Softimage Resources: plugins, scripts, compounds and shaders

All 1119 entries of the Softimage Resources as a simple list, 901–950 on this page. To search and filter by tags, use the interactive Resources page.

Neighbor Points PlusAuthor: Julian JohnsonosAll, ICE osAll ICE
Neighbour Points Plus 1.6 expands on the PointNeighbors attribute that's native to ICE by letting you select 'n' levels of neighbouring points. You can select the number of levels you want, filter the results and/or exclude the original points.

local backup: Neighbour Points Plus.1.6.xsicompound nb_points_plus_1.6.scn
Track ICE ParticleAuthor: Julian JohnsonosAll, ICE, python, controllers osAll ICE python controllers
Get a null to follow a specific particle's position and orientation. Multiple points can be tagged in multiple clouds. The positions are worked out in global space and nulls are dumped at the scene root.

local backup: ice_track_particle_v1.0.3.py
Plot ICE Particles to curvesAuthor: Julian JohnsonosAll, ICE, curves, python osAll ICE curves python
This script plots tagged ICE particles to curves. For each point cloud it creates a null at the scene root and places the curves under that null. To use, just tag points and run the script. A dialogue will let you select the frame range and step size.

local backup: ice_particle_plot_v1.0.0.py
Quaternion SpineAuthor: Martin MatzederwinAll, rigging, python winAll rigging python
This Softimage Plugin creates a curve with Nulls on it that You can use to rig or weight directly to them. the orientation of the nulls is defined by the curvetangent and the the base and target objects orientations. The system offers 720 degrees of freedom in twisting and offers a much better twist distribution compared to the softimage spine system.

The tool work very well for things like spines, tentacles, long necks and stuff like that.

The systems orientation is along the Y axis. As it uses the global kinematics of xsi You should carefully plan and test the parents. Too deep parenting or orientation constraints can cause problems. For this I want to enable a short quaternion interpolation in later releases if You need deep parenting and not 720 degrees twist. Right now it runs only on 32 bit.

Output: The offset matrix, scaling, rotation, translation and rotation quaternion.


local backup: MM_QuaternionSpine.zip (MM_Quaternion.dll + MM_QuaternionSpine.py)
Symmetrize HairAuthor: Martin MatzederwinAll, python, symmetry, hair winAll python symmetry hair
A little plugin to symmetrize hairstyles on the YZ plane. Hope it saves You some time to get out earlier. The operator works only with hair on clusters.

Installation: 1. You need a working python installation for xsi — 2. Just drop it into Your plugins directory, workgroup or user plugins — 3. Restart XSI or reload Your plugin directory
How to use: 1. Before You use it push the Stretchy Button — 2. You can find it under the shape tools (Found no way to embed it into the hair tool bar) — 3. Freeze the hair.

local backup: MM_SymmetriceHair.zip
Match ShapeAuthor: Martin MatzederwinAll, python, workflow winAll python workflow
This little tool copies the point position data from one object to another. Both objects should have the same topology.

Installation: 1. You need a working python installation for xsi — 2. Just drop it into Your plugins directory, workgroup or user plugins. — 3. Restart XSI or reload Your plugin directory —
How to use: 1. Select the object You want to copy to — 2. Animate>Shape>MM_MatchShape — 3. Pick the object You want to copy

Some options: Plot generator level animation — Place external modified shapes in the secondary animation stack — Copy modeling modifications from one object to the other.

local backup: MM_MatchShapePlugin.zip
Reset ShapeAuthor: Martin MatzederwinAll, python, js, workflow winAll python js workflow
Might be an old one but still very useful... This tool allows you to remove any shape modifications of the tagged points.

Installation: 1. You need a working python installation for xsi — 2. Just drop it into Your plugins directory, workgroup or user plugins. — 3. Restart XSI or reload Your plugin directory
How to use: 1. Select the points You want to snap back to the default shape. — 2. Ctrl + select the shape key — 3. Animate>Shape>MM_ResetShape.

local backup: MM_ResetShapePlugin.zip (MM_ResetShapePlugin.py + js version MM_ResetPoints.js)
OBJ SequencerAuthor: Thiago CostawinAll, js, workflow, importer, interop winAll js workflow importer interop
OBJ sequencer works by importing a numbered sequence of OBJ files and essentially keying render/view visibility.

Other options include weld open edges, relax, put inside of a model or refmodel.

local backup: TC_OBJSequencer.xsiaddon
TC Sketch 1.1Author: Thiago CostawinAll, js winAll js
Like the grease pencil tool for Maya, this tool lets you draw with the sketch tool for 2d animation/per frame annotation.

local backup: TC_sketch_v1_1.xsiaddon
TC AddChannelsAuthor: Thiago CostawinAll, js, workflow winAll js workflow
Using this tool you can add multiple channels at once to the active pass.

local backup: TC_RenderTools.xsiaddon
Find Offset between ObjectsAuthor: Nicolas Langlois-DemersosAll, ICE osAll ICE
ICE compound to find the offset between two transform matrices. Will be helpful to create constraint compensation for future constraints.

Input:
- Offseted object global or local transform (Matrix) - the parented object
- Other object global or local transform (Matrix) - the parenting object

Output:
- The offset matrix, scaling, rotation, translation and rotation quaternion.

local backup: Find Offset between Objects.xsicompound
Swap XYZAuthor: Todd AkitaosAll, ICE osAll ICE
Super simple compound to swap and zero vector components. Convenient if you happen to be doing a lot of shuffling of channels - like Y position to wind Z velocity for example. Or if you just want to quickly zero the Y.

local backup: Swap XYZ.xsicompound
Dotted HatchAuthor: Ahmidou LyazidiosAll, shader, mentalray, shadercompound osAll shader mentalray shadercompound
A dotted hatch NPR shader

Related plugins: CM Toony shader

local backup: dottedHatch.xsirtcompound
SimpleSSSAuthor: Guillaume LaferriereosAll, shader, mentalray, shadercompound osAll shader mentalray shadercompound
An example shader compound to show how to use MIA material with a SSS compound. BR>
local backup: MiaSimpleSSS.xsirtcompound
SkinSSSAuthor: Harry BardakosAll, shader, mentalray, shadercompound osAll shader mentalray shadercompound
This is a conversion of the misss_fast_skin_phen Phenomenon, but it does not use the Material output port type. It works with FG and GI, and can be customized based on your needs.

Bug fixes :
- Weight for epidermal was overridden by diffuse weight.
- Lightmap_diffuse is linked to Diffuse now.
- Back Scatter Depth parameter was missing

local backup: 29472-SkinSSS.xsirtcompound
Camera IncidenceAuthor: Halfdan IngvarssonosAll, shader, mentalray, shadercompound osAll shader mentalray shadercompound
Publisher's Description. An incidence shader compound that works with displacement.

local backup: CameraIncidence.xsirtcompound
Camera ProjectorAuthor: Halfdan IngvarssonosAll, shader, mentalray, shadercompound osAll shader mentalray shadercompound
A shader compound to do camera projection of textures onto objects.

Features: Daisy-chaining for easy multi-projection setup Edge feathering with a falloff curve Include or bypass the texture's own alpha.
Usage: 1. Import the shader compound into the rendertree — 2. Open the PPG and click »Link Camera« and select the camera (or any other object with kinestate) to link the projection to. — 3. Twiddle the parameters

The projection is orthographic and the width/height is specified in SI units.

local backup: Camera_Projector.xsirtcompound
Particle Billboard TextureAuthor: Halfdan IngvarssonosAll, shader, mentalray, shadercompound osAll shader mentalray shadercompound
A simple shader compound to do particle billboards with a profile curve fade over age percentage.

local backup: Billboard_Texture.xsirtcompound
Alpha ReplaceAuthor: Joey PonthieuxosAll, shader, mentalray, shadercompound osAll shader mentalray shadercompound
This compound provides the ability to replace the alpha within an RGBA color stream. It includes multiple replacement sources, gain, fader, inversion, and boolean options. It is very useful when working with Layers.

To install copy to: %XSI_USERROOT%SoftimageXSI_7.0DataRTCompounds or any Workgroup equivalent.

The compound will then be available via the Render Tree Preset Manager. Shader will be available under Color Channels. There's a comprehensive description inside the compound.

local backup: Alpha Replace.1.7.xsirtcompound
GainAuthor: Joey PonthieuxosAll, shader, mentalray, shadercompound osAll shader mentalray shadercompound
This Shader Compound provides advanced level/gain control for use in the Render Tree. There's a comprehensive description inside the compound.

local backup: Gain.1.2.xsirtcompound
Simple GainAuthor: Joey PonthieuxosAll, shader, mentalray, shadercompound osAll shader mentalray shadercompound
This Shader Compound provides basic level/gain control for use in the Render Tree. There's a comprehensive description inside the compound.

local backup: SimpleGain.xsirtcompound
Normal Map ControlAuthor: Derek MondelliosAll, shader, mentalray, shadercompound osAll shader mentalray shadercompound
Uses the new Normal Map 2 node with the Red and Green channels separated so that you can flip them individually, and it has color correction control so that you can adjust the image contrast to increase or decrease the height of the normal effect.

local backup: Normal Map Control.xsirtcompound
Edge EnhanceAuthor: Peter LearyosAll, shader, mentalray, shadercompound, thickness osAll shader mentalray shadercompound thickness
Plug »Edge Enhance« into a material slot to highlight the edges of your geometry. The Exposed inputs will allow you to quickly control the edge thickness and how much it wraps around the object (using it's lighting).

I usually use it in the incandescence slot but you have to turn the Incandescence intensity up or it won't show.


local backup: Edge Enhance.xsirtcompound
Fill Volume EvenlyAuthor: Grahame FullerosAll, ICE, voxelize osAll ICE voxelize
Fills an object with particles spaced at the specified XYZ offsets.

local backup: Fill_Volume_Evenly.1.1.xsicompound
Spreadsheet Passes QueriesAuthor: Guy RabillerosAll, shadingworkflow, vbs osAll shadingworkflow vbs
Not working for current versions of Softimage. When you create some passes in your projects, it is sometime laborious to modify rendering parameters especially if you want to synchronize some of them. Of course, if you select more than one pass, when you edit the rendering options in the properties panel, modifications will be applied to all of them, except for some paths. But it is interesting to have a global view of your settings for all the passes at once, just before you start rendering for verification purpose or for last minute changes. This is the main purpose of this Add-On.

local backup: SpreadsheetPassesQueries.v1.1.xsiaddon
ShapeMapsAuthor: Guy Rabillerwin32, vbs win32 vbs
Not working for current versions of Softimage. In Softimage|XSI you can link WeightMaps and Shapes to control their areas of influence. However you can't link TextureMaps with Shapes yet. From this situation, the idea of this add-on came up. It allows you to link an image or an animated sequence of images, as an ImageClip to a Shape with several modes.

The first idea was to directly link TextureMaps with Shapes, because they are exactly what we need, a link between ImageClips and UVs. However currently the XSI SDK doesn't allow us to access the UVs referenced by a TextureMap. So the link will have to be manually created between the Shape, the UVs set and the ImageClip.
[..]

Continue reading on the download page.

local backup: ShapeMaps.v0.1.xsiaddon
Generate Objects By VolumeAuthor: Lukasz HachulaosAll, ICE, voxelize osAll ICE voxelize
Generate Objects by Volume (aka RedMan) - with this you can generate objects (box, sphere) inside another object's volume - like in the ICE CoolStuff movie around 4min.

local backup: Generate objects by Volume.1.2.xsicompound readme.txt
Generate 3D Point GridAuthor: SoftimageosAll, ICE, particle, voxelize osAll ICE particle voxelize
Generates a three dimension grid of points by specifying the number of points and the spacing in each dimension. You need to connect this node to a port on the ICE Tree node of an empty point cloud. In this version I removed shift cloud's center from (0,0,0) - so now it's aligned to scene center, also exposed values let you move whole cloud in XYZ.

local backup: Generate 3D Point Grid Update.xsicompound readme-3dpg.txt
Delete Particle By IDAuthor: Steven CaronosAll, ICE, particle osAll ICE particle
This compound takes in a list of particle IDs (integers) and deletes them from the point cloud. Here is a script that can be used if you have this compound installed. Select the particles you want to delete and run it.

local backup: Delete Particle By ID.xsicompound
Deletes or Keeps Points by IDAuthor: Malcolm ZaloonosAll, ICE, particle osAll ICE particle
This compound Deletes or Keeps points by specified IDs. Keep = delete all points and keep only those specified by IDs (inverted delete). To keep or delete more than one point/particle, just connect an Integer to the free (new(ID)) port.

local backup: Deletes or Keeps Points by ID.xsicompound
Delete Particles by DistanceAuthor: Thiago CostaosAll, ICE, particle osAll ICE particle
Delete particles by the average distance of neighbor particles. Useful to kill particles if they get too close to each other.

local backup: Delete Particles by Distance.xsicompound
Spring EffectAuthor: Alan FregtmanosAll, rigging, ICE osAll rigging ICE
This is taken from here: http://softimage.jp/xsi/7/video/ice.html — It makes a spring motion effect based on the particle's original emit location.

local backup: Spring.1.0.xsicompound
Procedural Fluid FlowAuthor: Guillaume LaforgeosAll, ICE, particle, scene, fluids osAll ICE particle scene fluids
These compounds give some fluid motion to your particle simulations. The main advantage is to avoid »gutters« where particles accumulate.

It is an »ICE translation« from the Siggraph paper »Curl-Noise for Procedural Fluid Flow« by Robert Bridson, Jim Hourihan and Markus Nordenstam.

Go to Task > Procedural Fluid Flow to find all the compounds. There is also a sample scene showing how to combine those compounds to create a basic wind tunnel effect.

local backup: Procedural_Fluid_Flow.rar
mia_x Render ChannelsAuthor: Guillaume LaforgeosAll, shader, mentalray, shadercompound osAll shader mentalray shadercompound
In Autodesk XSI7, we've got the mia_x shader. It gives us multi-outputs that we can plug in some XSI RenderChannels. I like this new shader a lot but I dislike the way to setup all the outputs in the render tree. Too many things to do. XSI is not so good to deal with Channels as it is with Passes. The exact opposite of Houdini where passes can be long to setup but exporting a shader parameter is just as simple as clicking on an export button :) . So I setup a Render Tree compound to quickly create those outputs. All the mia_x channels are already in the compound. I use some PPGLogic in this compound, so you just need to turn on the output you want to automatically create the corresponding channel and add it to the current pass.

This script by Nassos Yiannopoulos lets you conveniently set up the render tree for this shader. Select the material in the render tree window and run the script.

local backup: mia_x Render Channels.xsirtcompound
SelfAuthor: Guillaume LaforgeosAll, ICE, private osAll ICE private
Tired of typing »Get Da« and then »Self« ? Here is an advanced ICE node for advanced ICE users ;)

Windows users can drag this link on an ICETree graph

(Content is highly proprietary so compound had to be protected from inspection!)
Physical Sun and Sky Setup ToolAuthor: Sylvain BergerosAll, shader, mentalray, workflow osAll shader mentalray workflow
If you have used the Physical Sun and Sky in Maya and Softimage, you may have noticed that in Softimage the setup is halfway done. Only the sky is created, no lens shader is used and the Sun is using a soft light shader instead of the physical sun shader.

If you want to have a setup similar to Maya you have to connect everything manually. I got tired of connecting all the shaders manually so I have modified the Initialize sky shader script to include all those changes.


local backup: PhysicalSkyAdvance.xsiaddon
Override By Particle IDAuthor: Alan FregtmanosAll, ICE, particle osAll ICE particle
Sometimes it's really handy to override a specific ICE attribute for a handful of specific particles.

local backup: Override By Particle ID.1.0.xsicompound
StrandoodleAuthor: Alan FregtmanosAll, ICE, strands, particle, curves osAll ICE strands particle curves
See video clip on vimeo - Perhaps you can use this to grow some stems or tubes by animating one or more nulls, or do handwriting by path-constraining your nulls to premade curves like in the above example.

local backup: Strandoodle.1.0.xsicompound
AF_kVolumeAuthor: Alan FregtmanosAll, ICE, particle osAll ICE particle
This compound is for »killing« (deleting) particles that are inside/outside of a geometric volume. If you have particles that are flying away, and maybe they're out of camera and you don't need them, you could have this node kill the ones that venture into the cosmos which is good because fewer particles = faster playback.

It's also a simple, good example of using »If« nodes.

local backup: AF_kVolume.1.0.xsicompound
Particle AccellerationAuthor: Thiago CostaosAll, ICE, particle osAll ICE particle
This compound calculates the particle acceleration with the simple equation F/M. (you need to have Force and a Mass applied to the particles prior to the execution of this node).

Acceleration can be used for attributes in the render tree or ICEtree. The acceleration node creates attributes for Acceleration Vector (the direction), Length (the amplitude) and IsAccelerating. IsAccelerating will calculate the state of the current frame in relation to the previous one. Acceleration is very useful when stored over time and compared. You can use a timer for that and use states also.

This video on vimeo (archive) shows a particle cloud printing the acceleration graph of another particle cloud. Constant acceleration could be added in the future in the same compound.

local backup: Acceleration.1.1.xsicompound
Generate 3D Particle Grid - Indice BasedAuthor: Stan SmuldersosAll, ICE, particle osAll ICE particle
Improved 3D Grid compound shipped with XSI by generating the point positions based on the indices of the Grid/Compound specific array, instead of the point ID.

What happens when you use two or more 3D Grid compounds inside the same point cloud is that the point positions start shifting around and you have no precise control over them. With this compound you have exact control over the size, center and more, per compound.

local backup: 3D Particle Grid Indice Based.xsicompound readme.txt
Push Deform With Weight And Texture Map InputAuthor: Nenad CocicosAll, ICE, deformer osAll ICE deformer
This deformer does the same thing as the standard push deformer in XSI, except that it has a texture map input besides the weight map, so it can be used for displacement map preview. When a color map is used, middle gray (0.5) is 0 deformation, black is -1 and white is 1, so it's good for using ZBrush disp maps. Tried it with an object of almost 3 million triangles and it works nicely.

local backup: Push_inICE.xsicompound readme.txt
Dent Geo With ParticleAuthor: Antton TapaniosAll, ICE, deformer osAll ICE deformer
Deforms geometry with particles.

local backup: Dent Geo With Particle.xsicompound readme-dent.txt
Dual Curve DeformAuthor: Antton TapaniosAll, ICE, deformer osAll ICE deformer
First curve defines the path that your mesh conforms to. Second curve is used to set local banking angle of the mesh, so that »up« direction always points at the closest point on the curve. Longitude of the mesh is assumed to be along positive local x-axis.

local backup: Simple Dual path deform.xsicompound readme-dualpath.txt
Ripple DeformAuthor: Paolo BertoniosAll, ICE, deformer, fluids osAll ICE deformer fluids
It's an animated ripple compound. if you find any bug please tell me I'll try to fix.

local backup: Simple Ripple.1.2.xsicompound readme.txt
Simple EnvelopeAuthor: Nicolas Langlois-DemersosAll, ICE, deformer osAll ICE deformer
WIP - Simple Envelope built out from ICE Nodes.

local backup: Simple Envelope.xsicompound readme-env.txt
Constrain Transform To CurvesAuthor: Nicolas Langlois-DemersosAll, ICE, curves osAll ICE curves
As seen in Phil's ICE introduction videos.

local backup: Constrain Transform to Curves.xsicompound readme-crv.txt
Constrain Transform To SurfaceAuthor: MeganticosAll, ICE osAll ICE
As seen in Phil's ICE introduction videos. Constrain object orientation to a floor plane. Another version by Megantic is available here

local backup: Constrain Transform to Surface.xsicompound readme-srf.txt
Phil's ICE PackAuthor: Phil TaylorosAll, compilation, deformer, ICE, particle, strands, hair, scene osAll compilation deformer ICE particle strands hair scene
Essential collection of 100 ICE Compounds for various purposes including Hair, Verlet Dynamics Simulation and DualQ Skinning. By tech ninja Phil Taylor, contains:

Phil's ICE Pack is included in current releases of Softimage

Array Compounds
Build Array from Per Point Data, Build Index Array, Build Linearly Interpolated Array, Find Closest in Array, Get Array Maximum 2, Get Array Minimum 2, Move in Array, Rebuild Array, Reverse Array, Select SubArray in Array, Build 2D Array, Calc Sub Array Size, Get 2D Array Size, Get 2D SubArray Size, Initialize 2d Array, Pop SubArray from 2D Array, Push SubArray on 2D Array, Resize Array in 2D Array, Select Array in 2D Array, Select SubArray in 2D Array, Set SubArray in 2D Array,

Curve Compounds
Bezier4, Bezier5, Curve Distance to Curve Location, Curve Location to Curve Distance, Curve Location to Normalized U, Fitted Bezier Curve, Normalized U to Curve Location

Debugging Compounds
Build Arrow, Build Capsule, Build Circle, Build Cross, Build Debug Grid, Build Rectangle, Build Sphere, Build Square, Display Arrow, Display Line, Display Point,

show more...


local backup: Phils_ICE_Pack.zip
Shortest segment between 2 linesAuthor: Antton TapaniosAll, ICE osAll ICE
Basic math compound to calculate the shortest possible segment between 2 arbitrary lines.

local backup: Shortest segment between 2 lines.xsicompound readme.txt