Cycles for Softimage
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Sycles 2.4.1 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
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Shekn
- Posts: 254
- Joined: 30 Dec 2016, 19:18
Re: Cycles for Softimage
It should works. But sometimes, when you click to skip the rendering, Softimage start it again from the beginning. You skip again, and Softimage restart again and so on. It happens when, for example, you have an active quick render preview and rotate the camera. In this case after skipping the render restarts. I don't know why it happens. May this is from Softimage side, but may I am controlling render process in a wrong way.
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opoppopopp
- Posts: 213
- Joined: 16 Jun 2009, 04:23
Re: Cycles for Softimage
Sorry, I mean the "skip rendered" in pass PPGShekn wrote: 29 Nov 2019, 12:35 It should works. But sometimes, when you click to skip the rendering, Softimage start it again from the beginning. You skip again, and Softimage restart again and so on. It happens when, for example, you have an active quick render preview and rotate the camera. In this case after skipping the render restarts. I don't know why it happens. May this is from Softimage side, but may I am controlling render process in a wrong way.
I think SI just check if there is a file matching current naming pattern, even it is a 0kb dummy file
if so, will skip that frame
if not, generate a .lock file indicate that some one currentlly rendering this frame, so that other application instances will skip this frame also
don't know the detail of custom renderer
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Shekn
- Posts: 254
- Joined: 30 Dec 2016, 19:18
Re: Cycles for Softimage
Ok. I understand what you mean. This skipping not done automatically by Softimage, but I will add this feature in the next update.
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Shekn
- Posts: 254
- Joined: 30 Dec 2016, 19:18
Re: Cycles for Softimage
Next small update - version 1.8.2. Download here: https://ssoftadd.github.io/download/Syc ... 2.xsiaddon
What's new:
1. Compile with the latest version of the Cycles renderer. This version of the Cycles have some new features:
1.1. Add Vertex Color node, which allows to get vertex color directly without using Attribute node (example in the attached picture).
1.2. Add "random per island" output in the Geometry node. This property assign random value for each connected component of the mesh (example in another attached picture).
1.3. Noise nodes (NoiseTexture, VoronoiTexture and MusgraveTexture) refactored. Some parameter changed and there are some new parameters.
2. Support the Softimage feature to skip frame rendering for existing images.
3. Some small bugfixes.
Blender developers again upgrade the version of used libraries. It means, that now the Sycles addon necessarily requires Microsoft Visual C++ Redistributable 2015 or even 2017.
What's new:
1. Compile with the latest version of the Cycles renderer. This version of the Cycles have some new features:
1.1. Add Vertex Color node, which allows to get vertex color directly without using Attribute node (example in the attached picture).
1.2. Add "random per island" output in the Geometry node. This property assign random value for each connected component of the mesh (example in another attached picture).
1.3. Noise nodes (NoiseTexture, VoronoiTexture and MusgraveTexture) refactored. Some parameter changed and there are some new parameters.
2. Support the Softimage feature to skip frame rendering for existing images.
3. Some small bugfixes.
Blender developers again upgrade the version of used libraries. It means, that now the Sycles addon necessarily requires Microsoft Visual C++ Redistributable 2015 or even 2017.
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wireframex
- Posts: 425
- Joined: 08 Jun 2009, 21:02
- Location: France
Re: Cycles for Softimage
Thanks a lot for update 
"without mastery, power is nothing" - Softimage Addict User
CPU 3990x 128 Threads / 2 x 3090 RTX - 24 Go / 96 Go memory
CPU 3990x 128 Threads / 2 x 3090 RTX - 24 Go / 96 Go memory
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MKXSI
- Posts: 63
- Joined: 13 Feb 2019, 15:27
Re: Cycles for Softimage
hi again, im having refresh issues when manipulating UV map on texture editor. Doesnt refresh results in render region.
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Shekn
- Posts: 254
- Joined: 30 Dec 2016, 19:18
Re: Cycles for Softimage
This is because the caching system is on. Turn it off, and the the uv-coordinates will be updated every time. This parameter placed in Performance tab of the render settings and called Cache Mesh.
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MKXSI
- Posts: 63
- Joined: 13 Feb 2019, 15:27
Re: Cycles for Softimage
TOps! Tanks for the tip.
Is there anyway to automaticly see textures on de texture editor, what i do now is i put the texture files in the rendertree so i am able to see them in the txt editor
Thanks
Is there anyway to automaticly see textures on de texture editor, what i do now is i put the texture files in the rendertree so i am able to see them in the txt editor
Thanks
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Shekn
- Posts: 254
- Joined: 30 Dec 2016, 19:18
Re: Cycles for Softimage
No, as I understand, textures from Sycles shader nodes can not be automatically recognized by texture editor.
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MKXSI
- Posts: 63
- Joined: 13 Feb 2019, 15:27
Re: Cycles for Softimage
Thanks for the answer, btw neither in the viewport on texture shading mode isnt it?
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Shekn
- Posts: 254
- Joined: 30 Dec 2016, 19:18
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MKXSI
- Posts: 63
- Joined: 13 Feb 2019, 15:27
Re: Cycles for Softimage
ok thanks Shekn, would there anyway to implement that? you know im a zero on programming and stuff
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yashugan
- Posts: 115
- Joined: 30 May 2012, 18:58
Re: Cycles for Softimage
Hi, thank you again for the fanstastic CYCLES for xsi, it is actually ESSENTIAL and i'm converting all my work in cycles! A side from this i would like ask few things: Is possibile associate the VIEWPORT texture to the DIFFUSE of a shader automatically or choose witch texture see in viewpoert from the Cycimage node? Actually i have to assign a OPEN GL texture to every maerial and i was wondering if can be automatic... Also trasparency is not showed anymore... If i edit some UV is very usefull to see what i'm doing REALTIME
Last,is possible view the texture thumbnails inside the render tree? should very usefull to have a clear view of complex nodes.......
I know that those request can be "refinement",personally i think that can help much in editing shaders.
Anyway, thank you again for cycles, is a MUST have for XSI. Nothing else to say.
Last,is possible view the texture thumbnails inside the render tree? should very usefull to have a clear view of complex nodes.......
I know that those request can be "refinement",personally i think that can help much in editing shaders.
Anyway, thank you again for cycles, is a MUST have for XSI. Nothing else to say.
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Shekn
- Posts: 254
- Joined: 30 Dec 2016, 19:18
Re: Cycles for Softimage
I am sorry, but it is impossible to make realtime preview of the render tree texture nodes. Build-in MR shader nodes can be previewed in the viewport, but I don't know how to do this for custom nodes. What I can try to do is to recognize default Image node for using it in the same way as the cycImageTexture node. Then the texture will we shown in the viewport. But there is a problem: Cycles image node and MentalRay image node has a different set of parameters. Some parameters of the MR node can be interpreted as the similar parameters of the Cycles node, but not all of them.
In principle, it is possible to make preview of the nodes in the separate window. Like material preview. But also there are some problems. For example, if the node contains several outputs, what port should be output to the preview window? The cycImageTexture node has two outputs: color and alpha. What value should be previewed? The cycVoronoiTexture node has many different output ports, and some of them are empty when the node use one set of parameters, and contains data with another set of parameters.
In principle, it is possible to make preview of the nodes in the separate window. Like material preview. But also there are some problems. For example, if the node contains several outputs, what port should be output to the preview window? The cycImageTexture node has two outputs: color and alpha. What value should be previewed? The cycVoronoiTexture node has many different output ports, and some of them are empty when the node use one set of parameters, and contains data with another set of parameters.
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sirdavid32
- Posts: 309
- Joined: 10 Feb 2010, 03:36
- Location: Ecuador
Re: Cycles for Softimage
That would look like a dedicated floating viewport like in the Exocortex plugins.
Question: Is the addon working fine with SI2015sp2?
Question: Is the addon working fine with SI2015sp2?
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