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    Apr 13th: http://rray.de/xsi #softimage resource website update

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    Feb 8th: http://rray.de/xsi #softimage resource website update

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    TR Precise ToggleAuthor: Tomas Rothjs, winAll, workflow
    As demonstrated here, toggles between normal and slow interaction state, making object scaling/placement/rotation ten times slower than normal for temporary precise placement.

    Installed as MCP->Transform->Transform precise and MCP->Transform->Camera precise (which does the same thing for camera orbiting).

    local backup: TR_Preciese_V1.1.xsiaddon

    author site: http://sobexsi.blogspot.cz / -community discussion
    .ScnToc ManagerAuthor: Alok Gandhiupdated, osAll, python, workflow
    Allows mass-editing of all referenced models' resolution (including »off-loaded«) and resolution path settings before loading the full scene in Softimage. Supports find and replace, multi-edit, file history, optional Softimage onOpenScene event integration.

    This plugin works by modifying .scntoc files which Sofimage saves along with every .scn Scene file and is particularly useful for scenes with many referenced models, like crowd scenes. Video demonstrations: Scntoc Res Manager v 1.02 Standalone / Scntoc Res Manager Softimage Addon

    local backup: srm.xsiaddon (Addon version - Standalone not needed)   scntocResManager-master.zip (Standalone version)

    author company: modusfx.com / mailing list discussion / project on github
    Redshift RendererAuthor: Redshift Rendering Inc.updated, osAll, render, commercial
    Redshift is, to our knowledge, the world's first fully GPU accelerated biased production-quality renderer. Redshift supports multiple biased global illumination techniques: Brute-Force GI, Irradiance Cache (aka Final Gather), Irradiance Point Cloud (aka Light Cache) and Photon Mapping (GI and Caustics) - all fully GPU accelerated and performing many times faster than similar CPU-based solutions. As a biased renderer, Redshift provides you with the flexibility to tune your settings where it counts to achieve noise-free results faster when compared to unbiased renderers. People familiar with Mental Ray or VRay will feel right at home with Redshift.

    A problem that plagues many GPU renderers on the market is that they are limited by the available VRAM on the graphics card (and most systems have significantly less VRAM than main memory). Redshift addresses this by using an out-of-core architecture for geometry and textures allowing you to render scenes with tens of millions of polygons and gigabytes of textures with off-the-shelf, inexpensive hardware. Redshift currently integrates directly with Softimage 2011 through 2013 and Maya 2011 through 2013 on Windows XP or higher. 3ds Max support is in development. To run Redshift, you'll need an NVidia graphics card supporting compute 1.2 or higher with 1GB VRAM or more.


    Redshift is currently in closed alpha. Visit the company's website to request access.

    author link: http://www.redshift3d.com / -community thread / -community render test thread
    LK Lightning 2.0Author: Leonard Kochupdated, osALL, ICEstrands, ICEmisc, commercial
    Updated April 2013 — LK Lightning 2.0 is a major update of the LK Lightning toolset which gives the artist deep but user-friendly control over the creation of many types of strand systems (not only lightning effects but many things which can be created procedurally using strands like trees, algae, feathers, ivy). Just like the free previous version 1.51, even though this is a fully ICE based system, it is designed in a way so no previous knowledge of ICE is needed. Watch this video for an introduction of the new version features.

    From Leo's changelog page: Big changes: A new animation engine. Combining a more classical particle system workflow with LK Lightnings non-simulated nature. Completely revamped emitters. Housing most of the parameters for the new animation engine. Now allow for continuous emissions. Have much deeper control over the look and motion of the particles. Orientation controls added. The Orientation for Strands is now calculated. Gives you control over the Orientation for both particles and strands. Most values now per point instead of per object. This allows you to take control over behaviour on a per particle basis. A lot of randomization compounds specifically for LKL have been added to aid you in this. Mesher added. Gives you the ability to mesh strands or particles of any pointcloud. Allows you to render LK Lightning with any renderer, regardless of the depth of it's ICE support. Parameter and node renaming across the board. The naming scheme is now more in line with Softimage's usual terminology and also more internally consistent. [..]

    LK Lightning 2.0 is available for €119 at Leo's website.

    author link: http://leonardkoch.com/ / -community discussion
    Generate Instance On Curve 1.2Author: Julien Carmagnacupdated, osAll, ICEparticles, compoundformat
    Updated Febuary 2013 — Based on a part of the »Create Copies along Curve« Compound of Felix Geremus, I try with this tool to cover many possible situation as possible with copies on curves. It work with multiple curves, even merged, and generate as many point cloud as necessary. We can easily edit all of then with the Multi Edit PPG.

    The 1.2 update adds these new features and functions: Exposed »accuracy« parameter Adjust scale with real space in X,Y Or Z Delete Last Instance on open Curve Delete Neighbors with distance Random scale on X,Y,Z independently Offset scale on X,Y,Z independently Create from preset Save preset Randomize Update instances

    Demonstration videos available here (V1.0) and here (V1.1) and here (V1.2).

    Note that the download in the first post of the si-community thread isn't the most current version. Look further down in the thread to find it.

    local backup: InstanceOnCurve_v1.2.xsiaddon
    author on vimeo / -community discussion
    agBendAuthor: Angel Pavónupdated, winAll, cpp, workflow
    This is my own Bend deformer. agBend simulates 3D Studio MAX's bend deformer.

    local backup: agBend 2.1.xsiaddon
    author blog: El blog de Agedito / download: /portal/..&Itemid=39
    agTeapotAuthor: Angel Pavónupdated, winAll, cpp, workflow
    Here is the XSI teapot. This is an example of an polygon primitive operator.

    local backup: agTeapot 1.2.1.xsiaddon
    author blog: El blog de Agedito / download: /portal/..&Itemid=39
    Legolize 0.2.1 betaAuthor: Ed SchifferosALL, ICEmisc, compoundformat
    Legolize 0.2 is a particle system inside Softimage ICE, created as a hobby. List of features :: Auto Construct slider, at random or uniform height Hollow trigger Transforms constraints Randomize rotation by 90o (useful when only one edge of the piece is beveled) Slight turbulence Offset in X and or Z Debug mode for the hollow effect You can change the input geometry's topology and the pieces won't jump around.

    These below are NOT features, but useful tips that are shown in the video :: Define a color for the pieces from texture maps, vertex colors or randomize it by a gradient Delete pieces inside a null. UPDATE :: I've just made some modifications and released version 0.2.1, including the "Generate 3D Point Grid from Center" compound


    Mentioned video demo to be found here. Also, a Gloob (Children's channel) bumper created with this compound.

    local backup: Legolize.0.2.1.xsicompound   Generate 3D Point Grid from Center.xsicompoundp (needs to exist for the first compound to import correctly)

    author site: http://edschiffer.com / author demo reel
    Emulating Maya's bones displayAuthor: Alan Fregtmanupdated, osAll, ICEmisc, compoundformat
    You've probably heard of ICE keywords like "self", "this" or "this_model"... but did you know about "this_parent"?

    It's not undocumented, but it's often forgotten. If you've ever seen a Maya rig, you've probably seen their joints system which draws "fake" bones. Fake as in that it's just an OpenGL virtual representation of the hierarchy/parenting, not an actual object. I'm not a big fan, but I do like the concept of being able to sketch out a skeleton by duplicating and reparenting joints, and thanks to "this_parent" we can do the same in ICE!


    local backup: Draw Line To Parent.1.0.xsicompound   Debug Parent Position.1.0.xsicompound

    XOceanAuthor: Christian Schnellhammerupdated, win64, ICEmisc, scene
    Another project of mine was to create an ICE Node using the HOT (Houdini Ocean Toolkit). The HOT is a very stable implementation of the Tessendorf algorithm for ocean waves.

    The Xocean node can be used as a deformer (by using a non-simulated ICETree on geometry objects) or for creating interesting particle simulations. The node outputs the displacement values as well as the eigenvectors and eigenvalues for each point in world space. The advantage using an ICE Node is that the outputs can be combined and reused in the ICE Tree (e.g. colorize foam or emitting particles where foam occures)


    local backup: xocean_XSI2012_x64.xsiaddon (works on 2013+)   XOcean_Basic_Setup.scn   how-to screenshot

    Exocortex Species 1.6Author: Chris Covelli, Eric Thivierge and Mitch Lotierzoupdated, osAll, commercial, rigging
    Updated April 2013 — read about the updates here. Species is a production quality character and rig creation kit based on Chris Covelli's »Grow Rig« system. From the product page:

    Exocortex Technologies, in collaboration with CG Artists Chris Covelli and Eric Thivierge, is pleased to introduce Exocortex Species. Exocortex Species simplifies the process of human character creation from designing your character's unique attributes, integrating sculpting results, to rig creation, even animation. With Species, you will create higher quality animated characters faster and at a lower cost, while avoiding the generic look that often come when purchasing off-the-shelf models. [..] We'd also like to give credit to all of our awesome beta testers for the great feedback which helped us make an amazing plug-in. A special thanks goes out to Mitch Lotierzo for creating the custom Species synoptics [..]

    Continue reading on the product page. Video demonstrations available: Species Introduction / Species 1.6 new features

    Price is $299 for individual/RLM-based licenses (node locked or floating) or $999 for a site license.

    author (company) site: http://www.exocortex.com / product page: /simulation/species
    ET_ProjectToolsAuthor: Eric Thiviergeupdated, osAll, workflow
    This is a custom Project Manager plug-in for Softimage. This is a more stable project manager UI for Softimage though it does not integrate with the built in file browsers. It uses an .sqlite database to keep track of the project names and file paths.

    It's not meant to be a full featured well integrated tool but more of a base to build some pipeline tools off of. It uses the built in CreateProject() command to build the scene structure so it doesn't support custom project directories at this point.


    local backup: ET_ProjectTools.xsiaddon
    RcTools 5.2Author: Reinhard Clausupdated, winAll, python, vbs, js, workflow
    Updated April 2013 — 5.2's main new feature TopoClipboard lets you copy map data from a point/edge/polygon/sample selection and paste it somewhere else one the same, or a different mesh into a selection that has the same »shape« as the first selection. Works also for complete selections which makes sense when pasting across two meshes that have the same topology, but differing point orders. TopoClipboard transfers: Vertex Colors UVs Envelope weights (with a remapping option) weight maps tangents point positions (local »shape« of the selected area). Works across different maps of the same type and across scenes inside one instance of Softimage. Other new features are a topology based mirror/flip selection and a couple of new settings for the custom filters like point position compare components, edge on UV border, edge orientation.

    The RCTools plug-in is a collection of workflow helpers and filters for Softimage. The supplied popup menu (Script command »rcToolsPopup«) gives you quick access to all the tools. [..] List of features: Peek (Align camera along selected edge/facing selection @90°) TopoClipboard Flip Selection Mirror Selection Fill Selection Walk Patterned Loop selections Apply Pattern Customizable Filters (by polyon area, aspect ratio, orientation, edge length, point distance and 30 others) subcomponent clipboard subcomponent clipboard booleans (e.g. Select intersection of current and clipboard selection) Cap holes Repeat

    local backup: rctools.5.2.xsiaddon
    author site: http://rray.de / download: /xsi/rctools / -community thread
    Edge ShadingAuthor: Reinhard ClauswinAll, shader, compoundformat
    A render tree compound that renders worn/chipped off/colored/funny edges. Mental Ray only. But built from only a few factory nodes, so it should should be fairly easy to reproduce this in other renderers.

    Letters in thumbnail rendered by plugging node's color output into a phong diffuse port, and into a bump map node at the same time. Let me know if you have issues/ideas about this shader.

    local backup: Edge Shading.xsirtcompound
    author site: rray.de / -community thread
    Explosion ForcesAuthor: Bradley Lewisupdated, osAll, ICEmisc, compoundformat
    Downloadable file from Bradley's 2-part video tutorial Secret Recipes - Blowing Stuff Up in Softimage ICE

    part 1 and part 2. The »secret recipes« page also features the turtorials »How to rig a train in 5 minutes« and »Midi Player Piano«

    local backup: Explosion Forces 3.xsicompound
    LuXSI 1.2Author: Pedro Alcaideupdated, winAll, interop, render, cppsrc
    Updated February 2013, now available for 64 bit systems. LuXSI is an exporter for Luxrender, a physically based and unbiased rendering engine available @luxrender.net. LuxRender is free software - both for personal and commercial use - and is licensed under the GPL.

    For 1.2 updates, see the the luxrender forum thread linked below. This old 1.0 thread is available here. Support Pedro by giving him feedback on the exporter.

    related plugins: LuXSI (by Michael Gangolf)

    local backup: LuXSI_1.2_Release_7z_repackaged.xsiaddon (Does not include LuxRender binary files)

    author site: n/a / luxrender forum / luxrender 1.2 discussion
    ICE TetrisAuthor: Oleg Bliznuk / IFXupdated, osAll, ICEmisc, scene
    A little game-in-a-compound as demonstrated here. One of Oleg's first attempts at ICE from 2011 [..] but I did it a long time ago when I had no big ICE experince and also a new nodes from 2012 xsi, and some glitches are possible

    local backup: ICE Tetris.xsicompound
    author youtube channel: GBOTFX
    Cloud SceneAuthor: Rob Chapmanupdated, osAll, scene
    [..] you will obviously need the latest version of Holger's BA_essentials shader pack installed. Here is a render of this scene as well. think the fractal speed is too fast and the lookup table cell size could be lowered to reduce flicker but its just a simple setup to test the new feature of 'World drag'.

    Mentioned render: here.

    local backup: simplecloud_enhanced_plus.scn
    City BuilderAuthor: Pierre Lalancetteupdated, osAll, python, modeling
    Updated September 2012 — This python script generates a procedural city. From the cgchannel link below:

    You can get it at my site, under the SCRIPTING link: www.lalancelot.com. To Run: Unzip the file (city_builder_3_03.py) Copy this file into your plugin directory (Example: C:\Users\Lancelot\Autodesk\Softimage_2010\Applicat ion\Plugins) Restart Softimage In MODEL menu, GET -> PRIMITIVE -> POLYGON MESH -> CITY BUILDER

    You will get a property page where you will be able to enter all city's properties and then generate it. On my old computer, it took 1H30 to generate a 2km by 3km city. And beware that the vegetation merge at the end takes a while. Copyright: Use as you wish, at your own risk. Enjoy!


    local backup: city_builder_3_03.py (copy to USER/WrkGrp folder/Application/Plugins)

    author site: http://www.lalancelot.com / download: /scripts.html / cg-channel discussion
    BackGridAuthor: Pierre Lalancetteupdated, osAll, js, modeling
    A python script for Softimage with an ICE compound to produce volume render images. — Un script python pour Softimage avec un "compound" ICE pour produire des images de rendu volumique.

    MS Word .doc/.txt documentation archive included. Videos available: Volume Rendering using ICE from Softimage / FireFly 001 (also see next entry)

    local backup: BackGrid.xsicompound   Back_GridPlugin.py (copy .py file to USER/WrkGrp folder/Application/Plugins)   BackGrid-Instructions.zip

    author site: http://www.lalancelot.com / download: /scripts.html
    FireflyAuthor: Pierre Lalancetteupdated, osAll, python, compoundformat
    Two ICE compounds to produce firefly like movement inside a geometry. — Deux ICE compounds pour produire des mouvement de mouches a feu dans la geometrie.

    MS Word .doc/.txt documentation included in the archive. Videos available: Firefly 003 (howto screenshot) / Firefly with master (howto screenshot)

    local backup: Firefly.xsicompound   Firefly with Master.xsicompound   Firefly-Instructions.zip

    author site: http://www.lalancelot.com / download: /scripts.html
    BombAuthor: Pierre Lalancetteupdated, osAll, js, modeling
    A JScript to be use with Softimage XSI to explode geometries. — Un 'Jscript' pour exploser une geometrie dans Softimage XSI.

    local backup: Bomb_1_01.js (run in script editor)
    author site: http://www.lalancelot.com / download: /scripts.html
    Add Points from StrandsAuthor: Andy Moorerupdated, osAll, render
    This is an elaboration of an approach described by Stefano and Mathieu on the SItoA mailing list, for creating instances on each strand point of a source pointcloud. The Arnold renderer always lofts instances along strands, so if explicit instances for each strand point are desired, this workaround is necessary. Additions: support for motion blur and size profiles.

    Usage: Create a new point cloud and place this compound in an unsimulated ICE tree. Add source pointcloud name, and if instances are desired conect them to the "shape" attribute as you would for a regular emitter.


    local backup: Add Points from Strand Source.xsicompound   example_explicitStrandInstances.scn

    Matcap shader for SoftimageAuthor: Andy Moorerupdated, render
    [..] I've banged together a Matcap shader (aka litsphere) in metaSL which works in the Softimage High Quality viewport. You know how in Zbrush models look kind of like clay or other materials as you work on them? That's Matcap shading.

    It's provided "as-is" but since its metaSL it should work for everyone regardless of graphics card as well as look the same in HQ/real time, and mental ray. That's the theory, anyway.


    local backup: litsphere_packaged.xsiaddon"
    author site: http://andy.moonbase.net / download: /archives/1037 / -community discussion
    Wheel RigAuthor: Andrew SkoblyanoffosAll, ICEdeform, rigging, scene
    Played a little with 'interactive playback' simulation environment mode. Some simple ICE Kinematics and some ICE mesh and nurb deformation – and here we have quite useful auto-rotated wheel rig. I used to do it with ScOps before, but it's much easy and comfortable to built such things with ICE. Note. If you hide nulls in viewport, it becomes a little bit buggy (but doesn't stop working at all:) ) . Strange but true.

    Workflow video by the author is available.

    local backup: Autorotation_wheels_ice.scn
    author site: http://staplex.ru / download: /?p=556
    Whirlpool CompoundAuthor: Rob Chapmanupdated, osAll, ICEmisc, compoundformat, scene
    Disclaimer: This is from the resourcedump thread on si-community.com so »some restrictions may apply« (but usually don't)

    [..] from an original SeExpr expression kindly provided by Taikomatsu form here. the whirlpool compound needs some deformation to the grid beforehand to see the effect. in the example video above I've used Amaan's AAOcean to deform the grid but in my example scene I quickly made some waves with turbulence node (attached) I've doubled it up and changed the global scales to make the waves more interesting. I think the actual maths involved is called a Logarithmic Spiral.

    Demonstrated here. Local Backup contains the scene file and the Turbulence node mentioned above, and the main Wirlpool compound.

    local backup: Whirlpool.xsicompound   turb waves.xsicompound   whirlpool_seExpr_math_turbwaves2.scn

    Whirlpool Alternative and Ridged TurbulenceAuthor: Andy Moorerupdated, osAll, ICEmisc, compoundformat, scene
    Disclaimer: This is from the resourcedump thread on si-community.com so »some restrictions may apply« (but usually don't)

    Rob Chapman posted a cool whirlpool deformer to the "Resource Dump" on SI-Community. Since I had been doing a lot with logarithmic spirals recently I decided to make one from scratch and compare the two. [..] Instead of using Rob's wave deformer, since it's fun to share it out there's a "ridged turbulence" compound in there. Here's what it looks like when used as a deformer: (Image)

    local backup: whirlpool.scn
    Color GoalAuthor: Fabricio Chamonupdated, osAll, ICEmisc, compoundformat
    Disclaimer: This is from the resourcedump thread on si-community.com so »some restrictions may apply« — but usually don't!

    Color Goal compounds: you can use texture map alpha, brightness or weightmap values to define your particle goal locations.

    local backup: Get Color Goal Position.xsicompound   Init Color Goal.xsicompound   Set Color Goal.xsicompound   how-to screenshot

    Feather BuilderAuthor: Fabricio Chamonupdated, osAll, ICEmisc, compoundformat
    Disclaimer: This is from the resourcedump thread on si-community.com so »some restrictions may apply« (but usually don't)

    only works on straight curves and generates perfect mirrored feather barbs. It has some neat PPG logic for toggling fcurves UI display on/off.

    local backup: Feather Builder.xsicompound
    ICE Dart ThrowAuthor: Fabricio Chamonupdated, osAll, ICEmisc, scene, dartGroup
    Disclaimer: This is from the resourcedump thread on si-community.com so »some restrictions may apply« (but usually don't)

    ICE Dart Throw scene: a very basic dart throwing algorithm in ice. The icetree is simulated, so one can easily to see and understand what's going on. Red particles are newborn particles..

    Related: Julian Johnson's Dart throwing compound

    local backup: ICE_dart_throw.scn
    StrandTree Meshed ModelAuthor: Fabricio Chamonupdated, osAll, ICEmisc, scene
    Disclaimer: This is from the resourcedump thread on si-community.com so »some restrictions may apply« (but usually don't)

    Strandtree meshed model: strandtree compounds packed into a ready-to-go geometry model. It has the main compound parameters exposed on the "Tree Controls" property. A script is provided (as annotation property) if you want to freeze the model (mantain uvs + leaf color variation). Just copy/paste and run.

    If you dive into the objects' icetrees you will see tweakable/fixed groups. Tweakable can be changed as you will, fixed are for nodes already linked on the main pset or that don't have to be touched. The model is exported at very low iterations so that it can load faster. (warning, can become terrible slow with many iterations!)


    local backup: StrandTree_Meshed.emdl
    Fake VorticityAuthor: Fabricio Chamonupdated, osAll, ICEmisc, compoundformat
    Disclaimer: This is from the resourcedump thread on si-community.com so »some restrictions may apply« (but usually don't)

    only works on straight curves and generates perfect mirrored feather barbs. It has some neat PPG logic for toggling fcurves UI display on/off.

    local backup: fake_vorticity.scn
    Procedural BookAuthor: Anto Matkovicupdated, osAll, ICEparticle, ICEstrands, compoundformat, scene
    Disclaimer: This is from the resourcedump thread on si-community.com so »some restrictions may apply« (but usually don't)

    As name says, it drives all deformations, using one scalar value. Here this is movement along X axis, of null called "timer". In setup, first step is getting a bounding box of book. Next step is a small procedural bend node, center and radius of bending is modulated, according to rotation of papers. Last step is rotation of papers.

    Requirements: a bunch of perfectly planar planes in one mesh, distributed along local Y axis. Local Z is axis of rotation. Setup automatically adapts to bounding box size. Any additional deformation should go after this ICE tree - that is, above in stack. Plain scale - rotate - translate is OK.

    I've added few comments about parameters. Setup is already animated. For assigning materials, I think the best way is to use just one image with "mosaic" of smaller ones, together with appropriate UV - somewhat easier to manage in 2d app.


    local backup: book_lister.emdl
    Volume of tetrahedronAuthor: Anto Matkovicupdated, osAll, ICEmisc, compoundformat, scene
    Disclaimer: This is from the resourcedump thread on si-community.com so »some restrictions may apply« (but usually don't)

    Calculates volume of smallest possible closed mesh, or just a volume between four points, in somewhat ICE-ish way. For each point position, knowing positions of another three. Could be usable for filling the volume between by clones, or whatever else.

    local backup: tetrahedra_volume.emdl
    Fill QuadsAuthor: Anto Matkovicupdated, osAll, ICEparticle, ICEstrands, compoundformat, scene
    Disclaimer: This is from the resourcedump thread on si-community.com so »some restrictions may apply« (but usually don't)

    ICE compound, emits particles evenly from each polygon, trying to keep the same particle size, also trying to fill polygon area as much possible. Number of rows and columns in one polygon, is determined by desired global count per mesh. In case of all rectangles, it should be able to do 1:1 covering. I made a prototype a while ago, for purpose of hair emitter - but emitting from triangles was a more robust solution for hair system.

    Requirements: 1: polygon mesh, created only of quads (for triangles or five or more sides, it does something unwanted) 2: nice, unfolded UV projection on mesh - this is used for orientation. Let's say, "unique UV" in SI should be fine 3: ICE node on emitter mesh, with "initialize polymesh emitter" node - same as one from Kristinka Hair

    Limitations: 1: it works properly only with quads 2: "polygons" in UV projection should be convex - usually they are with mentioned "unique UV", unfold, or like. 3: for now, in order to find vector for orientation, it interpolates between two sides of polygon. Taking a vector from possible tangent map, could do a nicer alignment.

    I've added a few additional options, possible this node could be used for procedurally animated "self - building" structures. There's "compensate pivot" which moves center of rotation to the side of particle. There's also "delete interior" for look of rivets on hull... "Max x Max" forces equal count for each polygon. X and Y moving is relative, 1 is distance to neighboring particle. "Smooth normal", if activated, calls interpolated point normal, off is non-interpolated surface geometric normal - second should be better for walls, buildings or like.


    local backup: fill_quads.emdl
    LuxRays RendererAuthor: Julien Carmagnacupdated, osAll, render, cppsrc
    Disclaimer: This is from the resourcedump thread on si-community.com so »some restrictions may apply« (but usually don't)

    Development of this LuxRays renderer integration stopped in 2011, but with the sourcecode of this available it should help someone interested in custom renderer integration getting started. Here is a video demostration.

    local backup: workgroup_LuxRays.zip (workgroup)   lux_dans_softimage.zip (sources)
    author on vimeo
    Diamond-Square Terrain GeneratorAuthor: Andy Moorerupdated, osAll, js, modeling
    Disclaimer: This is from the resourcedump thread on si-community.com so »some restrictions may apply« (but usually don't)

    Here's a rather dreadful implementation of the "diamond-square" algorithm for generating terrain. It's painfully slow just at the point where detail gets interesting, in part because it has a big whopping repeat with counter node right in the middle of it. It might be a good example of how not to approach modeling stuff procedurally in ICE, other than that I can't see any use for it. :P

    If someone was to build a proper implementation of the diamond-square algorithm I'd love to see it, it's perhaps the simplest kind of iterative model there is so it might be a good example to use to show how to go about this kind of thing (this isn't it lol).


    local backup: example_diamondSquareTerrain.scn   how-to screenshot
    Taper DeformAuthor: Andy Moorerupdated, osAll, ICEdeform, modeling
    Disclaimer: This is from the resourcedump thread on si-community.com so »some restrictions may apply« (but usually don't)

    Unlike most of the examples, I built this specifically to show how a deformer can be constructed with simple visual guides. So the good news is that it’s all nicely commented. This example shows the structure of a deformation, some tricks for making viewport guides, and the taper function itself (originally published by Alan Barr, it’s quite simple).

    The down side is that I didn’t want to get into matrix transforms for the example, so this implementation is only on the object’s local Y axis. This limits it’s production value (not that there’s a great need for another taper deformer.) It’s an example, not a tool – adding in the transforms to make the taper axis arbitrary isn’t too difficult, but as I was making this I realized it was going to make the entire thing unreadable and that I was out of time – I have paying work I need to get to. ^_^ So here it is, as-is. Cheers –


    local backup: Taper Deform Along Local Y.xsicompound   example_yAxis_TaperDeform.scn   example_TaperDeform2.scn

    author site: http://andy.moonbase.net / download: /archives/980
    Greeble Push in ICEAuthor: Andy Moorerupdated, osAll, ICEdeform, modeling
    Disclaimer: This is from the resourcedump thread on si-community.com so »some restrictions may apply« (but usually don't)

    It works fine, so why am I putting it in a "public rubbish bin" rather than releasing it with fanfare? Well, I'm not particularly proud of it lol. Here are some reasons why this isn't awesome: It's a "push" style deformer, meaning it doesn't create geometry it just deforms it. That kinda blows, it means you have to start with a very dense mesh. In fact, this is the main reason why I haven't released the loads of terrain stuff I've got hanging around – I haven't come up with a good way to make the geometry as I go and add detail only where it's needed that isn't too slow. This is just worley noise hooked to a push deform structure and a repeat node. I was sure a zillion people were going to do it, in fact I'm amazed I haven't seen this compound done better from someone else. Surely we have some Star Wars fans somewhere messing with ice? I never bothered to add in a control to decrease the amplitude of the noise per generation. This would be easy enough to sort out but I never got around to it. The deformer respects normals, but the noise itself is spatial, in other words it doesn't "flow" along the surface, which would be nice. Note the sphere shape in the video, instead of looking like the death star it reveals this spatial, circular character of the worley noise.

    But it's hardly doing any good sitting on my hard drive so here you go – consider it an example of how to iterate a push deformer. Try turbulence instead of worley noise and it will look a little terrain like. Change the worley noise and you can make some crater-like looks. So it sucks, but in a kinda fun way. Hope it's of use to someone.


    A video demonstration is available.

    local backup: example_worleyGreebles.scn   how-to screenshot
    Animate Camera InterestAuthor: Andy Moorerupdated, osAll
    Disclaimer: This is from the resourcedump thread on si-community.com so »some restrictions may apply« (but usually don't)

    On another thread there was a question about using ICE to add random movement to a spotlight interest. Here's a scene which should help, it animates a camera interest to have random but smooth motion.

    local backup: example_ICE_AnimateCamInterest.scn
    Squash and Stretch DeformerAuthor: Gustavo Eggert Boehsupdated, osAll, ICEdeform, compoundformat
    Disclaimer: This is from the resourcedump thread on si-community.com so »some restrictions may apply« (but usually don't)

    An ICE Squash-and-Stretch deformer. Available video: Compound Demonstration.

    local backup: gb Squash and Stretch.xsicompound
    Collide DeformerAuthor: Gustavo Eggert Boehsupdated, osAll, ICEdeform, compoundformat
    Disclaimer: This is from the resourcedump thread on si-community.com so »some restrictions may apply« (but usually don't)

    An ICE Collde deformer. Available video: Compound Demonstration.

    local backup: gb Colide Deformer.xsicompound
    Tornado ForceAuthor: Gustavo Eggert Boehsupdated, osAll, ICEdeform, compoundformat
    Disclaimer: This is from the resourcedump thread on si-community.com so »some restrictions may apply« (but usually don't)

    Tornado forced based on Bradley Gabe's videos. Available video: Compound Demonstration.

    local backup: gb Tornado Force.xsicompound
    Export MDD from Object SequenceAuthor: Reinhard Clausupdated, osAll, js, interop, workflow
    Disclaimer: This is from the resourcedump thread on si-community.com so »some restrictions may apply« (but usually don't)

    This plugin (Found under File->Export) exports/converts a selection of objects to the MDD PointOven format which can be streamed from disk using the factory MDD reader. Objects must all have the same topology.

    local backup: ExportMDDFromObjects.xsiaddon
    author site: rray.de
    Meshless Deformations in ICEAuthor: Julian Johnsonupdated, osAll, ICEmisc, ICEdeform, compoundformat
    Disclaimer: This is from the resourcedump thread on si-community.com so »some restrictions may apply« (but usually don't)

    I've tried to clean it up as much as possible. There's some very agricultural ICE hacking in there. Possibly someone might find some use for it. I never had the time to explore it further. It's based on the paper: Meshless Deformations Using Shape matching here: MeshlessDeformations_SIG05.pdf

    Available video: Compound Demonstration.

    local backup: shape_matching_resourcedump.scn
    Get Closest Filtered pointsAuthor: Paul Smithupdated, osAll, ICEmisc, compoundformat
    Disclaimer: This is from the resourcedump thread on si-community.com so »some restrictions may apply« (but usually don't)

    A compound that gets ONLY the closest points in the current pointcloud/geometry that have a »true« boolean. It's much much faster than rifling through arrays. Hopefully someone will find this useful. It works by temporarily moving the filtered points up and away on the Y axis, then the remaining points look in the area where the filtered ones got moved to. Then filtered ones are moved back to their original location. The temporary moving of them is nothing to be concerned about because you wont see it and it doesnt affect simulation.

    local backup: Get closest filtered points.xsicompound
    author site: http://www.bustykelp.com / vimeo channel / -community post
    Mitsuba ExporterAuthor: Pedro Alcaideupdated, winAll, interop, render, cppsrc
    Disclaimer: This is from the resourcedump thread on si-community.com so »some restrictions may apply« (but usually don't)

    This is the result of my adaptation of the exporter of Softimage to LuxRender (LuXSI) to export scenes of Softimage to Mitsuba. It even has more code of LuXSI that needs to be cleaned, but it is already functional. Exist compiled versions for win32 and win64* and, it has been proved with SI2012 win32 and Mod Tool 7.5 win32. https://bitbucket.org/povman/mitxsi/downloads

    Visit the wiki page, for more information about the state of the exporter: https://bitbucket.org/povman/mitxsi/wiki/Home

    (1) The version x64, it does not include the dll's of shaders, see https://bitbucket.org/povman/mitxsi/src/10f3e4a992919eca28d1b32ba4e90af670b84242/shaders?at=default


    No local backup since I assume most people will want to use the 64 bit version. It would have to be built using the existing sources on bitbucket first. If you do, please submit the DLLs using the "suggest a plugin" form above.

    Rotating Polygons randomly in ICEAuthor: Christian GötzingerosAll, ICEmisc, compoundformat
    Just answering a question on how to rotate polygons, using one of their edges as the pivot.

    Demonstration

    local backup: Rotate Polygons.xsicompound

    hang on!

    End of result list.

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