Surface Tension, Viscosity, Vorticity, Dynamic Friction, Static Friction, Particle Friction, Drag, Lift, Damping, Static triangle mesh, Static SDF mesh, Kinematic substeps, Kinematic triangle mesh, Plane Null, Use Ground Plane.
local backup: flex_to_xsi_2.06_1_17_2023.zip
GES Import/Export recently-updated win64 importexport src
updated March 2022 — (from the download page:)
This tool is developed for transferring scenes from Softimage to Blender and back.
Current version can only transfers a scene from Blender to universal format *.ges
and import it into Softimage. You can transfer from Blender any static geometry and
Cycles materials. Of course you need Sycles for Softimage to be able to use these
shaders.
Animations, instances, particles, hairs are not supported. Materials exported to *.gem
files. Each *.gem file can contains many materials combined to the library. Primary
the
current version of the tool can be used for porting shaders from Blender to Softimage.
Addon for Softimage works with any version of *.ges files, but addon for Blender works
correctly only with Blender 3.2+.
For more information, see the download page linked below. The Blender addon's source code is available here on github (also check there for more current versions).
download: GESImporter.xsiaddon io_scene_ges.zip
For more information, see the download page linked below. The Blender addon's source code is available here on github (also check there for more current versions).
download: GESImporter.xsiaddon io_scene_ges.zip
UV Packer for Softimage recently-updated remesh texturing workflow last updated March 2021 — This is a connector between Softimage and the standalone UV Packer application
for Blender
This addon works in the same way as addon for Blender. It contains from two parts. The main part is standalone application UV-Packer-Blender.exe This application can be freely downloaded from the official site. The second part of the addon is connector between Softimage and this standalone application. This connector gets a data from objects inside Softimage, pass this data into application, wait the answer and then apply changes to objects inside Softimage.
For more information, see the download page linked below.
download: UVPacker_for_Softimage_0_91.xsiaddon
This addon works in the same way as addon for Blender. It contains from two parts. The main part is standalone application UV-Packer-Blender.exe This application can be freely downloaded from the official site. The second part of the addon is connector between Softimage and this standalone application. This connector gets a data from objects inside Softimage, pass this data into application, wait the answer and then apply changes to objects inside Softimage.
For more information, see the download page linked below.
download: UVPacker_for_Softimage_0_91.xsiaddon
download page: https://ssoftadd.github.io/uvPackerPage.html / all of Shekn's plugins / author on vimeo / si-community thread
Vines Autorig Script osAll ICE scene vegetation from vimeo.com/254565390 (archive): Had to do lots of growing vines on a recent project, so I wrote this handy script
that generates a branching-aware rig from arbitrary curves, with parameters to animate
growth and other stuff. It also populates information on the source curves, like:
curveID, parentID, branch level, path to root, etc. so that it can be manipulated
inside an ICE Tree to generate all sorts of fx. (still wip. needs some manual work
to get the branches properly connected)
install: extract the zip file into your Softimage project. from your script editor, load the vines_rig.js inside your "Scripts" folder, it should be ready to use. if you are not using a project, then change the "compoundsPath" variable (line 5) to point to an absolute path.
run: create some curves, it should be created as CVs. select all > run. rig will be created (don't try huge number of curves, it will be slow!) play with the user inputs inside the script if you want to (the first 5 lines). The variable "createLeaves" will add a point cloud in your scene, where you can pick a leaf instance group inside the main compound. there you also can set start/end time for leaves to grow. there is one main control for all animations inside the model, and each curve has its own "Info" parameters for offset and other stuff (you can also access through ICE).
download: Vines_Rig_Script.zip
install: extract the zip file into your Softimage project. from your script editor, load the vines_rig.js inside your "Scripts" folder, it should be ready to use. if you are not using a project, then change the "compoundsPath" variable (line 5) to point to an absolute path.
run: create some curves, it should be created as CVs. select all > run. rig will be created (don't try huge number of curves, it will be slow!) play with the user inputs inside the script if you want to (the first 5 lines). The variable "createLeaves" will add a point cloud in your scene, where you can pick a leaf instance group inside the main compound. there you also can set start/end time for leaves to grow. there is one main control for all animations inside the model, and each curve has its own "Info" parameters for offset and other stuff (you can also access through ICE).
download: Vines_Rig_Script.zip
author site: http://iceduous.blogspot.com / si-community thread
Pin Points osAll python ICE modeling Installs the command "Pin Points" in the Constrain menu on the right. It freezes/pins
the selected subcomponents. Then they can't be moved until the command is called again.
There's a displayInfo in the viewport that 1. lets you know something is frozen / 2. lets you set a falloff so points near the freeze region are a little frozen as well which makes the transition smoother / 3. set smoothness / 4. show or hide the blueish effect of the frozen region in the viewport
download: PinPoints.xsiaddon
There's a displayInfo in the viewport that 1. lets you know something is frozen / 2. lets you set a falloff so points near the freeze region are a little frozen as well which makes the transition smoother / 3. set smoothness / 4. show or hide the blueish effect of the frozen region in the viewport
download: PinPoints.xsiaddon
Parent Maya Style osAll js workflow snippet
Select multiple objects and execute. The last object chosen is the parent. It is Maya's
style. (google translation)
Source: Junki's weblog on cocolog-nifty. Spotted by FxDude.
Source: Junki's weblog on cocolog-nifty. Spotted by FxDude.
// 涙のMayaさまペアレント。
var oSels = FilterX3D (Selection);
var oNewParent = oSels (oSels.count - 1);
for (var i = 0; i<oSels.count - 1; i ++) ParentObj (oNewParent, oSels (i));
function FilterX3D (in_Objs)
{
var oCol = XSIFactory.CreateObject ('XSI.Collection');
for (var i = 0; i<in_Objs.count; i ++)
{
if (in_Objs(i).IsClassOf(siX3DObjectID))
oCol.Add (in_Objs(i));
}
return oCol;
}
Opportunity Schematic osAll js workflow snippet
In the schematic view, I often do a node folded state, but it is troublesome when
developing it. Especially if you get data from people.
There is a shortcut called N key , but it is assumed that the node is selected first before pressing the key. Folded nodes scattered here and there. Because I am further folded in the folded lower layer. It is a story that I do not want to choose even if I know how to select where I'm folding where I am folded. (google translation, full translation here)
Source: Junki's weblog on cocolog-nifty. Spotted (and cleaned) by FxDude.
There is a shortcut called N key , but it is assumed that the node is selected first before pressing the key. Folded nodes scattered here and there. Because I am further folded in the folded lower layer. It is a story that I do not want to choose even if I know how to select where I'm folding where I am folded. (google translation, full translation here)
Source: Junki's weblog on cocolog-nifty. Spotted (and cleaned) by FxDude.
var oViews = Desktop.ActiveLayout.Views;
// ドックビューを捜索 -> 浮遊ビューを捜索 -> それでもなきゃ作る
// Search dock view -> search floating view -> make it otherwise
var oSchematicView = oViews.Filter( "View Manager" )(0).Views.Filter( "Schematic"
)(0);
if ( !oSchematicView ) {
oSchematicView = oViews.Filter( "Schematic" )(0);
if ( !oSchematicView ) var oSchematicView = Desktop.ActiveLayout.CreateView(
"Schematic", "Opportunity Schematic" );
}
var oNodes = oSchematicView.SelectedNodes; // selected node 選択中のノード
if ( oNodes.count == 0 ) oNodes = oSchematicView.Nodes; // all nodes なんもなければ全ノード
for ( var i=0; i<oNodes.count; i++ ) ExpandNode( oNodes(i) );
function ExpandNode(oRecursiveNode){ // It seems to be recursive 再帰的というらしい
oRecursiveNode.Expanded = true; // Opportunity おっぴろげ
for ( var i=0; i<oRecursiveNode.Nodes.count; i++ ) ExpandNode(
oRecursiveNode.Nodes(i) );
}
Face Weighted Normals modeling ICE
From the si-community thread:
Face Weighted Normals aka weighted normals. This concept is super-duper important
in game industry and I haven't found any plugin or script to adjust the face weighted
normals. Maya has this feature called "set to face" but we don't have it by default.
So recently I found rray's approach to the issue and created a separate Ice Node.
To use it you must add user normals before you apply the compound to the mesh.
local backup: SS_FaceWeightedNormals.xsicompound
To use it you must add user normals before you apply the compound to the mesh.
local backup: SS_FaceWeightedNormals.xsicompound
si-community thread
HairDew win64 scene animation hair strands ICE V1.0 released Feb 20th 2019 — From the si-community thread:
HairDew provides a very quick & easy workflow for animating long (or short) hair,
from start to finish. It includesa Hair shader compound (Redshift) with volume scattering, illumination parameter isolation,
and textured variation visualization,
ICE nodes for both Sim & Styling based on Kinstinka, Melena, GroomTools, (+ some of
my own nodes) and StrandCollisionFramework
means to easily setup everything,
many (old and recently added) features! There is also a more or less similar MentalRay
shader compound that could be re-implemented with a bit of work. (currently not included)
HairDew is a workflow-in-a-box like solution rather than a plugin, so make sure to visit the thread below and follow the video tutorial to get an overview.
local backup: HairDew-project.zip HairDew-required-addons.zip
HairDew is a workflow-in-a-box like solution rather than a plugin, so make sure to visit the thread below and follow the video tutorial to get an overview.
local backup: HairDew-project.zip HairDew-required-addons.zip
pcTools py ICE src modeling curves
Pedro releases a large collection of compounds, scripts and plugins that he wrote
and used in recent years. Most are production-proven by him and his colleagues at
EntropyStudio. Note that this collection isn't fully documented yet - but check the
project's github wiki regularly. The full list of items included:
PC_Basic_Tools PC_Instances_To_Model: Duplicate the master instanced Model for each instance selected and matches each transform PC_ConvertModelsToNulls: Convert each selected model to a basic null object, it preserves the children. PC_Nurbs_To_Curves: Extract the Nurbs curves from selected object, it lets you choose U/V/ALL and set a color for them. PC_Curve_By_Nulls: Create a curve from the selected Nulls and add a cluster center to each point to the null. PC_Custom_Thickness: Adds thickness to the selected objects. It's an ICE compound with more controls than the default SI thickness. PC_Multi_Compound_Exporter: You can export multiple compounds at once, specifying if you want to override categories, task, color… You must select them in the explorer, navigating through the explorer ICE Tree children PC_Multi_Model_Exporter: Export the selected models to the specified folder using the model name as the filename on the path. PC_Multi_Model_Importer: Opens an explorer where you can go adding models,objs,fbx,etc to the import List, so you can go to many folders as you want and go adding, then choose the options on the specific tabs, and import all in "batch mode". PC_Create_Point_Cloud_From_Positions: Creates a pointcloud and add points in each selected object position ( first a group with all the selected objects is created and uses that for adding points ) you can choose to delete the original positions at creation time PC_Set_Particle_Colored_Shape: Lets you pick particles and then it Creates a Compound to allow you to set its color/Shape/Size
PC_Primitives PC_Cubesphere: Creates a basic CubeSphere (Cube Subdivided and reshaped to form a sphere) topology in ICE with the specified depth and radius
show more...
local backup:pcTools_Softimage-master.zip
PC_Basic_Tools PC_Instances_To_Model: Duplicate the master instanced Model for each instance selected and matches each transform PC_ConvertModelsToNulls: Convert each selected model to a basic null object, it preserves the children. PC_Nurbs_To_Curves: Extract the Nurbs curves from selected object, it lets you choose U/V/ALL and set a color for them. PC_Curve_By_Nulls: Create a curve from the selected Nulls and add a cluster center to each point to the null. PC_Custom_Thickness: Adds thickness to the selected objects. It's an ICE compound with more controls than the default SI thickness. PC_Multi_Compound_Exporter: You can export multiple compounds at once, specifying if you want to override categories, task, color… You must select them in the explorer, navigating through the explorer ICE Tree children PC_Multi_Model_Exporter: Export the selected models to the specified folder using the model name as the filename on the path. PC_Multi_Model_Importer: Opens an explorer where you can go adding models,objs,fbx,etc to the import List, so you can go to many folders as you want and go adding, then choose the options on the specific tabs, and import all in "batch mode". PC_Create_Point_Cloud_From_Positions: Creates a pointcloud and add points in each selected object position ( first a group with all the selected objects is created and uses that for adding points ) you can choose to delete the original positions at creation time PC_Set_Particle_Colored_Shape: Lets you pick particles and then it Creates a Compound to allow you to set its color/Shape/Size
PC_Primitives PC_Cubesphere: Creates a basic CubeSphere (Cube Subdivided and reshaped to form a sphere) topology in ICE with the specified depth and radius
show more...
local backup:pcTools_Softimage-master.zip
ICE Curve Creation ICE vbs src modeling curves
Pedro Cabrera a.k.a. Pedrito shares this plugin that allows dynamic creation of curve
objects using ICE. Unlike point cloud and polygon mesh creation, curve creation isn't
supported natively by ICE.
The author works around this by using a vbs scripted operator that reads data written
by an ICE tree further down the operator stack.
From here: [..] it allows linear and cubic curves, open and closed, and also subcurves, so »create curves from strands« for example is as easy as plug a »build array from set« of the strandpositions, and a »build array from set« of the strand count [..] These compounds are also provided: PC_Archimedean Spirals: different types of spirals PC_Curve By Nulls: uses a group of transforms to create a curve PC_Loxodrome: creates a loxodrome spiral with parameters PC_Spiral Points: very basic Spiral
local backup:PC_IceCv.xsiaddon PC_ICeCV_sample.scn (sample scene)
From here: [..] it allows linear and cubic curves, open and closed, and also subcurves, so »create curves from strands« for example is as easy as plug a »build array from set« of the strandpositions, and a »build array from set« of the strand count [..] These compounds are also provided: PC_Archimedean Spirals: different types of spirals PC_Curve By Nulls: uses a group of transforms to create a curve PC_Loxodrome: creates a loxodrome spiral with parameters PC_Spiral Points: very basic Spiral
local backup:PC_IceCv.xsiaddon PC_ICeCV_sample.scn (sample scene)
Sycles 1.12 win64 renderer V 1.12 released March 2022 —
This is a full integration of the Blender Cycles renderer into XSI. The latest update has the following features:
Built with Cycles ver. 1.13 (committed on 13.03.2022) CPU and GPU rendering support Can render ICE-attributes of polygon meshes with context per-point or per-object Renders ICE-instances and instance models Renders ICE-strands as hairs Renders standard XSI hairs Renders all Cycles passes (Combined, Depth, Mist, Normal etc.) and custom AOV (Color and Float) Renders any volume objects (in particular OpenVDB, emFluid and Explosia FX) Saves output rendered images as multi-layer EXR Saves cryptomatte passes Custom light primitives VDB Primitive for rendering animated and static OpenVDB volumes Geometry caching system OpenColorIO color profiles support with pre-built Filmic config from Blender 3.x Shaderballs previews OSL-shaders support UDIM textures support Baking lightmaps "How to..." manual with pictures HDR Master addon for manipulating hdr-environments Shader packs SToon addon for cartoon rendering
For more information, full documentation and a list of the available Cycles nodes see the download page linked below.
This plugin includes the renderer itself (Version 1.13 ) so to install, just drag and drop the xsiaddon file into XSI. For more information and support visit this si-community thread.
local backup:Sycles_1_12.xsiaddon
This is a full integration of the Blender Cycles renderer into XSI. The latest update has the following features:
Built with Cycles ver. 1.13 (committed on 13.03.2022) CPU and GPU rendering support Can render ICE-attributes of polygon meshes with context per-point or per-object Renders ICE-instances and instance models Renders ICE-strands as hairs Renders standard XSI hairs Renders all Cycles passes (Combined, Depth, Mist, Normal etc.) and custom AOV (Color and Float) Renders any volume objects (in particular OpenVDB, emFluid and Explosia FX) Saves output rendered images as multi-layer EXR Saves cryptomatte passes Custom light primitives VDB Primitive for rendering animated and static OpenVDB volumes Geometry caching system OpenColorIO color profiles support with pre-built Filmic config from Blender 3.x Shaderballs previews OSL-shaders support UDIM textures support Baking lightmaps "How to..." manual with pictures HDR Master addon for manipulating hdr-environments Shader packs SToon addon for cartoon rendering
For more information, full documentation and a list of the available Cycles nodes see the download page linked below.
This plugin includes the renderer itself (Version 1.13 ) so to install, just drag and drop the xsiaddon file into XSI. For more information and support visit this si-community thread.
local backup:Sycles_1_12.xsiaddon
download page: https://ssoftadd.github.io/syclesPage.html / all of Shekn's plugins / author on vimeo
SItoA update 5.1.1.0 with Cryptomatte 2.0 winAll arnold Updated May 31st 2018 — Rachid makes the latest Arnold Renderer version available to Softimage users via
updates/patches of the last SItoA release 4.1.0. That includes support for Cryptomatte,
the new subsurface scattering method and the new toon shader as of Arnold 5.1. Since
his distribution package does not contain any binary files, the Arnold SDK has to
be downloaded and the patches applied manually following the detailed instructions
he gives in the si-community thread / his posted walkthrough video.
Cryptomatte is becoming an industry standard for ID based object/hierarchy selection in compositing (Nuke/Fusion plugins provided).
Introduced in this si-community thread. Latest update posted here Installation walkthrough video: SItoA Update Core 5 0 2 2 & Cryptomatte. A how-to video on how to use cryptomatte with the latest update can be found here: SItoA Update Core 5 1 1 0
local backup:SItoA_Update_Core_5.1.1.0_&_Cryptomatte_V_2.0.0b3.zip
Cryptomatte is becoming an industry standard for ID based object/hierarchy selection in compositing (Nuke/Fusion plugins provided).
Introduced in this si-community thread. Latest update posted here Installation walkthrough video: SItoA Update Core 5 0 2 2 & Cryptomatte. A how-to video on how to use cryptomatte with the latest update can be found here: SItoA Update Core 5 1 1 0
local backup:SItoA_Update_Core_5.1.1.0_&_Cryptomatte_V_2.0.0b3.zip
Bevel Curve modeling js curves Adds an adjustable bevel to the selected points of a curve. See Softimage XSI | BevelCurve Plugin.
Same as scaling one or two dimensions down to 0 with object/COG mode active, but works with multiple separate selections at once, flattening each to their own COG (similar to how local mode works).
local backup:BevelCurve.xsiaddon
Same as scaling one or two dimensions down to 0 with object/COG mode active, but works with multiple separate selections at once, flattening each to their own COG (similar to how local mode works).
local backup:BevelCurve.xsiaddon
Make Planar modeling js ICE curves
Flattens a selection of edges, points or polygons on the average global XY, XZ or
YZ plane, or on the average X, Y or Z axis. See Softimage XSI | Make Planar Plugin.
Same as scaling one or two dimensions down to 0 with object/COG mode active, but works with multiple separate selections at once, flattening each to their own COG (similar to how local mode works).
local backup:MakePlanar.xsiaddon
Same as scaling one or two dimensions down to 0 with object/COG mode active, but works with multiple separate selections at once, flattening each to their own COG (similar to how local mode works).
local backup:MakePlanar.xsiaddon
Floating camera view osAll js workflow snippet This script clones the active camera view. It seems like a simple copy of camera view, so I think that it can be used just like
ABCD view normally. It's floating so you can put it anywhere on the monitor, and the
point is that the size is free too .
Source: Junki's weblog on cocolog-nifty. Spotted by FxDude. Making it a custom command is left as an exercise to the reader.
Source: Junki's weblog on cocolog-nifty. Spotted by FxDude. Making it a custom command is left as an exercise to the reader.
// Floating camera view-like.
// Please select the camera and execute it.
var olayout = Application.Desktop.ActiveLayout;
var oView = olayout.CreateView ("Object View", selection (0).FullName);
oView.SetAttributeValue ("camera", selection (0) .FullName);
oView.SetAttributeValue ("displayall", "true");
oView.SetAttributeValue ("autoalign", "false");
oView.SetAttributeValue ("autoframe", "false");
oView.SetAttributeValue ("compensate", "false");
oView.SetAttributeValue ("holdselection", "false");
oView.SetAttributeValue ("localview", "false");
oView.SetAttributeValue ("lockstatus", "true");
oView.SetAttributeValue ("modifycameras", "true");
oView.SetAttributeValue ("rotatecomp", "false");
oView.SetAttributeValue ("scalecomp", "false");
oView.SetAttributeValue ("translatecomp", "false");
Wireframe Color Tool osAll js workflow
Quickly assigns a wireframe color to one or multiple objects from a palette or using
a previously picked color. Supports presets. Video instructions: here (Japanese).
This tool is also known as Mr. Wai.
local backup:colortool.xsiaddon
local backup:colortool.xsiaddon
An improved version of the Softimage default texture 'noicon.pic'. To install, put
the file into the Application/rsrc folder of the Softimage program directory.
Offers a number of improvements: Now substeps are prepended by the main grid cell number for yet easier spotting when nearest major increment is not in sight Easy on the eyes General island location immediately discernable when comped straight over a texture, all features remain visible over any BG texture intensity
local backup:NoIcon2.0.zip
Offers a number of improvements: Now substeps are prepended by the main grid cell number for yet easier spotting when nearest major increment is not in sight Easy on the eyes General island location immediately discernable when comped straight over a texture, all features remain visible over any BG texture intensity
local backup:NoIcon2.0.zip
author site: n/a / si-community thread
emFluid 5 osAll ICE fluids v.5.100 updated Dec 21st 2017 — as of now, all of Eric's plugins including emFluid5
are available for free.
From theemFluid5 documentation (archive): This plugin for Softimage|XSI's ICE is a highly versatile tool for manipulating 3D
grids. It contains, amongst many things, a fluid solver for creating fire and smoke
effects. [..] A grid is the primary "working element" of an emFluid5 simulation. It
represents an area of space which has been divided into cells, as determined by it's
FBox. Each cell of the grid is a voxel, and it can contain scalar or vector data.
Scalar cells contain a single numeric value, while vector cells contain a set of 3
values which can represent colors, UVWs, velocity etc.
How the values of a grid are used is up to the artist - they can be used to adjust
and interact with values in another grid, or sent to the viewport or shaders for rendering,
they can be used to move particles or points on geometry, or anything else.
This open nature of emFluid5 is a great strength - fluid simulations are not the extent
of it's usefulness. For instance, when used in conjunction with tools like Softimage's
internal polygonization, emTopolizer, emPolygonizer, etc. artists can use grids to
model (or grow) organic shapes.
Some Features: 3rd generation multithreaded solver Resumable simulation OpenVDB support, can be rendered in any renderer supporting OpenVDB (Oleg Bliznuk's OpenVDB ICE toolkit can be used) Single, multiple or automatic fluid boxes Particle advection Fluid boxes can be translated/rotated/scaled during the simulation Fluid boxes and grids have full operator stack access Data emission from nearly any object type (meshes, nurbs, curves, point clouds, ..) Automatic creation of an emFluid setup based on the current selection Combustion of Fuel and custom particle types for Flame, Smoke and Waste Data grid based particle emission or "normal" particle emission ... or both at the same time An "open" solver, meaning the internal grids and data are exposed in a way so that you can enhance the pre-built compounds and functionality with your own compounds Velocity can be generated directly ("velocity emission") or indirectly ("combustion", "buoyancy", "expansion") or by using a combination of both Point clouds that use emFluid4 are still just "ordinary" point clouds meaning they can be cached and rendered just as any other point cloud The internal 3d fluid grids of emFluid can be directly meshed with emPolygonizer
Some videos from recent releases: emFluid5 5.055 - Sneak Preview / V-Ray 3.0 for Softimage and the emFluid5 support (archive) / emFluid5 v.5.049 - Sneak Peak / Walk Through the new Renderer (archive) / emFluid5 5.000 beta Tutorial 11 (archive). Many more videos on the download page. Also, for some test videos, see the si-community thread linked below.
local backup:emFluid5-demoscenes.zip / emFluid5-xsiaddons.zip / emFluid5.pdf
From the
Some Features: 3rd generation multithreaded solver Resumable simulation OpenVDB support, can be rendered in any renderer supporting OpenVDB (Oleg Bliznuk's OpenVDB ICE toolkit can be used) Single, multiple or automatic fluid boxes Particle advection Fluid boxes can be translated/rotated/scaled during the simulation Fluid boxes and grids have full operator stack access Data emission from nearly any object type (meshes, nurbs, curves, point clouds, ..) Automatic creation of an emFluid setup based on the current selection Combustion of Fuel and custom particle types for Flame, Smoke and Waste Data grid based particle emission or "normal" particle emission ... or both at the same time An "open" solver, meaning the internal grids and data are exposed in a way so that you can enhance the pre-built compounds and functionality with your own compounds Velocity can be generated directly ("velocity emission") or indirectly ("combustion", "buoyancy", "expansion") or by using a combination of both Point clouds that use emFluid4 are still just "ordinary" point clouds meaning they can be cached and rendered just as any other point cloud The internal 3d fluid grids of emFluid can be directly meshed with emPolygonizer
Some videos from recent releases: emFluid5 5.055 - Sneak Preview / V-Ray 3.0 for Softimage and the emFluid5 support (archive) / emFluid5 v.5.049 - Sneak Peak / Walk Through the new Renderer (archive) / emFluid5 5.000 beta Tutorial 11 (archive). Many more videos on the download page. Also, for some test videos, see the si-community thread linked below.
local backup:emFluid5-demoscenes.zip / emFluid5-xsiaddons.zip / emFluid5.pdf
author site: http://www.mootzoid.com (archive) / plugin page: /plugin/emfluid5 (archive) / author @ vimeo / si-community thread
emPolygonizer 5 osAll ICE particle modeling voxelize fluids interop v.5.300 updated Dec 21st 2017 — as of now, all of Eric's plugins including emPolygonizer5
are available for free.
From the emPolygonizer5 documentation (archive): emPolygonizer is a "mesher", i.e. it creates polygon meshes based on one or more input objects by polygonizing so-called scalar fields (or isofields (archive)). The inputs for the meshing are nulls, locators, curves, polygon meshes, point clouds, particle systems, array of positions, etc. [..]
The latest 5.2 update adds the new feature »PCA Normals« which uses weighted principal component analysis (archive) to drastically reduce the »blobby« appearance in smooth areas of a liquid's surface. To learn more about PCA Normals, see the new demo (archive) and test (archive) videos in Eric's vimeo channel. The earlier 5.1 update (demoed here (archive)) introduced the enhanced polygonizer core written for emTopolizer. Also it added a lot of features and workflow enhancements as shown in the other version 5 videos in the channel. This tutorial session (archive) shows workflows possible with the new features from the previous version 4.25.
emPolygonizer5 is also available for Maya, Modo and as a command line tool.
local backup:emPolygonizer5-demoscenes.zip / emPolygonizer5-xsiaddons.zip / emPolygonizer5.pdf
From the emPolygonizer5 documentation (archive): emPolygonizer is a "mesher", i.e. it creates polygon meshes based on one or more input objects by polygonizing so-called scalar fields (or isofields (archive)). The inputs for the meshing are nulls, locators, curves, polygon meshes, point clouds, particle systems, array of positions, etc. [..]
The latest 5.2 update adds the new feature »PCA Normals« which uses weighted principal component analysis (archive) to drastically reduce the »blobby« appearance in smooth areas of a liquid's surface. To learn more about PCA Normals, see the new demo (archive) and test (archive) videos in Eric's vimeo channel. The earlier 5.1 update (demoed here (archive)) introduced the enhanced polygonizer core written for emTopolizer. Also it added a lot of features and workflow enhancements as shown in the other version 5 videos in the channel. This tutorial session (archive) shows workflows possible with the new features from the previous version 4.25.
emPolygonizer5 is also available for Maya, Modo and as a command line tool.
local backup:emPolygonizer5-demoscenes.zip / emPolygonizer5-xsiaddons.zip / emPolygonizer5.pdf
author site: http://www.mootzoid.com (archive) / plugin page: /plugin/empolygonizer5 (archive) / author @ vimeo / si-community thread (5.1) / si-community thread (5.2)
emTopolizer 2 compilation osAll ICEtopo ICE particle shadingworkflow shatter fluids v.2.400 updated Dec 21st 2017 — as of now, all of Eric's plugins including emTopolizer2
are available for free.
While working at Framestore on the »2013 Nissan Altima: Wouldn't It Be Cool?« spot with Tim Borgmann and Chris Keller, Eric developed a whole suite of topology manipulating ICE compounds that he now releases as »emTopolizer«. The core piece is an operator stack-like ICE compound that simplifies working with topology in ICE and is able to deal with massive amounts of particles/polygons while maintaining a very high performance.
From his webpage: emTopolizer is a Softimage ICE plugin for creating, accessing and manipulating geometry within ICE. The plugin consists of an Addon that contains a "DLL" file (Windows) or "so" file (Linux) for the custom ICE node (compiled C++ code for 64 bit versions of Softimage) and many ICE compounds. Feature list of emTopolizer: High speed geometry caching ICE compounds — (.mzd, .emp2, .obj sequence and Realflow .bin formats) high performance polygonizer within ICE: with new memory management UVW Engineer: automatic UV coordinate generating for changing topologies (typically liquids) Access to vertex/polygon island data in linear time. Thickenizer Shatterizer The Geometry Free Reader Many further little high speed goodies.
For videos from the April 2014 release see the si-community thread linked below. Older videos available on vimeo: Walkthrough, A closer look at the demo scenes, Vertex Islands, The Geometry Reader and Writer, The Polygonizer Jungle and an interesting lookdev spot for the Nissan ad by Tim Borgmann. See emTopolizer2 2.36 Tutorial 04 — Generate PCA Normals (archive) for the March update additions / emTopolizer2 2.35 Tutorial 03 — Extrude isolated Polygons (archive) for the February update additions /Version History (archive)). The previous big update featured a rewritten polygonizer core.
More information including the full online documentation is available on the product page.
local backup:emTopolizer2-demoscenes.zip / emTopolizer2-xsiaddons.zip / emTopolizer2.pdf
While working at Framestore on the »2013 Nissan Altima: Wouldn't It Be Cool?« spot with Tim Borgmann and Chris Keller, Eric developed a whole suite of topology manipulating ICE compounds that he now releases as »emTopolizer«. The core piece is an operator stack-like ICE compound that simplifies working with topology in ICE and is able to deal with massive amounts of particles/polygons while maintaining a very high performance.
From his webpage: emTopolizer is a Softimage ICE plugin for creating, accessing and manipulating geometry within ICE. The plugin consists of an Addon that contains a "DLL" file (Windows) or "so" file (Linux) for the custom ICE node (compiled C++ code for 64 bit versions of Softimage) and many ICE compounds. Feature list of emTopolizer: High speed geometry caching ICE compounds — (.mzd, .emp2, .obj sequence and Realflow .bin formats) high performance polygonizer within ICE: with new memory management UVW Engineer: automatic UV coordinate generating for changing topologies (typically liquids) Access to vertex/polygon island data in linear time. Thickenizer Shatterizer The Geometry Free Reader Many further little high speed goodies.
For videos from the April 2014 release see the si-community thread linked below. Older videos available on vimeo: Walkthrough, A closer look at the demo scenes, Vertex Islands, The Geometry Reader and Writer, The Polygonizer Jungle and an interesting lookdev spot for the Nissan ad by Tim Borgmann. See emTopolizer2 2.36 Tutorial 04 — Generate PCA Normals (archive) for the March update additions / emTopolizer2 2.35 Tutorial 03 — Extrude isolated Polygons (archive) for the February update additions /
More information including the full online documentation is available on the product page.
local backup:emTopolizer2-demoscenes.zip / emTopolizer2-xsiaddons.zip / emTopolizer2.pdf
author site: http://www.mootzoid.com (archive) / plugin page: /plugin/emtopolizer2 (archive) / author @ vimeo / si-community thread
emTools compilation winAll ICE particle bend scene voxelize strands text v.1.97 updated Dec 21st 2017 A huge grab-bag of heavily production tested helpers and tools for ICE (Used in productions
such as »Wrapped« (archive) »Pirates« (archive) and »Genesis« (archive)). The latest update adds the following compounds: Image Reader/Writer: Reads/writes images from/to arrays of positions and colors, development sponsored
by SI artist Oliver Weingarten Create Particles from Image: creates particles based on an input file Get XSI Home Path: gets project/user/factory path as a string for use with the new Image Reader/Writer
nodes Liquid Particle Killer: prunes isolated particles Per Point to Per Node Color: provides context conversion of color from point to node (sample) Calculate Normals from Positions: computes a local particle normal for further processing.
Don't miss the usage demo emTools 1.96 — New Stuff (archive). For the full list of more than a hundred items see the emTools instruction page (archive) on mootzoid.com and the download link below. Demo scenes showing the usage of a lot of the nodes are available on Eric's site.
local backup:emTools-demoscenes.zip / emTools-xsiaddons.zip / emTools.zip (old version) / emTools.pdf
Don't miss the usage demo emTools 1.96 — New Stuff (archive). For the full list of more than a hundred items see the emTools instruction page (archive) on mootzoid.com and the download link below. Demo scenes showing the usage of a lot of the nodes are available on Eric's site.
local backup:emTools-demoscenes.zip / emTools-xsiaddons.zip / emTools.zip (old version) / emTools.pdf
author site: http://www.mootzoid.com (archive) / plugin page: /plugin/emtools (archive) / author @ vimeo / si-community thread
emReader osAll particle ICE interop
v.1.2750 updated Dec 21st 2017 — as of now, all of Eric's plugins including
this are available for free. emReader is a cache reader available for Softimage, Cinema4D, Maya, Modo and Fabric
Engine. It loads the cache files or parts of the cache file on-demand, resulting in
a low memory footprint.
From the Mootzoid site (archive): Supported file formats: RealFlow .bin Wavefront .obj Softimage's factory Polygonizer .emp2 Mootzoid .emp2 (compatible with emPolygonizer3) Mootzoid .mzd (compatible with emPolygonizer4 and emTopolizer).
Some features: Quick loading and rendering of indexed geometry cache files without the need to import them Animatable file index (e.g. to make timewarps or reverse the sequence) Loads motion vectors (scalable), normal vectors and texture coordinates, if available. Post-load effects: Fix double edges Fix non-manifold edges Close holes Push Smooth Thickness Triangulation Quadrangulation. The Fabric Engine version additionally supports several particle cache formats, for example: .bgeo (Houdini) .bin (RealFlow) .ptc (RenderMan) .mc (3ds max / Maya)
local backup:emReader-demoscenes.zip / emReader-xsiaddons.zip / emReader.pdf
From the Mootzoid site (archive): Supported file formats: RealFlow .bin Wavefront .obj Softimage's factory Polygonizer .emp2 Mootzoid .emp2 (compatible with emPolygonizer3) Mootzoid .mzd (compatible with emPolygonizer4 and emTopolizer).
Some features: Quick loading and rendering of indexed geometry cache files without the need to import them Animatable file index (e.g. to make timewarps or reverse the sequence) Loads motion vectors (scalable), normal vectors and texture coordinates, if available. Post-load effects: Fix double edges Fix non-manifold edges Close holes Push Smooth Thickness Triangulation Quadrangulation. The Fabric Engine version additionally supports several particle cache formats, for example: .bgeo (Houdini) .bin (RealFlow) .ptc (RenderMan) .mc (3ds max / Maya)
local backup:emReader-demoscenes.zip / emReader-xsiaddons.zip / emReader.pdf
author site: http://www.mootzoid.com (archive) / plugin page: /plugin/emreader (archive) / author @ vimeo / si-community thread
emTree winAll topo modeling vegetation v.1.000 updated Mar 19th 2016. A very interesting tool Eric released as freeware.
Given a set of polygonal objects that have holes (open edges), emTree will merge and
join copies of these objects using these open edges. Depending on how you constructed
your geometry and on the given parameters, it can not only generate trees but all
kinds of objects that have some sort of hierarchical structure, like seaweed, stylized
hair, even 'greeble'. For usage instructions and a quick overview, see emTree 1.00 - Release / Teaser. For a tutorial, see emTree 1.00 - Tutorial - Elements and Rules + Basic Setup (archive).
local backup:emTree-demoscenes.zip / emTree-xsiaddons.zip / emTree.pdf
local backup:emTree-demoscenes.zip / emTree-xsiaddons.zip / emTree.pdf
author site: http://www.mootzoid.com (archive) / plugin page: /plugin/emtree (archive) / author @ vimeo / si-community thread
emNewton 2 osAll ICE
v.2.2000 updated Dec 21st 2017 — as of now, all of Eric's plugins including
this are available for free.
Sir Isaac Newton's Law of universal Gravity. Create simulations in which all particles
attract each other and melt when they intersect. emNewton2 works perfectly well with
factory ICE compounds like forces, bounce off surface, subframe sampling, etc.
local backup:emNewton2-demoscenes.zip / emNewton2-xsiaddons.zip / emNewton2.pdf
local backup:emNewton2-demoscenes.zip / emNewton2-xsiaddons.zip / emNewton2.pdf
author site: http://www.mootzoid.com (archive) / plugin page: /plugin/emnewton2 (archive) / author @ vimeo
emFlock 2 + emFly osAll ICE particle crowd v.2.420 updated Dec 21st 2017 — as of now, all of Eric's plugins including this
are available for free. emFlock2 is a flocking solver for Softimage|XSI's ICE. It uses the three »classic
ground rules of flocking«: Separation will prevent the members from crowding and colliding Alignment will make each member adapt its heading to the average heading of its visible neighbors
Cohesion will make each member want to go to the average position of its visible neighbors.
Watch the impressive trailer and an overview of the new features.
local backup:emFlock2-demoscenes.zip / emFlock2-xsiaddons.zip / emFlock2.pdf
Watch the impressive trailer and an overview of the new features.
local backup:emFlock2-demoscenes.zip / emFlock2-xsiaddons.zip / emFlock2.pdf
author site: http://www.mootzoid.com (archive) / plugin page: /plugin/emflock2 (archive) / author @ vimeo / si-community thread
emRPC4 (emRenderPointCloud) osAll ICE particle renderer v.4.250 updated Dec 21st 2017 — as of now, all of Eric's plugins including this
are available for free. emRPC4 is a renderer that is specialized on rendering point clouds. It is implemented
as an ICE node and a bunch of compounds that render point clouds directly to disk
as TARGA, Softimage, SGI or OpenEXR images (latter is only available for Windows 64
bit).
Even though the node renders the particles in a rather primitive way it can come in handy when dealing with many particles, because it has one great feature: it is fast, so rendering a frame generally only takes a few seconds. Together with the ability to have self-shadowing, ambient occlusion and global illumination it is a great tool for those jobs that need to be done quickly.
local backup:emRPC4-demoscenes.zip / emRPC4-xsiaddons.zip / emRPC4.pdf
Even though the node renders the particles in a rather primitive way it can come in handy when dealing with many particles, because it has one great feature: it is fast, so rendering a frame generally only takes a few seconds. Together with the ability to have self-shadowing, ambient occlusion and global illumination it is a great tool for those jobs that need to be done quickly.
local backup:emRPC4-demoscenes.zip / emRPC4-xsiaddons.zip / emRPC4.pdf
author site: http://www.mootzoid.com (archive) / plugin page: /plugin/emrpc4 (archive) / author @ vimeo
Softimage Quake3 MD3 Exporter Plugin win64 importexport From the si-community thread: I wanted to post here to say that I have written a Quake3 MD3 model exporter for various
versions of Softimage (XSI 6.0 to 2015) and XSI ModTool (6.0/7.5). You can download
the exporter from here: https://jkhub.org/files/file/3301-softi ... -exporter/
Known issues/bugs: Currently I have an issue concerning pressing the "Cancel" button on the progress bar causing SI to crash if export settings are modified and another export is attempted. I haven't had time to debug and fix it yet-- but it's on my ToDo list.
I would really appreciate some feedback. HTML help is included with the plugin-- just press the "?" in the dialog. Enjoy!
local backup:SI2015_Quake3_MD3_Export.64.xsiaddon / Softimage_MD3_Exporter_Plugin_Pack.zip for other versions (6.0 to 2015 including ModTool)
Known issues/bugs: Currently I have an issue concerning pressing the "Cancel" button on the progress bar causing SI to crash if export settings are modified and another export is attempted. I haven't had time to debug and fix it yet-- but it's on my ToDo list.
I would really appreciate some feedback. HTML help is included with the plugin-- just press the "?" in the dialog. Enjoy!
local backup:SI2015_Quake3_MD3_Export.64.xsiaddon / Softimage_MD3_Exporter_Plugin_Pack.zip for other versions (6.0 to 2015 including ModTool)
author link: n/a / si-community thread
STL/OBJ Import/Export win64 cppsrc importexport
v 2.0 updated Nov 2017 with material support for OBJ using a simple user extensible
renderer API (via callbacks) This addon was developed with the intention to speed up the export of OBJ files which
is rather slow using the Softimage factory exporter with >1mil polygon meshes. It
was extended to support OBJ import, as well as STL export and import (ASCII/binary)
which is becoming more popular as an exchange format due to 3D printing.
Supports OBJ vertex colors (ZBrush polypaint) and weights (ZBrush masking) and remembers the last used folder. Available on github. Also includes a PLY importer in an alpha release (not 100% stable and does not support all possible PLY property elements).
Has a new QuickAccess menu addition: if you activate it in the preferences, it will add a menu with your Object Library in the Get->Primitive menu.
local backup:AdditionalFileFormats.xsiaddon
Supports OBJ vertex colors (ZBrush polypaint) and weights (ZBrush masking) and remembers the last used folder. Available on github. Also includes a PLY importer in an alpha release (not 100% stable and does not support all possible PLY property elements).
Has a new QuickAccess menu addition: if you activate it in the preferences, it will add a menu with your Object Library in the Get->Primitive menu.
local backup:AdditionalFileFormats.xsiaddon
author site: rray.de/xsi / si-community thread
Expression Patcher osAll js workflow snippet
This script makes scene paths in expressions relative using 'this' and 'this_model'
replacing absolute paths such as those created by drag-and-drop. Source: Junki's weblog on cocolog-nifty. Spotted by FxDude.
// ( all script comments google translated below )
//--------------------------
// Replaces absolute references to self and containing model with "this." and "this_model."
// Select an object with an expression and execute it.
[show more...]
m|TextureEditor osAll js texturing A well designed extension of the XSI texture editor that adds new features and arranges
some existing ones in more accessible ways. Developed at skymill.co.jp for game production. For a quick overview watch mTextureEditor.
New features include for example straighten UV line, gridify UV block (m|Grid functionality), fill to UV extents, stamp UVs to eps, connect facets, align to uv edge.
Transforms like uniform, non uniform scaling, mirroring, mirror symmetry, rotation and translation are now the central part of the UI, along with controls of the most important transform parameters Units: Choose between uv units and pixels of the underlying texture. Alignment for UV islands and new alignment options for UV points (align to topmost, leftmost, etc..) Options for pinning, relaxing, regularizing etc. now have a section in the main toolbar.
Compatibility note from the manual (en (archive)/jp): It's been tested in Softimage 2013, 2014 and 2015.
local backup:mTextureEditor.xsiaddon
New features include for example straighten UV line, gridify UV block (m|Grid functionality), fill to UV extents, stamp UVs to eps, connect facets, align to uv edge.
Transforms like uniform, non uniform scaling, mirroring, mirror symmetry, rotation and translation are now the central part of the UI, along with controls of the most important transform parameters Units: Choose between uv units and pixels of the underlying texture. Alignment for UV islands and new alignment options for UV points (align to topmost, leftmost, etc..) Options for pinning, relaxing, regularizing etc. now have a section in the main toolbar.
Compatibility note from the manual (en (archive)/jp): It's been tested in Softimage 2013, 2014 and 2015.
local backup:mTextureEditor.xsiaddon
Redshift Renderer 2.5 osAll renderer redshift commercial Version 2.5.32 updated Oct 3rd 2017 / Redshift continues to support the Softimage
plugin, posting updates almost weekly. Version 2 added many new features including volumetrics (OpenVDB), nested dielectrics, a new
BRDFS response, new SSS models, light baking and a new PBR based redshift material.
From the company's website: Redshift is a powerful GPU-accelerated renderer, built to meet the specific demands of contemporary high-end production rendering. Tailored to support creative individuals and studios of every size, Redshift offers a suite of powerful features and integrates with industry standard CG applications. Biased Rendering: Redshift has the features and uncompromising quality of a CPU renderer, but at GPU rendering speeds. Unlike other GPU renderers out there, Redshift is a biased renderer that allows the user to adjust the quality of individual techniques in order to get the best performance/quality balance for their production. Out-of-Core Architecture: Redshift's efficient memory management allows rendering of scenes containing hundreds of millions of polygons and TBs of texture data. Proxies and Instances: The user can export groups of objects and lights to Redshift Proxy files which can be easily referenced by other scenes. Proxies allow for powerful shader, matte and visibility flag overrides as often required in production. [..] Follow the product link to continue reading.
Pricing information: Price is $500 for a node-locked or $600 for a floating license (5 lic. minimum for floating). Both options include 1 year of maintenance. For other options, see the purchase page.
From the company's website: Redshift is a powerful GPU-accelerated renderer, built to meet the specific demands of contemporary high-end production rendering. Tailored to support creative individuals and studios of every size, Redshift offers a suite of powerful features and integrates with industry standard CG applications. Biased Rendering: Redshift has the features and uncompromising quality of a CPU renderer, but at GPU rendering speeds. Unlike other GPU renderers out there, Redshift is a biased renderer that allows the user to adjust the quality of individual techniques in order to get the best performance/quality balance for their production. Out-of-Core Architecture: Redshift's efficient memory management allows rendering of scenes containing hundreds of millions of polygons and TBs of texture data. Proxies and Instances: The user can export groups of objects and lights to Redshift Proxy files which can be easily referenced by other scenes. Proxies allow for powerful shader, matte and visibility flag overrides as often required in production. [..] Follow the product link to continue reading.
Pricing information: Price is $500 for a node-locked or $600 for a floating license (5 lic. minimum for floating). Both options include 1 year of maintenance. For other options, see the purchase page.
author link: http://www.redshift3d.com / product page / download: ../viewforum/36/ / si-community announcement- and render tests thread
gt Symmetry Constraint osAll ICE animation rigging This compound lets you constrain (using ICE constraints) one object to another with
mirror symmetry, with various options as demonstrated here.
local backup:gt Symmetry Constraint.xsicompound
local backup:gt Symmetry Constraint.xsicompound
author @ vimeo / site: http://artifacts.sakura.ne.jp/sakanaya/works (archive) / blog: http://gotetz-log.blogspot.jp / author @ github
Redshift Proxy Animation Control osAll ICE redshift crowd animation
This script overcomes the current limitation of redshift not having proper support
for time shifted instances on Softimage.
Have a look at Fabricio's video Redshift - Proxy animation control script for Softimage (archive) for usage details.
local backup:Redshift_Proxy_Animation_Control_Script.js
Have a look at Fabricio's video Redshift - Proxy animation control script for Softimage (archive) for usage details.
local backup:Redshift_Proxy_Animation_Control_Script.js
author site: http://iceduous.blogspot.com / si-community thread