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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Shekn
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Re: Cycles for Softimage

Post by Shekn » 14 Jan 2019, 17:45

Small update 1.7.3. Download addon here: https://ssoftadd.github.io/download/Syc ... 3.xsiaddon
Or only cyclesRenderer.dll file: https://mega.nz/#!xtBUHQpT!iXbZEQjtt6j8 ... INE3yESTAA
This *.dll file should be placed instead of the original one in the directory with installed addon. Usually the path is C:\Users\UserName\Autodesk\Softimage_2015\Addons\Sycles\Application\Plugins\bin\nt-x86-64

Nothing new in this update, only fix one more bug with uv-coordinates on the subdivided objects.

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wireframex
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Re: Cycles for Softimage

Post by wireframex » 14 Jan 2019, 19:52

Thanks a lot :)
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Re: Cycles for Softimage

Post by wireframex » 14 Jan 2019, 20:34

Hey Shekn,

Some requests about Material Manager interface (Workflow) :
1 - Can you add most of the Cycles shaders in the Create tab ?
2 - Change the Cycles menu position at the top of the Nodes menu (Render Tree tab) ?

Thanks ^:)^
Phil
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yashugan
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Re: Cycles for Softimage

Post by yashugan » 15 Jan 2019, 08:01

Simply AWESOME! now i can start to render! Infinite thank you!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

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Re: Cycles for Softimage

Post by Shekn » 15 Jan 2019, 15:24

wireframex
1. I think yes, it is possible.
2. No, it is impossible. The place of the Cycles shader group determined by Softimage automatically. The top section of the Nodes list for default shaders, and the bottom section for shaders from addons. It is possible to place shaders inside existed groups (for example inside Illumination group), but I think this will be less convenient.

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Re: Cycles for Softimage

Post by wireframex » 15 Jan 2019, 20:28

Shekn

Do you think next suggestions can be posted here or do you prefer by PM ?

Thanks for your answers --> Hope you will try to put the point 1 in the next update ;)
Phil
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Re: Cycles for Softimage

Post by Shekn » 16 Jan 2019, 07:22

Write here. May be it will be interesting for somebody else.

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wireframex
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Re: Cycles for Softimage

Post by wireframex » 16 Jan 2019, 19:09

Ok Shekn :

Here is a suggestions list :

Material Manager interface (Workflow) :
1 - Can you add most of the Cycles shaders in the Create tab ? --> Possible
2 - Change the Cycles menu position at the top of the Nodes menu (Render Tree tab) ? --> NOK

Presets Managers (Workflow) :
3 - Possibility to create shader or material presets in the Preset Manager or in a specific custom shelf ? --> Pending
Something with several tabs by material type / Sycles compound for example (Didn't found solution to do it)
Image

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Shekn
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Re: Cycles for Softimage

Post by Shekn » 17 Jan 2019, 08:15

Such kind of toolbar with image presets can be done by standard Softimage customization tools. For example, you can add to the toolbar buttons and apply pre-rendered images to these buttons. As a result you will obtain toolbar with images, but when you click the image, then corresponding command executes.

There are some commands for applying Cycles shaders to geometry. These commands listed on the menu Get - Material - Cycles Shaders. For example, if you would like to apply DiffuseBSDF shader to the object, then you should execute the command Application.ApplyDiffuseBSDF(). This command apply the shader to all selected objects. So, all you need is to assign these commands to your buttons with images, and you will get toolbar with presets.

May be it is possible to use synoptics as alternative way. In Softimage help there are some sections where described how to create synoptic and how to use it.

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Re: Cycles for Softimage

Post by Rork » 17 Jan 2019, 13:13

wireframefx:

Custom shelfs with tabs to folders and shader icons are mentioned in the manual. I did one long ago for the Lume shaders.
It's not that complicated, only quite a bit of work and some commandline elbow grease ;)

rob
SI UI tutorials: Toolbar http://goo.gl/iYOL0l | Custom Layout http://goo.gl/6iP5xQ | RenderManager View http://goo.gl/b4ZkjQ
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wireframex
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Re: Cycles for Softimage

Post by wireframex » 17 Jan 2019, 18:15

Thanks for your answers :)
The aim is to have just basic cycles basic presets but format is different than I saw with others like "Enhance XSI". Ok I will find a solution it will be my contribution :)

Image
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Re: Cycles for Softimage

Post by Rork » 18 Jan 2019, 09:30

The thumbnails are the most work to add to the presets, or at least the most tedious.

Looking forward what you come up with :)

rob
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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Re: Cycles for Softimage

Post by wireframex » 21 Jan 2019, 12:07

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
You're right I have to do a batch to create the thumbnails for each presets :-ss
:D
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Re: Cycles for Softimage

Post by wireframex » 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
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Re: Cycles for Softimage

Post by yashugan » 21 Jan 2019, 20:37

Hi again, i have a quick question: there is a way to render instances in xsi with cycles? thank!

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Re: Cycles for Softimage

Post by wireframex » 21 Jan 2019, 20:50

yashugan wrote: 21 Jan 2019, 20:37 Hi again, i have a quick question: there is a way to render instances in xsi with cycles? thank!
Yep have a look at the sycles manual ;)
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