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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opoppopopp
Posts: 213
Joined: 16 Jun 2009, 04:23

Re: Cycles for Softimage

Post by opoppopopp » 18 Mar 2020, 20:47

Sycles and your document about it save my day! :ymhug:

I realise I still stuck with that super old softimage way of doing things... like I am still using build in HAIR system.
So there are few questions, I work-around them, but still curious

~ What is the best way to access scalar weight map in render tree? Like the old MAP_lookup_scalar, I get weights and Set a single self.foo in ICE to access it with "cycAttribute"... :(
si1.png
~ "File Path" in cycImageTexture, support relative path? like all other default path input in SI
path.png
~ Color standard XSI hairs crash...
please check the follow picture, seems I do thing correct follow your document. btw, only string 'uv0' will crash, 'uv1,etc.' (which is not exist) not crash, but off course not working
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Shekn
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Joined: 30 Dec 2016, 19:18

Re: Cycles for Softimage

Post by Shekn » 19 Mar 2020, 06:52

1. Weighmap should be writen to some ice-attribute, and then use it by cycAttrbute node. There are no other ways.
2. File path for texture should be absolute. System does not recognize the relative pathes, but I will try to implement it.
3. I will try to fix the crach with uv-attribute on the hairs.

opoppopopp
Posts: 213
Joined: 16 Jun 2009, 04:23

Re: Cycles for Softimage

Post by opoppopopp » 19 Mar 2020, 15:34

Shekn wrote: 19 Mar 2020, 06:52 1. Weighmap should be writen to some ice-attribute, and then use it by cycAttrbute node. There are no other ways.
2. File path for texture should be absolute. System does not recognize the relative pathes, but I will try to implement it.
3. I will try to fix the crach with uv-attribute on the hairs.
~0 Thank you!
~1 :D so that other per point data should also work this way, great!
~2 If relative pathes not working, I don't think "copy external files" when save scene file is working. this is such a HUGE feature for me, cause it is Guaranteed everything is relative and in the project folder. then I can zip it to other environment with confident... hope it get fixed.
~3 it is working in your guide pdf, so maybe just me mess something...
copy.png
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opoppopopp
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Re: Cycles for Softimage

Post by opoppopopp » 19 Mar 2020, 16:37

btw. as the picture shown.
Other uv out ports of cycTextureCoordinate node, seems working(at least get some uvs and affect the render).
But only that correct 'UV' out port(which is ideal one for access object uv ) not working...
uv.png
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opoppopopp
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Re: Cycles for Softimage

Post by opoppopopp » 22 Mar 2020, 09:27

By the way, is there a way exclusive/inclusive object from a certain light ?
just want to place some highlight for eyes...
looking up online so see how cycles in blender doing it...but not ye found something

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

Re: Cycles for Softimage

Post by Shekn » 23 Mar 2020, 10:04

Use ray visibility option of the light source. For example, like in the picture. The scene contains two light sources. Right light has disabled Diffuse, Transmission and Volume scatter rays. Also, Max Bounces is set to 0 to stop calculate secondary light from the specular.
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opoppopopp
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Re: Cycles for Softimage

Post by opoppopopp » 23 Mar 2020, 12:39

Shekn wrote: 23 Mar 2020, 10:04 Use ray visibility option of the light source. For example, like in the picture. The scene contains two light sources. Right light has disabled Diffuse, Transmission and Volume scatter rays. Also, Max Bounces is set to 0 to stop calculate secondary light from the specular.
Thanks
but I want this for a only certain object, e.g. a face, the method above will also place high light on face instead of only eyes.

like in SI default light objects.
like.png
btw. seem blender itself can not do this yet?
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Shekn
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Re: Cycles for Softimage

Post by Shekn » 23 Mar 2020, 16:50

Next update - version 1.9. Download here: https://ssoftadd.github.io/download/Sycles_1.9.xsiaddon

What's new:
1. Custom AOV support. How to use - tutorial 30 on the manual (https://ssoftadd.github.io/manuals/sycl ... 20_eng.pdf)

2. Adaptive sampling feature. This parameter can be activated on the Sampling tab of the render properties. It slightly decrease the render time with the same noise level. Example on the picture:
adaptive_sampling.png
Output images identical, but with adaptive sampling it renders more quickly. Also there is one additional pass "Sample Count". This pass can be rendered only with active adaptive sampling and contains relative information about samples on the image pixels. For the example this pass looks like this:
adaptive_sampling_pass.png
3. Some improvements of the shader nodes cycMath, cycMapRange, cycClamp, cycWhiteNoise, cycVectorMath and cycWaveTexture. Improvements means some additional parameters of these nodes. Also there is one new node cycVectorRotate.

4. UDIM textures support. For using the set of UDIM textures, simply change the Image Source in the cycImageTexture parameters to "Tiled" and select the first tile (with the index 1001) as texture. All other tiles will be used automatically.

5. Blender developers rewrite the code for rendering volumetric objects. As a result, some parameters changed. Previously there was only one parameter for controlling the quality of volume objects - Step Size. This parameter defined the distance between samples on the ray when it go through the volume object. Now this step can be defined for each volume object independently. To do this, add the property CyclesVolume to the object and tweak the parameter "Step Size". The parameter "Step Rate" in the render preferences control the global multiplicity of the objects local step size. Here is an example:
volume_step_size.png
The volume cube on the example has very high density and lo-res voxel grid (in fact 4x4x4). If the dimension of the voxel grid is higher, then it can be rendered properly with bigger step size value.

6. Some improvements for rendering default Softimage hairs. In particular, vertex color property and weightmap property, transferred from polygonal source, can be rendered by using standard cycAttribute node.

7. Some bugfixes and other small improvements.

Known bugs (and I believe, that the reason of these bugs lies on Blender developers, not me):
1. With active adaptive sampling feature the AOV passes contains wrong data. There is some mixing effect between proper pass data and sampling information.
2. GPU and CPU render volume objects on different ways, there is some difference between render results. This difference is more visible with low-res voxel grid of the volume object.
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rray
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Re: Cycles for Softimage

Post by rray » 23 Mar 2020, 18:29

^:)^ nice update! Thank you for keeping this around, can't wait to try Sycles with my new PC.
softimage resources section updated Sep 26th 2026

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wireframex
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Re: Cycles for Softimage

Post by wireframex » 23 Mar 2020, 20:26

Awesome :)

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

MKXSI
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Re: Cycles for Softimage

Post by MKXSI » 25 Mar 2020, 10:31

Very nice thank you!

opoppopopp
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Re: Cycles for Softimage

Post by opoppopopp » 22 Apr 2020, 14:56

Some improvements of the shader nodes cycMath, cycMapRange, cycClamp, cycWhiteNoise, cycVectorMath and cycWaveTexture. Improvements means some additional parameters of these nodes. Also there is one new node cycVectorRotate.
for the cycMath what is that 3rd value means?
seems can't set it? I am not need it actually...
2v.png
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Shekn
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Re: Cycles for Softimage

Post by Shekn » 23 Apr 2020, 05:43

It appers on PPG only for five types of the operation: Wrap, Compare, Multiply Add, Smooth Minimum and Smooth Maximum. For different operations Value3 has different meanings. It does not used for other operations.

opoppopopp
Posts: 213
Joined: 16 Jun 2009, 04:23

Re: Cycles for Softimage

Post by opoppopopp » 23 Apr 2020, 09:48

Shekn wrote: 23 Apr 2020, 05:43 It appers on PPG only for five types of the operation: Wrap, Compare, Multiply Add, Smooth Minimum and Smooth Maximum. For different operations Value3 has different meanings. It does not used for other operations.
Thank you!
Really depends on Cycles these days...

btw. relative path for pictures in 1.9 ROCK!

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sirdavid32
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Re: Cycles for Softimage

Post by sirdavid32 » 26 Apr 2020, 16:53

I love how this is 1 to 1 in Blender and Softimage! Great work!

cyborgen
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Re: Cycles for Softimage

Post by cyborgen » 28 Apr 2020, 13:17

Thx alot - I am looking forward to work with it