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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I3D
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Re: Cycles for Softimage

Post by I3D » 06 Jul 2021, 06:21

Shekn wrote: 06 Jul 2021, 04:36 Yes, this is my limitation. I hardcode the limit to 8 devices, but it's possible to increase the limit in the next update. May be to 1024 devices. 1k devices ought to be enough for anybody.
1K is a lot mate, realistically on AWS I can spin an 8 Tesla A100 instance, so that would be 8 CUDA and 8 OptiX plus the CPU, so that would be 17. In Octane Bench the most I saw was 16x Tesla A100. The norm apparently (if your daddy is rich that is) these days is 10x or 12x 3080 or 3090!!!! How don't ask me. So on second though, yeah 1K seems about right :D

BTW, the new update from Blender 2.93 about "Persistent Data" to load frames quickly, is that a cycle update?

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Re: Cycles for Softimage

Post by I3D » 06 Jul 2021, 06:27

Ohh and huge thanks for updating FX Denoise to use OIDN 1.4 :)

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sirdavid32
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Re: Cycles for Softimage

Post by sirdavid32 » 07 Jul 2021, 11:31

Really?!! Can that be implemented into Softimage?!

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I3D
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Re: Cycles for Softimage

Post by I3D » 07 Jul 2021, 13:40

sirdavid32 wrote: 07 Jul 2021, 11:31 Really?!! Can that be implemented into Softimage?!
Which part sirdavid32?

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Re: Cycles for Softimage

Post by Surface_VR » 09 Jul 2021, 12:40

FX Denoise and Sycles noise removal function "OpenImageDenoise" are both based on "Intel Open Image Denoise", so the effect is almost the same, right?

Comparing NLM, OptiX, and OpenImageDenoise, OpenImageDenoise is still the most stable and beautiful!

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Re: Cycles for Softimage

Post by I3D » 09 Jul 2021, 12:48

Correct, both are based on OIDN and that is more stable than Optix. Might hold better in animation as well, didn't do a lot of animation to test though

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Re: Cycles for Softimage

Post by livio3d » 08 Aug 2021, 09:57

hi, on the last release ( 1.10.2 ) when i instal the xsiaddon the cyclesrenderer.dll give me and error and cant be loaded, if i roolback to the 1.9.1 all work fine.
With this implemention of cycles on softimage how hard can be implementing eevee to? if i remember well on xsi viewport you can even run and test gameengine since the version 1 , even run and playing games.

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Re: Cycles for Softimage

Post by wireframex » 08 Aug 2021, 14:20

livio3d wrote: 08 Aug 2021, 09:57 hi, on the last release ( 1.10.2 ) when i instal the xsiaddon the cyclesrenderer.dll give me and error and cant be loaded, if i roolback to the 1.9.1 all work fine.
With this implemention of cycles on softimage how hard can be implementing eevee to? if i remember well on xsi viewport you can even run and test gameengine since the version 1 , even run and playing games.
"Addon additionaly requires Microsoft Visual C++ Redistributable for Visual Studio 2015, 2017 and 2019"
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Re: Cycles for Softimage

Post by livio3d » 08 Aug 2021, 15:44

i have the redistributable cuz i code with unity e visualstudio, the problem persist

Image

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Re: Cycles for Softimage

Post by opoppopopp » 08 Aug 2021, 22:53

livio3d wrote: 08 Aug 2021, 15:44 i have the redistributable cuz i code with unity e visualstudio, the problem persist
Try tools like Dependency Walker to trace which library you miss.

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Re: Cycles for Softimage

Post by Shekn » 09 Aug 2021, 18:19

1. May be you have some other libraries, installed into the system, which requires by Sycles. And these libraries have wrong version. In this case the Softimage loads wrong library, ignore the right one and thus fails to load the Sycles.
2. There are no possibility to integrate eevee into Softimage. Because the eevee is very dense integrated into the blender and can not be extracted as separate module.

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Re: Cycles for Softimage

Post by Nolan » 16 Aug 2021, 10:02

Anyone keen to port/research this to Sycles if porting is required?

OpenCue : Apache License 2.0
An open source render management system.

Sony Pictures Imageworks in-house render manager used on hundreds of films.

https://www.opencue.io

Haven't looked into this. Not sure if can use available renderers ie Sycles, Arnold (yes), Katana (yes), RenderMan (yes), Redshift, etc Not sure if it runs on MS Windows. Maybe Windows Subsystem for Linux https://docs.microsoft.com/en-us/windows/wsl/about. Definitely NOT plug and play.
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Shekn
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Re: Cycles for Softimage

Post by Shekn » 16 Aug 2021, 14:49

Cycler render does not have standalone version. There is experimental minimal application in the official repo, but this version does not supports many features. And this is the main reason, why Cycles can not be used in render farm. All render management systems only controls tasks. They don't know anything about applications, which executes these tasks.

Of course, there are several render farms, that can render Blender scenes, but all of them use Blender as render application, and you should send blend-file into it.

LuxCore render, for example, have standalone render application and it allows export scene to special binary format and render it in another computer. Potentially this render can be installed inside a render farm.

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Re: Cycles for Softimage

Post by Shekn » 25 Aug 2021, 15:25

Next update. Version 1.11. Download here: https://github.com/ssoftadd/SSoftAdd.gi ... 1.xsiaddon

What's new:
1. There are some small features from the current version of the Cycles render:
- Spread parameter for the area lights
- More optimal settings for the shadow terminator. Now there are two different parameters for this process - for geometry compensation and for shading.
- Three additional modes in the VectorMath shader node.
2. The default count of render devices increased to 16. There is possibility to change this value. To do this - change the parameter "Render - devices" in the configuration file config.ini (which placed inside addon directory).
3. Basic implementation of the baking feature. This allows to bake lightmaps (and other channels like uv, normals, diffuse and so on) into textures. But the baking process is very limited. It allows to bake only one object in each render session. Also generated texture does not contains pixel paddings (as a result some artifacts may appears in uv-seams). How to use the baking - tutorial 30 in the manual (https://github.com/ssoftadd/SSoftAdd.gi ... 8_2021.pdf).
4. Include additional dll-files into addon. Now it should works without any additional installations on any system.

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Re: Cycles for Softimage

Post by I3D » 25 Aug 2021, 22:42

Then your shekn 🙏

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Re: Cycles for Softimage

Post by avalon_70 » 26 Aug 2021, 03:23

Thank you Shekn!