Cycles for Softimage

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Sycles 2.4.1Author: Shekn @si-community
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.

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yashugan
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Joined: 30 May 2012, 18:58

Re: Cycles for Softimage

Post by yashugan » 22 Jan 2019, 07:50

Apologize, but i found how to render ICE instances only. A standard instance , like duplicate as INSTANCE a object , i'm not able to render it.
I'm doing something wrong probably. Please can you tell me what to do exaclty if don't disturb too much :D

:-bd

Shekn
Posts: 254
Joined: 30 Dec 2016, 19:18

Re: Cycles for Softimage

Post by Shekn » 22 Jan 2019, 13:22

Ok, this is the bug. Instanced models are not rendered. I will try to fix it.

yashugan
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Joined: 30 May 2012, 18:58

Re: Cycles for Softimage

Post by yashugan » 22 Jan 2019, 13:42

too gentle. And apologize me again.

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wireframex
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Re: Cycles for Softimage

Post by wireframex » 22 Jan 2019, 14:25

wireframex wrote: 21 Jan 2019, 18:26
Rork wrote: 18 Jan 2019, 09:30 The thumbnails are the most work to add to the presets, or at least the most tedious.
rob
Well it works but thumnail qualty is very bad ... I don't understand because the original files are in good Bmp quality :-s
Image
Forgot to tell I used the setthumb.exe command with bmp format ... I have to find another solution :(
"without mastery, power is nothing" - Softimage Addict User
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Rork
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Re: Cycles for Softimage

Post by Rork » 23 Jan 2019, 09:32

Hi,

Just tested one of my old presets, and extracted the thumbnail. It ends up as a 64x64 px .bmp file, 32 bit.
I don't know what version of Softimage you're using for the generation, but maybe use an older version of Softimage just to check?

rob
SI UI tutorials: Toolbar http://goo.gl/iYOL0l | Custom Layout http://goo.gl/6iP5xQ | RenderManager View http://goo.gl/b4ZkjQ
So long, and thanks for all the Fish!!

Shekn
Posts: 254
Joined: 30 Dec 2016, 19:18

Re: Cycles for Softimage

Post by Shekn » 27 Jan 2019, 16:41

Small update 1.7.4. Download here: https://ssoftadd.github.io/download/Syc ... 4.xsiaddon

Only bug fixes. In particular, now Sycles renders model instances (as requested by yashugan). Also adds menu to the Material Manager for the quick creation of simple materials. Simply click on the menu item and new material will be added to the active library.
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yashugan
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Re: Cycles for Softimage

Post by yashugan » 27 Jan 2019, 19:34

Infinite thank you!!!!!!!!!!!!!!!!!

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wireframex
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Re: Cycles for Softimage

Post by wireframex » 28 Jan 2019, 11:53

Thanks a lot for the update and Cycles access :)
Actually not too much time to work the cycles thumbnails but I will do something ...
"without mastery, power is nothing" - Softimage Addict User
CPU 3990x 128 Threads / 2 x 3090 RTX - 24 Go / 96 Go memory

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wireframex
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Re: Cycles for Softimage

Post by wireframex » 07 Feb 2019, 20:07

Well it is really a pain to create these materials and very time consuming like Rork said :(
"without mastery, power is nothing" - Softimage Addict User
CPU 3990x 128 Threads / 2 x 3090 RTX - 24 Go / 96 Go memory

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Rork
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Re: Cycles for Softimage

Post by Rork » 08 Feb 2019, 15:06

That's one reason I stopped doing this after the Lume toolbar ;)

rob
SI UI tutorials: Toolbar http://goo.gl/iYOL0l | Custom Layout http://goo.gl/6iP5xQ | RenderManager View http://goo.gl/b4ZkjQ
So long, and thanks for all the Fish!!

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wireframex
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Re: Cycles for Softimage

Post by wireframex » 10 Feb 2019, 18:21

Didn't found how to create a foggy/dusty/noisy atmosphere for the whole scene from a cycles light or light object.
There is nothing in the manual. It seems it exists in Cycles for Blender.

Is there any tip ?

Phil
"without mastery, power is nothing" - Softimage Addict User
CPU 3990x 128 Threads / 2 x 3090 RTX - 24 Go / 96 Go memory

Shekn
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Re: Cycles for Softimage

Post by Shekn » 11 Feb 2019, 13:26

You should create background light object and add ScatterVolume shader node to it. See the picture with example.
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wireframex
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Re: Cycles for Softimage

Post by wireframex » 11 Feb 2019, 17:05

Oh thank you very much :)

I have to try some noise on it ;)
"without mastery, power is nothing" - Softimage Addict User
CPU 3990x 128 Threads / 2 x 3090 RTX - 24 Go / 96 Go memory

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wireframex
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Re: Cycles for Softimage

Post by wireframex » 13 Feb 2019, 21:06

Hey Shekn

Some shaders are not working with the update 1.7.4 like blendermada with 1.7.3 it works.
Regards
Phil
"without mastery, power is nothing" - Softimage Addict User
CPU 3990x 128 Threads / 2 x 3090 RTX - 24 Go / 96 Go memory

Shekn
Posts: 254
Joined: 30 Dec 2016, 19:18

Re: Cycles for Softimage

Post by Shekn » 14 Feb 2019, 13:56

Yes, this is actual a bug. It happens because the render does not properly recognize color values in the shader compaunds. For quick fix you can connect color nodes to color ports in the compound. I will fix it later.

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wireframex
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Re: Cycles for Softimage

Post by wireframex » 14 Feb 2019, 16:43

Shekn wrote: 14 Feb 2019, 13:56 Yes, this is actual a bug. It happens because the render does not properly recognize color values in the shader compaunds. For quick fix you can connect color nodes to color ports in the compound. I will fix it later.
Ok thanks for the tip :)
"without mastery, power is nothing" - Softimage Addict User
CPU 3990x 128 Threads / 2 x 3090 RTX - 24 Go / 96 Go memory