Please download via the author links if possible! - Authors! Please let me know if you don't want your plugin listed/included in the archive - no problem.
Edit this document to contribute to this page, report fixes etc!
FILTER by tag - show only: (showing ALL) compilation,
sourcecode included,
scene,
shader,
tool,
importexport,
win64,
linux,
python,
vbs,
js,
rig,
commercial ICEmisc,
ICEdeform,
ICEparticle,
compound format
Kristinka Hair 2.0Author: Anto MatcovicosAll, ICEmisc, ICEparticle, compound format, scene
A very new and unique way to set up and animate hair using ICE nodes and guide NURBS surfaces.
Fully customizable ICE nodes *** scalable, from only a few basic compounds for building basic hair, to very complex structures. *** Hair styling that always consider whole shape of hair. User can do styling in a fraction of time, compared to classic hair systems.
Styling works well for short and for long hair. *** Unlimited hair length, unlimited number of hair segments *** Styling by loft cross sections, or by following the NURBS surfaces *** Automatic generation of details, but always with full control. Locks, clumps, curls, turbulence, are created by ICE compounds *** Additional modifiers, like cutting hairs by external geometry, constant strand length for key frame animation, re sampling and subdividing strands, morphing with another hair, modulating hair's distribution over emitter, so user can increase density on most visible areas *** Full support for ICE simulation engines, for now, it's for Phil Taylor's Strand Dynamics Framework, Helge Mathee's Strand Dynamics *** Support for simulation with Syflex/SI Cloth, by using ICE strand extrusion from Helge Mathee's MT_Strands addon.
Build curves from strands of a pointcloud. It creates a snapshot of the strands at the moment the command is called, then the curves are ICE deformed to follow the original strand animation.
See the si-community link for more details. Also have a look at the introduction vimeo video.
sIBL GUIAuthor: Kel SolaarosAll, importexport, tool
sIBL is a software that manages a library of HDR environments and allows the user to quickly set up IBL (image based lighting) in many 3D applications.
A Softimage Server add-on required for direct communication with the sIBL GUI software. Everything is available in the xsibase discussion thread.
Szabolcs Matefy from Crytek Budapest has developed this addon for a quick "1-click" interchange of geometry, UVs and (unflipped) textures between ZBrush and Softimage. Pixologic plans on implementing GoZ for Softimage itself, this was done to have something until Pixologic's GoZ is finished. See this ZBrush central post for usage details.
emFluid3Author: Eric MootzosAll, ICEparticle, compound format, commercial
emFluid3 is the successor of emFluid2 and emFluid. It is a fluid solver for Softimage|XSI's ICE and is typically used to produce smoke and fire effects. You can use objects or geometry to add velocity, fuel, oxygene, density and heat to the fluid boxes in which the particles move around. An optimized workflow as well as usefull compounds will let you create great flames and smoke (in real time) in just a couple of minutes!
Price is 79€ for a single license. Upgrades and a demo Version are available at the author's site.
emPolygonizer2 V2.0Author: Eric MootzosAll, tool, commercial
emPolygonizer2 is a custom operator that allows you to create what is typically called "metaballs". The basic technique used by this plug-in is called "polygonising a scalar field" or "marching cubes". It was invented in the mid-eighties by Lorensen and Cline.
Price is 99€ for a single license. Demo Version available at author site.
emFlockAuthor: Eric MootzosAll, ICEparticle, compound format, commercial
emFlock is a basic flocking simulator. This plugin uses the classic three "ground rules" when it comes to simulate flocking behavior. Even though these three rules are almost ridiculously simple they can produce complex and interesting movements. emFlock is well integrated into ICE and can be combined with the built-in ICE compounds like "Flow along Curve", "Forces", "Bounce from Surface", etc.
Price is 59€. Cross upgrades from other Mootzoid products and a demo version are available at the author's site.
emRPC (emRenderPointCloud)Author: Eric MootzosAll, ICEparticle, compound format, commercial
emRPC is an ICE node and a bunch of compounds that render point clouds directly to disk as tga, pic or sgi images. Even though the node renders the particles in a rather primitive way it can come in handy when dealing with many particles (>250.000), because it has one great feature: it is fast, so rendering a frame with anti-alias generally only takes a few seconds.
Price is 79€ for a single license. Upgrades and a demo Version are available at the author's site.
emNewtonAuthor: Eric MootzosAll, ICEmisc, compound format
This ICE plug-in is a solver for Newton's Laws of Gravity. It is based on a plug-in I wrote a few years ago but that I never released.
emNewton calculates the positions, velocities and velocity forces depending on the particles' masses and distances. Also, it allows you to "melt" particles when they intersect, combining their volumes, colors and alphas. It uses an octree algorithm which means it can deal with a large number of particles.
XGS SlateAuthor: Alain Laferrierewin32, sourcecode included
XGS_Slate is a demonstration of how to use C++ code to create a custom Softimage viewport display hook. It is pretty old (developed for XSI 4.2) but technique might still be valid.
The craft rig is a biped rig with a lot of interesting features such as bendable and detachable arms, locking functions, pose mirroring, FK/IK matching etc..
For all the features see this image. Demonstration video can be found on author's site. Developed for Softimage 2011.
Features of this biped are IK/FK arms and legs, stretchy arms and legs, deformers ("a lot"), bone base facial rig, reverse and straight feet, synoptic view. Developed for XSI 6.5.
Rig - IK Joe XSIAuthor: Javier Solsona, Lluis Llobera, Stefan AnderssonosAll, rig
Biped rig orginally developed for Maya by Javier Solsona, converted to XSI 3.5 by Stefan Andresson. Contains a toolbar addon. Original cgsociety posting by Stefan can be found here
Character rig originally developed for Maya by Ramtin, converted to XSI 6.0 by Josef Sy. Features IK/FK stretchable arms, head look-at, hide/unhide geo options and a synoptic view.
Rig - ccRig betaAuthor: Christopher CrouzetosAll, rig
This rig was originally a prototype developed as an answer to specific production needs. The arms and legs had to be stretchable, bendable and reliable. The rigging structure is organized as a list of models, each model defining a type of member (arm, leg, ...), so it could be easily generated by script.
Its marked as beta since this release aims to share with other technical artists the idea behind the bendable rigging structure. However the rig is fully functionable and can be used by animators, but at the moment there is no interface (other than the controls box), no utility scripts and no facial.
This is an easy rig to be used in animation practices. It is based on the rig provided by XSI on its Biped Guide. I have personalized it and adapted it to the needs I have found all along my animation practices so that it can be useful for me and my students.
Developed for Softimage 2011. For a screenshot see here. Watch Javier's reel here.
Rig - "Flacobot"Author: Javier Vega GarcíaosAll, rig
This builds upon the Flaco rig. It is an easy rig to be used in animation practices. It is based on the rig provided by XSI on its Biped Guide. I have personalized it and adapted it to the needs I have found all along my animation practices so that it can be useful for me and my students.
Developed for Softimage 2011. Flacobot demonstrational video available here on vimeo. Watch Javier's reel here.
Rig - "Edgard"Author: Marcelo Ricardo OrtizosAll, rig, scene
A rig and rigged character developed for XSI 4.0. The rig features synoptic view, 2 independent face rig controls, custom hand and body poses, face shapes.
Download archive contains an AVI demonstration video.
A rig and rigged character developed for XSI 5.0. The rig features IK/FK blending for the arms, FK/IK squash and stretch with volume preservation, IK stretchy legs, arms and spine, different orientation controls for head/neck, hands and arms, pin controls, "stop staring" based facial and hand controls, synoptic view.
Download archive contains a AVI demonstration video.
Rig - Human body rigAuthor: Anto MatcovicosAll, rig
A very feature rich human body rig developed for XSI 6.02. Features include auto rigging (fitting!), pinning of hands, elbows and knees, mirroring, roll controls, and a lot more.
Rig and rigged character originally developed for Maya by Rodrigo Ribeiro, converted to Softimage 2011 by everyFrame. Features include: IK/FK arms and legs with G/L aligns, stretchy limbs, stretchy mesh, full FK finger, lip, and footroll controls, FK torso, global scaling.
AoN:XSI BetaAuthor: Thomas HelzlewinAll, shader, compilation
A work-in-progress (currently on hold but with very interesting results already) on converting Thomas' well-known Project Messiah shaders to XSI. Includes:
AoN_Grid , AoN_Mixer, AoN_Distance, AoN_ReplaceAlpha. See the si-community discussion for a very detailed and illustrated introduction.
DXF ImporterAuthor: Jason WellswinAll, importexport
2d and 3d dxf importer plugins for Softimage XSI v6, v7.01, v7.5 & 2010/2011. Please note that dxf file format is incredibly varied and it is impossible for me to cover every valid iteration of the format (and keep it free). I have therefore stuck to the dxf formats that come from the two main CAD programs available.
Note that loading a dxf file off the internet and trying to import it may or may not work (for the reason discussed previously.) The best way to get an importable format is to use Autocad or Microstation to export the data.
SPH fluidsAuthor: Thiago CostaosAll, ICEparticle, compound format, tool, scene
A suite of free production-proven fluid simulation ICE nodes created by very talented artist Thiago Costa. Demonstration videos available in this vimeo group. Latest (Sprite) tv ad created with SPH can be viewed here (mov)
Since it's not a final release, access requires registration & approval in his google group.
ed's note: Until the release of Thiago's Lagoa suite, the download on the google groups site is disabled. Lagoa will replace SPH.
SPH motion vectors to meshAuthor: Ciaran MoloneyosAll, ICEparticle, compound format
Here are a couple of little Softimage ICE compounds that I’ve found to be very useful over the last couple of months, when dealing with meshes generated from particle simulations.
In particular, I’ve been working with the great SPH solver from Thiago Costa and Grant Kot, which when used in conjunction with a mesher, such as Pwrapper can make some awfully cool, splashy fluids. Unfortunatly, Pwrapper lacks the vital ability to render correct 3D motion blur, nor can 2D motion vectors be generated from its meshes. I’ve also heard that meshes produced by RealFlow can suffer from broken motion vectors. .. (cont'd on author link page)
Fast Volume Emission using signed distance fieldsAuthor: Ciaran MoloneyosAll, ICEparticle, compound format
Softimage ICE is fast, no doubt. But, there are more than a few occasions when even ICE grinds to a halt. Dealing with stupid numbers of particles is usually not so much of an issue (as long as you have the memory). But, when all those particles have to interact with geometry, more often than not things aren’t so smooth.
One issue that users may have to deal with very regularly is emitting particles from a geometry volume. The built-in node does a fine job, making sure each .. (cont'd on author link page)
Create GrassAuthor: Nassos YiannopoulososAll, ICEparticle, compound format
Makes strands on a given surface that are curvy to look like grass blades. Zip contains a shader preset for the grass, copy it to your "DSPresets/Shaders/Material" folder
UV ThinnerAuthor: Nassos YiannopoulososAll, ICEmisc, compound format
Averages the positions of points with similar U or V coordinates. Usefull with TGen and cylindrical objects,
for making growing vines. Please see the vimeo video for more details.
Mapify allows management of render mapping (texture baking) across multiple objects: *** The RenderMap properties of multiple objects can be controlled very easily. *** Any object added to the list which doesn't have a RenderMap property is automatically given one. *** Three properties can be set across selected objects from within the UI. *** Advanced properties can be changed by selecting objects and hitting "View RenderMap PPG". *** All images are put in sub-folder named after the object the RenderMap belongs to under the path given by the user. *** Mapify allows the user to automatically set as a constant material the render mapped images that have been generated after the mapping process. *** Mapify also ships with a function which allows the map generation to be done using xsibatch. This is useful if you would like to RenderMap across a render farm. Please read the help doc (by clicking on the "?" icon in the top right of the Mapify PPG) for more information.
A toolset for transfering AfterEffects' layer transfomation data to Softimage|XSI.
AEtoSomething is an exporter script for AdobeAfterEffectsCS4, which exports AE's layer transformation data to text file.
AEtoXSI is an importer plugin for XSI, which imports the text file generated by AEtoSomething and re-generates nulls in XSI.
The author of AEtoSomething is curryegg, a nasty friend of mine. His blog with bunch of AE stuffs.
The author of AEtoXSI is me.
We worked together tightly for this toolset.
StudioNEST's Melena HairAuthor: Helge MatheeosAll, tool, python, sourcecode included
StudioNEST's Melena is a hair styling and simulation framework based on the Autodesk Softimage ICE platform. Its toolset features various hair generation tools, effects as well as custom simulation nodes and forces. By supporting lattices for styling as well as for simulation, Melena enables artists to create controllable simulations. Melena has been used in production to create the stylized hair for our No Pets Allowed project, and is now released under GPL for download.
StudioNEST's Brigks Rigging ToolsetAuthor: Helge MatheeosAll, tool, python, sourcecode included
A collection of 12 rigging operators written in python and C++, kindly released to the public by Helge's employee Studio Nest, Spain. It was formerly released as "Rigging solvers" released under the Sixbirds label. This toolset includes the following solvers: Transform Spring, Directional Spring, IK 2 Bone, IK FK 2 Bone, Simple Spline, Rolling Spline, 4 Point Surface, Interpolated Pose, Squash and Stretch, Null 2 Curve Projection, Curve Sliding, Curve Collision.
Sourcecode is released by Studio Nest under the GPL license and is included in the archive. For documentation and video examples see the XSIBlog link.
StudioNEST's Pixel ParticlesAuthor: Helge MatheeosAll, ICEmisc, compound format, tool, sourcecode included
This addon (previously released under the Sixbirds label) implements a very novel and interesting concept by Helge Mathee: For each pixel of a texture image, an ICE particle is created and positioned at the UV projected position of that pixel on an object. The particle remains associated with the pixel and the texture can be regenerated at any point from the particles, whatever modifications are applied to them using ICE.
This can be used for baking surface effects, procedural texture (or texture sequence) generation, feather systems and for probably a lot more.
Sourcecode of the compiled operator (C++) is released by Studio Nest under the GPL license and is included in the archive. For documentation and video examples see the XSIBlog link.
Advanced Grids for editorsAuthor: Cyril Gibaudwin32, tool
Each time I was using the built-in Action editor or Template editor, I was surprised of how poor the grid implementation is. No filtering or search feature, no way to show/hide columns, untyped sorting (the one that will display 10 before than 2... because it works only with strings). So I used the Grid PPGItem and I wrote a little library that will add all the features we can see in modern data grids.
My GridItem library handles : *** Multi-Edit *** Per-page display (choosing the number of items per page) *** Typed sorting *** Columns visibilities *** Columns re-ordering *** Custom filters list per columns *** Undo/Redo Grid edit *** Multi edit Box with Abs/Add/Add% modes (such as the XSI's weight editor)
Then I wrote some editors using this library : *** Action Editor *** Expression Editor *** Template Editor *** Constraints Editor (WIP) *** X3DObject Spreadsheet (WIP)
Win32 only. For usage and an embedded demo video, see the author link.
It's obviously an interesting approach to be able to edit several parameters at the same time. It can save a lot of time for animation or settings purposes, for example rotate all the finger controls at the same time or set a dynamic parameter on all segments of a chain. We usually do this by creating a new parameter and link all the other parameters we want to control to this one. The main problem of this technique is you can't change these values anymore, because they will typically have expressions on them.
The MultiEdit uses another way. It stores the list of parameters that have to be changed and creates a single parameter of the same type. Then is reacts on the PPG callback to set all the parameters with the changing value.
For usage and an embedded demo video, see the author link.
3DelightAuthor: dna researchosAll, commercial, tool
3Delight is a fast, high quality, RenderMan®-compliant renderer designed to produce photo-realistic images in demanding production environments. The renderer was introduced to the public in the year 2000 after being used for more than a year as the sole renderer in a sister production company. It is now widely used and earning a reputation as a benchmark in rendering technology. (cont'd on author link page)
Price is 900$ for 2 thread-license (1st one is free!), 1,400$ for 4 threads, 2,150$ for unlimited. Yearly support from 190$.
EdgeDetectionAuthor: Fabricio ChamonosAll, ICEmisc, compound format, tool
I'm experimenting with a very simple edge detection algorithm. For now it only works on grids with planar projections and greyscale images as it's based on pixel brightness. Next goal is to enhance detection by decomposing rgb channels and comparing colors. Stored under Particle > Effects
Usage: create a grid, planar XZ projection, texturemap property and assign any black/white image. then create an empty pointcloud with unsimulated icetree, add edge detection compound and plug the grid name. have fun!
See author link for more details. Also have a look at the introduction vimeo video.
ET_ControlSetupAuthor: Eric ThiviergeosAll, importexport, tool
This plug-in imports controllers and constrains the selected objects to the imported copy of the control. You have the option to constrain by Position, Orientation, Scale, and Pose. You can optionally select the “Import” button and have the control imported and placed at world 0.
This plug-in is meant to be expandable by the end user. Inside the add-on’s “Data” folder there is a “Models” and “Images” folder. Users can export their own controls to this “Models” folder by putting the control under a model null and going to File > Export > Model. You can additionally create an icon for it by going to the “Images” folder and editing the *.psd file and saving it in the same naming convention as per the supplied controls.
Video available on vimeo (also embedded in author link)
ET_AnimStoreAuthor: Eric ThiviergeosAll, importexport
I’m finally releasing the first version of my ET_AnimStore plug-in. This plug-in allows you to store poses for a character and use them at a later time. Please watch the video below and download the plug-in as well. Please give me your feedback as I’m still trying to develop this to be as universal as possible.
Video available on vimeo (also embedded in author link)
ET_PassManagerAuthor: Eric ThiviergeosAll, importexport
This plug-in allows users to export the current scene’s passes and partitions and import them to other scenes. The expored *.sipass file is XML and stores the following information about passes and partitions:
*** Visibility - *** Members - *** Overrides - *** Materials. 2 files are exported during the export command. The *.sipass file it’s related *xsi material library. All materials used on partitions prior to export will be packaged into the material library and exported. If the same material is used on multiple passes and partitions, it is only exported once.
Video available on vimeo (also embedded in author link)
ET_PickupAuthor: Eric ThiviergeosAll, importexport
This plug-in gives animators an easy constraint workflow for picking up and putting down objects. Most useful for character animation but also works for other instances where one object picks up another.
Joe's CompoundsAuthor: Joe ZarvosaosAll, compilation, ICEmisc
A big grab bag of ICE compounds. Maybe you find something that suits your needs. For details, see the si-community discussion thread. Joe's descriptions of the compounds follow:
*** Emit Particle Tree - Create a tree structure made from particles. See the si-community thread for a detailed description.
*** Melt Geometry - Melting effect for geometry.
*** Align Sprite - aligns the sprite to the camera, lets you set the initial orientation of the sprite, and the rate of spin. (NOTE - plug a set self.spriteangleinitialized data into execute on emit, set to FALSE)
*** Bounding Center -
*** Bend - I'm proud of having figured out the math I used to make this. play with it, to figure it out.
*** Bulge - same as the Animation bulge operator...but icier.
*** Olde Skool Noise - friend of mine wanted noise like it was implemented for particles in <7.0 This was my best guess of how it worked.
*** Cool Graph - f(x) try the range -5
show more...
*** Nifty Particle Denter - apply to the object that particles bounce off. It's cool, needs high res geo. Something tells me I'm not the one who created this, but I've lost track. Credit Anon.
*** Get Particle Identifier - variation on Get Point ID
*** Growing Weightmap.xsicompound - but I forgot how it works :\ ignore it for now, I'll have it figured out shortly. I think I saved a scene for this one on another computer. By the way, dragging ICE Trees through the construction stack to different markers is the buggies frickin thing ever. click click CRASH reboot click click CRASH reboot click click...cli-CRASH
*** Turbulize Vector by Cone - try plugging it into the direction of an emitter and you'll see what it does.
*** Sign Function.xsicompound - positive input = 1, negative in = -1, 0=0
*** Deg to Rad.xsicompound - degrees to radians. don't ask.
*** Motionblur Color.xsicompound - using RSMB motion vectors, this gave me the colors I needed to blur stuff in the right directions. I had a CC on it in comp though, so something was wrong somewhere. the concept is good though, and it calculates screen movement correctly. (with the cameras I was using >.> )
*** Expose Value Hack.xsicompound - the greatest of all compounds of all time. Love it. Worship it. It makes life easy.
*** Get Triangle Area - does what it says
*** Oriented Local Movement - for people who do things to moving objects... >.>
*** For Loop - needed one of these recently to translate an equation into ICE.
*** e - uh...yeah. it's e.
*** Test Outside - which side of an object's closest normal is the point on.
*** Sum of Arithmetical Sequence - needed this for the same thing as the For loop. Things like this make me happy for some reason.
*** Offset Data - double click node, select text box, click again so it's no longer highlighted, type the attribute, press enter, close text box. That is WAY too many clicks in precision locations. I feel held back and limited by the interface...speaking of which, I love the Ctrl-F in SI2010 to put focus on the compound search box.
*** Push - like the push op
*** Reflect the particle velocity - does what it says it does. simple. swiped and cleaned out of Bounce Off Surface.
*** Stick to Object - this used to have a purpose, but that was before I knew what I was doing. Maybe it still does, but there's probably a much more efficient way of doing it.
*** Rolling - This one also makes me happy ^.^
*** Modulate by local Y - Very important if you ever make a tornado. Useless on volcanoes.
*** Test Vertex Convexity - very cool, and in certain situations practical!
*** Refract Through Surface - kinda cool to play with. Check out the scene file.
*** Fountain Ripple System - figure it out by experimenting. use it on the water surface.
*** Rad to Deg - radians to degrees
*** Simple Reflection - err. didn't I have Reflect the particle velocity already? doh. I fail.
*** Omni Divide - three and a half steps beyond "divide by scalar"
*** Ambient Occlusion on Weightmap - fun. Radical even! but rather inefficient. peek inside at the "build array" node... >.< anyone know a better way?
*** Randomize Initial Orientation - plug into emitter
*** Da Ripple Machine Shizz - Dude, totally check this one out, take a look at the example scene. I know in xsi 6.5 I'd been trying so hard unsuccessfully to make water ripple based on the contours of the submerged object, but now I really can! *maniacal laughter* It is time to die, crappy ripple_displacement animated texture! (notes - Soften Weight Map and Soften Iterations are costly, turn them down (to 0) at first to get timing right. Speed Factor tends to fuck things up, but sometimes works.)
*** Offset Point Position -
*** Pelz Cascade 9000 - rather specific, to have an object interrupt a vertically-based object, such as falling water being blocked where an object penetrates the curtain.
*** Rotate Vector around Pivot - Rotate Vector + more!
*** Transform.xsicompound - A "fix" for pre 2011 ICE Kinematics - see si-community discussion for a better description
*** JP_Generate 3D Point Grid.xsicompound - Works the same as Generate 3D Point Grid, but it also sets basic particle properties, so you can simulate with it.
*** Oriented Local Movement.1.2.xsicompound -little bug in the last one...there was an embedded compound that I didn't include here so it wouldn't work right. Fixed.
*** Joe_SpriteTex.xsirtcompound - a compound for the render tree if there's anyone else out there who values using a well made sprite. Quick and easy, with good looking results. You still need to orient and possibly spin them yourself in the ICE tree though.
*** Growing Weightmap.xsicompound - See Scene in the zip file (GrowthHormones, ~_2, and ~_3 that should work in XSI 700) - see si-community discussion for a better description
Metaballs v3 is the latest version of the metaball animation and simulation plug-in for Autodesk Softimage. In the Video Gallery (on the author link page) you can watch some movieclips of the plug-ins in action. Also there, you can download the evaluation version of the plug-ins, the manual and the example scenes, or purchase a License Key.
Price is €100 for a 1 workstation, 10 rendernode license.
A collection of 10 ICE compounds from Michele Sandrioni. For details, see the author link page.
*** Flocking Target Force - a force that drives particles towards a target using steering behaviors
*** Mitosis - a compound that simulates cellular nuclear separation
*** Xsi Perlin Noise v3 - Noise Displacement
*** Displace by Texture Map *** Displace by Weight Map *** F-Curves to strands - a compound that converts F-Curves to strands
*** Distribute instances on surface - a compound that distributes instances on a polygonmesh surface
*** Curve to cloud - a compound that generates particles from curves
*** Deform Smooth with Weight Map - built-in deformer re-created as ICE compound with Weight Map support
*** Deform by Volume with Weight Map - built-in deformer re-created as ICE compound with Weight Map support
StrandTreeAuthor: Fabricio ChamonosAll, ICEmisc, compound format, tool
Set of ICE compound nodes that allow the creation of plants and trees. See the author site / the si-community discussion for documentation, example scenes and videos.
*** Emitters: Emit Branches, Emit Leaves *** Grow Control: Even distribution grow, Random distribution grow *** Modifiers: Modify Branch Color by Iteration, Modify Branch Width by Iteration, Modify Particle Size by Iteration, Modify Value by Iteration, Modify Value by Normalized Strand Segment *** Debug: Debug Iteration *** Strand Effects: Deform Tree by Curve, Surface Grow *** Rendering: Tree Visibility Options, Use Geometry Branches *** Presets: Basic Tree, Pine Tree
This shader is designed to provide a mechanism for per-object anti-aliasing customization. The benefits include: *** Only increase sampling/anti-aliasing for those objects in your scene that need it. This way, you can have low sampling settings for objects (or blank screen areas) that don't need high sampling values *** You can animate sampling/anti-aliasing based on distance to camera, for example, to better control sampling for complex scenes.
Arc Shape InterpolationAuthor: Ahmidou LyazidiosAll, ICEmisc, compound format, tool
This compound does non linear interpolation (quadriatic) between the neutral pose and a shape .
It need a shape as input, then you can use the vector input to define the 2nd point or an inbetween shape.
Shape InterpolationAuthor: Pierre RousseauosAll, ICEmisc, compound format, tool
ICE compound used to blend, with a bezier curve, shapes of a mesh. Ahmidou Lyazidi's video on arc interpolation using ICE was very interesting and I tried to make a compound that can do the same thing. Here is the result.
Made of some nodes from Phil's ICE Pack like Build linearly interpolated array, Display Line, and more. The "Shape name" reference is only to clarify the compound when you use 2 shapes or more, it's a text field, nothing more. The "Add value" defines the orientation of the curve and the "Control points" how it is shaped.
Special thanks to Benoit Robert for the control points of the curve and Guillaume Pelletier for the test drive and the text field idea.
mr 3.8 Options GeoshaderAuthor: Jonathan BaeckerwinAll, shader
This experimental geometry shader enables the hidden mental ray 3.8 progressive rendering option for Softimage.
Documentation and installation instruction is available in the si-community discussion. A sample scene is provided in this germanmentalray forum discussion
Also note: This shader by ctrl.studio for Max 2011 might or might not work using the sandboxing principle of Softimage 2011 (mi file intepretation). For help with installing mi files in SI 2011, Leendert A. Hartog (aka. Hirazi Blue) has kindly written an article on -community.
Gerstner WavesAuthor: Patrick BoucherosAll, ICEmisc, compound format, commercial
A compound from the creator of the XSIBlog. Gerstner waves come from František Josef Gerstner who in 1804 first published his "Theory of waves". The Gerstner wave compound for XSI implements Gerstner’s algorithms to produce ocean wave surfaces that are animateable and user controllable.
The purchase price of this set of 4 compounds is 40$ US and includes 3 private compounds which implement the internal mathematics of the system as well as one public compound which adds usability features above and beyond the single simple wave. For more information go to the purchase link.
Wave CurlAuthor: Werner ZiemerinkosAll, ICEmisc, ICEdeform, compound format, scene
This compound uses Nulls to control and create the wavy deforms. The nulls can be scaled to stretch the wave out or bulge them into more toon-like waves. I put a scene together, and left the compound open for people to explore. Take not that the ICE tree should be under post-simulation. Works nicely in conjunction with Amaan Akram's aaOcean Suite.
aaOcean SuiteAuthor: Amaan AkramosAll, ICEmisc, compound format, shader
aa Ocean Suite is a collection of Softimage ICE nodes and a mental ray shader that implements Jerry Tessendorf's paper on simulating ocean waves, which is currently the most widely used method for open water ocean surfacemodeling being used in the industry.
This particular implementation presents itself as a 3D deforming grid inside Softimage, which then becomes the source of vector displacement map sequences that are sent to Mental Ray for final rendering. One of the benefits of using this approach is that it opens up the possibility of making other 3D objects inside Softimage react with the ocean grid via ICE. Another benefit is the speed that it brings in setting up your ocean right inside Softimage on a low resolution ocean grid to set basic paramters like wave height and speed, rather than rendering a sequence of images in Mental Ray.
Works nicely in conjunction with Werner Ziemerink's Wave Curl.
The XSI Tab Menu tool lets you accelerate your workflow by allowing easy access to run common commands and add nodes to your ICE tree and Render tree. It does this using a pop up window (accessed by hitting <Tab>) which temporarilly captures keyboard input to determine what to do. You’ll probably recognise that this is a similar functionality to that found in Houdini and Nuke.
Polygon Islands Transformation using ICEAuthor: Guillaume LaforgeosAll, ICEmisc, compound format, tool
Polygon Islands are groups of interconnected polygons. If you want to animate those chunks independently, you could for example create some cluster centers (you would need to use a script for lot of chunks) and then animate those cluster nulls. It is not a very nice solution when you’ve got lot of islands and/or need to often edit the number of chunks. With ICE, we can create dynamically one particle per polygon island. This way you can move, rotate or scale your particles and the chunks will get the same transformation. It can be used for various effect like basics shatter animation with realtime feedback.
(cont'd on author link page - including a "making-of" ICE tutorial)
V1.3. If you select several polymesh objects, this plug-in will extract every island.
If you select several points\edges\polygons of several polymesh objects, this plug-in will extract every island which contain these components. Anyway, island polymeshs use their source objects as parents and are named "SourcePolyName + '_Island_' + IslandID". Source polymeshes will be hidden.
Parametric FormulaAuthor: Daniel BrassardosAll, tool, js
Creates a NURBS surface based on parametric formulas. See the Area discussion thread for a full description by the author. For related plugins see directly below.
Function GraphsAuthor: Thiago CostaosAll, ICEparticle, compound format
with a bunch of graphs going from basic functions like y = x^2 * z^2 to complex things using sin and cos functions like y=|sin(x) * ( sin(x) + cos(z) )|^0.2, This compound tries to make it easy to visualize these functions as a graph over a surface.
Try it out on a flat plane, you can also have fun playing with this as forces, using y as weight maps, mixing it together, etc... Change it as much as you want, feel free to use any function inside of the main compound to create your own effects.
Merge and Render CurvesAuthor: Guillaume LaforgeosAll, ICEmisc, compound format
Updated March 2010, now available for win64, linux64. Renders curves as ICE strands without the need for a custom geometry shader. Includes the "Merge Curves" C++ operator that merges curves into a curvelist object which is useful so you don't have to apply the compound to each curve individually.
The xsiaddon here installs the Merge Curves op and V1.1 of the Render Curve compound. There is a 1.2 update of the Render Curve compound available here that you can replace the 1.1 version with.
Similar to a max shell modifier, this adds thickness to an open patch of polygons. Select all polygons, then pick Modify->Polygon Mesh->Interactive_Thickness.
Similar to a max lattice modifier, this adds thickness to the wires of a polygon mesh object. Edit the script to adjust wire thickness and subdivision in the first two lines of the script. Select object, run this script.
Simulates spring-based wiggly fat deformation on a body, controllable using a weight map. Usage: * Duplicate the animated mesh. * Freeze the new mesh and apply a weight map. * Paint where you want fat. * Create Simulated ICE Tree, connect the Fat Compound and set values. * enjoy.
mbFeatherToolsAuthor: Michael BüttnerosAll, commercial, python
v2.0 - mbFeatherTools is a production proven plugin for Autodesk Softimage which features styling, animation and simulation of bird feathers. While the primary focus of this tool is indeed feathers, it is also beneficial for all kinds of tasks: Leafs on a tree, spines of a hedgehog or clammy fur, to name a few.
Price is $240 - see the xsibase discussion for a quick overview.
SoftEffector that respects existing constraintsAuthor: Nassos YiannopoulososAll, tool, js
This is a modified version of the Soft Effector Operator by (c) Andrew Nicholas 2006. I changed it so that it can be applied to complex Rigs with constraints. Instead of ignoring them, it moves constraints (if any) that affect position from the Effector to the created SoftEffector Null. I haven't heavily tested it, so use it at you own risk.
Automatically setups an additional MaterialID framebuffer to the current pass and modifies all the applied materials to store a unique color in that framebuffer.
ObjectID ShaderAuthor: Stefan Minning / Nassos YiannopouloswinAll, shader
Assigns each object a unique Color, can be used to create an ObjectID render pass (to later on separate objects in compositing). Original Maya development, packed for XSI by Nassos Yiannopoulos.
Instances to Duplicates/ClonesAuthor: JunkiosAll, tool, js
Replace instances of a Model with copies/clones of the original model. Installs itself as a submenu under Get->Model. Commands included are: Instance to Duplicate, Instance to Clone, Select Master from Instances, Select Instances from Master, Select Instances from Instances, additional Options.
Dual Quaternion Deformation v2.0Author: Grahame Fuller and Anto MatcovicosAll, ICEdeform, compound format
Implements the volume preserving Dual Quaternion envelope deformation. Updates Phil's ICE pack version - fixes flipping issues. Mod by matheus that supports scaling and some other convenient improvements. See readme.txt or si-community link for setup details.
MT Spring allows for a very quick setup of a simple dynamic, poseable rig based on spring motion. All sorts of branching supported, as well as a wind controller. There's an introductory video available on youtube
Fragmenting objects for animation in ICEAuthor: Andy MoorerosAll, js, ICEmisc, compound format (private)
Currently ICE has no provisions for creating or destroying faces or edges, which means we can't create compounds directly in ice which for instance shatter objects. So what do you do if you need a "blastcode" type destruction effect in XSI? One solution is to approach the problem with XSI's rigid bodies, but they have their own issues and it's frustrating not to be able to leverage some of ICE's power for this kind of thing.
PolyMesh DuplicatorAuthor: Nassos YiannopouloswinAll, tool, sourcecode included
V1.2.1 Nassos' recreation of Guillaume Laforge's addon (see video). Creates multiple procedural copies of a mesh which can be accessed from an ICE tree. Just like Houdini's Copy/Duplicate SOP. See video tutorial on vimeo, and for more details see the si-community discussion link.
ICE MoGraphAuthor: Nassos YiannopoulososAll, ICEmisc, compound format, tool, scene
A suite of motion graphics related ICE compounds. This is intended to mimic cinema4d's "MoGraph Tracer" functionality. Instructions for one of the compounds (Deform by Strand) is available here. RAR File include demo scenes.
Ghosting TrailsAuthor: Anto MatcovicosAll, ICEmisc, compound format
am Ghosting Trails compound is an animation utility, that display motion trails behind animated objects. Advantage over standard Softimage's animation ghosting is speed - even with a huge number of objects, impact to playback speed is minimal. Disadvantage is that is able to display the only already evaluated motion, also it has fewer number of options.
See the si-community discussion for more information and screenshots.
Vorlex - ICE Rigid BodyAuthor: ZSelectorosAll, ICEmisc, compound format, scene
VorleX is a set of ICE compounds that allows simulate any polygonal object as rigid body, independently of point clouds, instances etc.
Note that the center of object must be placed in the object geometrical center to work correctly ( Transform -> Move Center to Vertices ). But it's not necessary.
See the si-community discussion for more information and video examples. Note that this compounds can be made to interact with fluids (SPH).
the attached script will convert instanced objects in an ice cloud to normal
objects and respect the S/R/T. It doesn't do anything fancy such as bind
them back to the particles, it literally snapshots the frame you're on. word
of warning - it relies on the duplicate command, and this can mean it's very
slow if you've got thousands of objects. Select your point cloud and run the
script. We posted on the xsi list for some help with this, but ended up making our own script. but this sounds like it could be usefull to..
(Ed's note) The version availble here at rray.de has some small fixes. It didn't work for pointclouds that had an instance shape defined only for a portion of the points (like leaves on trees), as well as for pointclouds that had the same instance shape for all the points (isConstant=true for ICEAttribute object)
Geometry ConstraintAuthor: Mohammad AbdulfatahosAll, tool, js
This plug-in is a scripted operator that constrains an object's position and (optionally) rotation to the surface of a polygonal mesh. I've seen it requested a few times on the forums, and I thought I should take a stab at it.
Here it is in action: vimeo. Please note that it doesn't work with live subdivided surfaces. Meaning that if the constraining geometry is subdivided using the Plus key on the keypad, the constrained object will continue to follow the hull, and not the subdivided geometry. The workaround in this case is to pre-subdivide the mesh (using Create > Poly. Mesh > Subdivision) before applying the operator.
# v1.2 (10/2/2009) * Added a Blended Geometry Constraint. Updated version in action: vimeo.
WOM_ArchilightAuthor: wombat778osAll, shader, sourcecode included
Physically accurate light shader for mental ray. Features: *** Support for IES light profiles with real light profile intensities, and ability to scale profile intensity using real world units
*** Support for photometric (candela, lumen, lux) or radiometric (watt, watt/s, watt/m2) real world-units
*** A photon emitter that supports light profiles, area lights, and is linked to direct light intensity
*** Ability to use area lights with soft shadows while retaining IES profile sharpness/definition
*** Support for color temperatures
*** Light profile rotation
*** A shader to create object/geometry lights
*** A separate simple texture shader to add light profile support to other nodes
*** Works with both Softimage and Maya on Windows 64-bit and 32-bit, Linux 64-bit, and MacOSX (Maya only).
*** Completely free and fully open source (BSD license) with minimal restrictions, so you can compile for other platforms, incorporate the code into other free or commercial projects and redistribute.
*** Comprehensive manual
"The goal of the shader is really to be the only light shader for mental ray you will ever need to use. Please post if you run into any trouble or bugs. Any comments, feedback or nice renders are always appreciated. Enjoy!" - Note: If it doesn't work with 2010 (yet), try these dlls.
Shape ToolsAuthor: Mohammad AbdulfatahosAll, tool, js
If you have read Stop Staring, then think of this add-on as the Softimage equivalent of the SS2_blend_taper scripts mentioned in that book.
Watch an introductory video on vimeo. Basically, this add-on is a collection of plug-ins for Autodesk Softimage that help with the process of creating blend shapes for facial rigging and animation.
In the process of facial rigging, several blend shapes (also called morphs or endomorphs) are used to recreate common facial expressions, such as smiles, blinks, squints, etc. These blend shapes are often symmetrical, but need to be split into asymmetrical halves that blend together smoothly to form the original shape. Splitting can be done manually, which is tedious to say the least, or it can be greatly automated using the Shape Tools included in this add-on.
Default Display OptionsAuthor: Mohammad AbdulfatahosAll, tool, js
When I start Softimage, I always set viewport B to User, textured, and headlight. It's not a big deal, but it gets boring after a while.
So, I thought I should make a little plug-in to do the job for me. Here it is in action: vimeo. Please note that this plug-in has no effect on existing scenes. It only configures the viewports when a new scene is created.
Deduplicate ArrayAuthor: Julian JohnsonosAll, ICEmisc, compound format
This compound takes an array as input and removes any duplicates. Works fine with integer, scalar, location and vector arrays. Deduped elements don't have to be sequential - the compound removes any duplicate it finds. For elmiminating sequences only, see the Remove Duplicates compound.
Dart throwingAuthor: Julian JohnsonosAll, ICEparticle, compound format, scene
a custom ICE node in C++ utilising the new geometry features in the 2010 SDK. The node will let you position random, non-overlapping points on any polygonal geometry. The more iterations you use, the more 'packed' the distribution will be.
Roll ObjectAuthor: Julian JohnsonosAll, ICEmisc, compound format
Roll an Object driven by a Null. The new compound removes expensive geometry queries in favour of filter and min/max in set. I think it's quicker on larger datasets although the downside is I've had to use more nodes!
The lowest point in Y on the object at simulation start becomes the virtual floor. There are many other ways to do this but it seems like a sensible way to keep the compound fairly general. If you want other objects to contact the same floor then their lowest point in Y also needs to be at floor level.
The Distance to Angle Ratio parameter controls the ratio of angular change to the distance the driving object travels each frame - higher values rotate the object more, lower values slow down the rotation.
Neighbor Points PlusAuthor: Julian JohnsonosAll, ICEmisc, compound format
Neighbour Points Plus 1.6 expands on the PointNeighbors attribute that's native to ICE by letting you select 'n' levels of neighbouring points. You can select the number of levels you want, filter the results and/or exclude the original points.
Get a null to follow a specific particle's position and orientation. Multiple points can be tagged in multiple clouds. The positions are worked out in global space and nulls are dumped at the scene root.
Plot ICE Particles to curvesAuthor: Julian JohnsonosAll, ICEmisc, python
This script plots tagged ICE particles to curves. For each point cloud it creates a null at the scene root and places the curves under that null. To use, just tag points and run the script. A dialogue will let you select the frame range and step size.
Sort of a "smart" CenterSelection command. Aligns current viewport camera depending on current selection:
** 1 or more polygons selected: centers selection, moves camera to make it look directly at the polygons from above (aligns cam at average polygon normal) ** 1 point selected: centers selection, moves camera to make it look directly at the point from above (aligns cam at point normal) ** 2 points selected: moves camera to make it look "through" the two point (moves cam to the closest point on the line going through the two points) ** 1 edge selected: same as 2 points: moves camera to make it look "through" the edge (moves camera to the closest point on the "extension" of the edge, targeting the edge center.) ** camera selected: makes camera look through other camera (and matches interest) ** light selected: makes camera look through light (and matches interest if has any)
Quaternion SpineAuthor: Martin MatzederwinAll, python, tool
This Softimage Plugin creates a curve with Nulls on it that You can use to rig or weight directly to them. the orientation of the nulls is defined by the curvetangent and the the base and target objects orientations. The system offers 720 degrees of freedom in twisting and offers a much better twist distribution compared to the softimage spine system.
The tool work very well for things like spines, tentacles, long necks and stuff like that.
The systems orientation is along the Y axis. As it uses the global kinematics of xsi You should carefully plan and test the parents. To deep parenting or orientation constrains can cause problems. For this I want to enable a short quaternion interpolation in later releases if You need deep parenting and not 720 degrees twist. Right now it runs only on 32 bit.
Output: The offset matrix, scaling, rotation, translation and rotation quaternion
Symmetrize HairAuthor: Martin MatzederwinAll, python, tool
A little plugin to symmetrize hairstyles on the YZ plane. Hope it saves You some time to get out earlier. The operator works only with hair on clusters.
Installation: 1. You need a working python installation for xsi -- 2. Just drop it into Your plugins directory, workgroup or user plugins -- 3. Restart XSI or reload Your plugin director How to use: 1. Before You use it push the Stretchy Button -- 2. You can find it under the shape tools (Found no way to embed it into the hair tool bar) -- 3. Freeze the hair
Match ShapeAuthor: Martin MatzederwinAll, python, tool
This little tool copys the point position data from one object to another. Both objects should have the same topology.
Installation: 1. You need a working python installation for xsi -- 2. Just drop it into Your plugins directory, workgroup or user plugins. -- 3. Restart XSI or reload Your plugin directory -- How to use: 1. Select the object You want to copy to -- 2. Animate>Shape>MM_MatchShape -- 3. Pick the object You want to copy
* Some options: Plott generator level animation -- * Place external modified shapes in the secondary animation stack -- * Copy modeling modifications from one object to the other
Reset ShapeAuthor: Martin MatzederwinAll, python, js, tool
Might be a old one but still very usefull... This tool allows you ro remove any shapemodifications of the tagged points.
Installation: 1. You need a working python installation for xsi -- 2. Just drop it into Your plugins directory, workgroup or user plugins. -- How to use: 3. Restart XSI or reload Your plugin directory How to use: 1. Select the points You want to snap back to the default shape. -- 2. Ctrl + select the shape key -- 3. Animate>Shape>MM_ResetShape
Find Offset between ObjectsAuthor: Nicolas Langlois-DemersosAll, ICEmisc, compound format
ICE compound to find the offset between two transform matrices. Will be helpful to create constraint compensation for future constraints.
Input: - Offseted object global or local transform (Matrix) - the parented object - Other object global or local transform (Matrix) - the parenting object
Output: - The offset matrix, scaling, rotation, translation and rotation quaternion
author link: n/a - source: Ex-SI.NET / local backup
Swap XYZAuthor: Todd AkitaosAll, ICEmisc, compound format
Super simple compound to swap and zero vector components. Convenient if you happen to be doing a lot of shuffling of channels - like Y position to wind Z velocity for example. Or if you just want to quickly zero the Y.
author link: n/a - source: Ex-SI.NET / local backup
Dotted HatchAuthor: Ahmidou LyazidiosAll, shader, compound format
SkinSSSAuthor: Harry BardakosAll, shader, compound format
This is a conversion of the misss_fast_skin_phen Phenomenon, but it does not use the Material ouput port type. It works with FG and GI, and can be customized based on your needs.
Bug fixes : - Weight for epidermal was overided by diffuse weight. - Lightmap_diffuse is linked to Diffuse now. - Back Scatter Depth parameter was missing
Camera ProjectorAuthor: Halfdan IngvarssonosAll, shader, compound format
A shader compound to do camera projection of textures onto objects.
Features: * Daisy-chaining for easy multi-projection setup * Edge feathering with a falloff curve * Include or bypass the texture's own alpha. Usage: 1. Import the shader compound into the rendertree -- 2. Open the PPG and click "Link Camera" and select the camera (or any other object with kinestate) to link the projection to. -- 3. Twiddle the parameters
The projection is orthographic and the width/height is specified in SI units.
Alpha ReplaceAuthor: Joey PonthieuxosAll, shader, compound format
This compound provides the ability to replace the alpha within an RGBA color stream. It includes multiple replacement sources, gain, fader, inversion, and boolean options. It is very useful when working with Layers.
To install copy to: %XSI_USERROOT%\Softimage\XSI_7.0\Data\RTCompounds or any Workgroup equivalent.
The compound will then be available via the Render Tree Preset Manager. Shader will be available under Color Channels. There's a comprehensive description inside the compound.
GainAuthor: Joey PonthieuxosAll, shader, compound format
This Shader Compound provides advanced level/gain control for use in the Render Tree. There's a comprehensive description inside the compound.
author link: n/a - source: Ex-SI.NET / local backup
Simple GainAuthor: Joey PonthieuxosAll, shader, compound format
This Shader Compound provides basic level/gain control for use in the Render Tree. There's a comprehensive description inside the compound.
author link: n/a - source: Ex-SI.NET / local backup
Normal Map ControlAuthor: Derek MondelliosAll, shader, compound format
Uses the new Normal Map 2 node with the Red and Green channels separated so that you can flip them individually, and it has color correction control so that you can adjust the image contrast to increase or decrease the height of the normal effect.
author link: n/a - source: Ex-SI.NET / local backup
Edge EnhanceAuthor: Peter LearyosAll, shader, compound format
Plug "Edge Enhance" into a material slot to highlight the edges of your geometry. The Exposed inputs will allow you to quickly control the edge thickness and how much it wraps around the object (using it's lighting).
I usually use it in the incandescence slot but you have to turn the Incandescence intensity up or it wont show.
author link: n/a - source: Ex-SI.NET / local backup
Fill Volume EvenlyAuthor: Grahame FullerosAll, ICEmisc, compound format
Fills an object with particles spaced at the specified XYZ offsets.
Generate Objects By VolumeAuthor: Lukasz HachulaosAll, ICEmisc, compound format
Generate Objects by Volume (aka RedMan) - with this you can generate objects (box, sphere) inside another object volume - like on ICE CoolStuff movie around 4min.
author link: n/a - source: Ex-SI.NET - full readme / local backup
Generate 3D Point GridAuthor: Softimage, Lukasz HachulaosAll, ICEparticle, compound format
Generates a three dimension grid of points by specifying the number of points and the spacing in each dimension. You need to connect this node to a port on the ICE Tree node of an empty point cloud. In this version I removed shift cloud's center from (0,0,0) - so now it's aligned to scene center, also exposed values let you move whole cloud in XYZ.
author link: n/a - source: Ex-SI.NET - full readme / local backup
Delete Particle By IDAuthor: Steven CaronosAll, ICEparticle, compound format
This compound takes in a list of particle IDs (integers) and deletes them from the point cloud.
here is a script that can be used if you have this compound installed. select the particles you want to delete, and run.
author link: n/a - source: Ex-SI.NET / local backup
Deletes or Keeps Points by IDAuthor: Malcolm ZaloonosAll, ICEparticle, compound format
This compound Deletes or Keeps points by specified IDs. Keep = delete all points and keep only specified by IDs (inverted delete). To keep or delete more than one point/particle, just connect a Integer on (new(ID)) free port.
author link: n/a - source: Ex-SI.NET / local backup
Delete Particles by DistanceAuthor: Thiago CostaosAll, ICEparticle, compound format
Delete particles by the average distance of neighbor particles. Useful to kill particles if they get too close of each other.
Spring EffectAuthor: Alan FregtmanosAll, ICEmisc, compound format
This is taken from here: http://softimage.jp/xsi/7/video/ice.html -- It makes a spring motion effect based on the particle's original emit location.
author link: n/a - source: Ex-SI.NET / local backup
Procedural Fluid FlowAuthor: Guillaume LaforgeosAll, ICEparticle, compound format, scene
Those compounds give some fluid motion to your particles simulations. The main advantage is to avoid "gutters" where particles accumulate.
It is an "ICE translation" from the Siggraph paper "Curl-Noise for Procedural Fluid Flow" from Robert Bridson, Jim Hourihan and Markus Nordenstam.
Go to Task > Procedural Fluid Flow to find all the compounds. There is also a sample scene showing how to combine those compounds to create a basic wind tunnel effect.
mia_x Render ChannelsAuthor: Guillaume LaforgeosAll, shader, compound format
In Autodesk XSI7, we've got the mia_x shader. It gives us multi-ouputs that we can plug in some XSI RenderChannels. I like this new shader a lot but I dislike the way to setup all the outputs in the render tree. To many things to do. XSI is not so good to deal with Channels as it is with Passes. The exact opposite of Houdini where passes can be long to setup but exporting a shader parameter is just as simple as clicking on an export button :) . So I setup a Render Tree compound to quickly create those outputs. All the mia_x channels are already in the compound. I use some PPGLogic in this compound, so you just need to turn on the output you want to automaticaly create the corresponding channel and add it to the current pass.
This script by Nassos Yiannopoulos lets you conveniently setup the render tree for this shader. Select the material in the render tree window and run the script.
Physical Sun and Sky Setup ToolAuthor: Sylvain BergerosAll, shader, tool
If you have used the Physical Sun and Sky in Maya and Softimage, you may have noticed that in Softimage the setup is halfway done. Only the sky is created, no lens shader is used and the Sun is using a soft light shader instead of the physical sun shader.
If you want to have a setup similar to Maya you have to connect everything manually. I got tired of connecting all the shaders manually so I have modified the Initialize sky shader script to include all those changes.
Override By Particle IDAuthor: Alan FregtmanosAll, ICEparticle, compound format
Sometimes it's really handy to override a specific ICEattribute for a handful of specific particles.
author link: n/a - source: Ex-SI.NET / local backup
StrandoodleAuthor: Alan FregtmanosAll, ICEparticle, compound format
See video clip on vimeo - Perhaps you can use this to grow some stems or tubes by animating one or more nulls, or do handwriting by path-constraining your nulls to premade curves like in the above example.
author link: n/a - source: Ex-SI.NET / local backup
AF_kVolumeAuthor: Alan FregtmanosAll, ICEparticle, compound format
This compound is for "killing" (deleting) particles that are inside/outside of a geometric volume. If you have particles that are flying away, and maybe they're out of camera and you don't need them, you could have this node kill the ones that venture into the cosmos which is good because less particles = faster playback.
It's also a simple, good example of using "If" nodes.
author link: n/a - source: Ex-SI.NET / local backup
Particle AccellerationAuthor: Thiago CostaosAll, ICEparticle, compound format
This compound calculates the particle acceleration with the simple equation F/M. (you need to have Force and a Mass applied to the particles prior to the execution of this node).
Acceleration can be used for attributes in the render tree or ICEtree. The acceleration node created attributes for Acceleration Vector (the direction), Length (the amplitude) and IsAccelerating. IsAccelerating will calculate the state of the current frame in relation to the previous one. Acceleration is very useful when stored over time and compared. You can use a timer for that and use states also.
This video on vimeo show a particle cloud printing the acceleration graph of another particle cloud. Constant acceleration could be added in the future in the same compound.
Generate 3D Particle Grid - Indice BasedAuthor: Stan SmuldersosAll, ICEparticle, compound format
Improved 3D Grid compound shipped with XSI by generating the point positions based on the indices of the Grid/Compound specific array, instead of the point ID.
What happens when when you use two or more 3D Grid compounds inside the same point cloud is that the point positions start shifting around and you have no precise control over them. With this compound you have exact control over the size, center and more, per compound.
author link: n/a - source: Ex-SI.NET - full readme / local backup
Push Deform With Weight And Texture Map InputAuthor: Nenad CocicosAll, ICEdeform, compound format
This deformer does the same thing as standard push deformer in XSI except it has a texture map input besides weigth map, so it can be used for displacement map preview. When color map is used middle gray (0.5) is 0 deformation, black is -1 and white is 1, so it's good for using ZBrush disp maps. Tried it with almost 3 million triangles object and it works nice.
author link: n/a - source: Ex-SI.NET - full readme / local backup
Dent Geo With ParticleAuthor: Antton TapaniosAll, ICE, ICEdeform
Deforms geometry with particles.
author link: n/a - source: Ex-SI.NET - full readme / local backup
Dual Curve DeformAuthor: Antton TapaniosAll, ICEdeform, compound format
First curve defines the path that your mesh conforms to. Second curve is used to set local banking angle of the mesh, so that "up" direction always points at the closest point on the curve. Longitude of the mesh is assumed to be along positive local x-axis.
author link: n/a - source: Ex-SI.NET - full readme / local backup
Ripple DeformAuthor: Paolo BertoniosAll, ICEdeform, compound format
It's an animated ripple compound. if you find any bug please tell me I'll try to fix.
author link: n/a - source: Ex-SI.NET - full readme / local backup
Simple EnvelopeAuthor: Nicolas Langlois-Demers, Pierre-Simon Lebrun-Chaput and Sebastien ProulxICE, ICEdeform
WIP - Simple Envelope built out from ICE Nodes.
author link: n/a - source: Ex-SI.NET - full readme / local backup
Constrain Transform To CurvesAuthor: Nicolas Langlois-DemersosAll, ICEmisc, compound format
As seen in Phil's ICE introduction videos. (more descripting needed)
author link: n/a - source: Ex-SI.NET - full readme / local backup
Constrain Transform To SurfaceAuthor: MeganticosAll, ICEmisc, compound format
As seen in Phil's ICE introduction videos. Constrain object orientation to a floor plane. Another version by Megantic is available here
author link: n/a - source: Ex-SI.NET - full readme / local backup
Blur kindly published their inhouse XSI and MAX toolset for public use. See readme for full list of details. Contains python scripts such as:
XSI MAIN TOOLS *** TreeGrunt.py - Blur Script Distribution, an explorer like interface where you can run scripts.
*** BlurInteractionAndUI.py - In File Menu, Loads Standard Layout, Macros and Keymap. Many functions already mapped to the keyboard. (Modeling/Animation/rigging oriented). If you load the Keymap hit Ctrl-F1 to load details about the mapping in Netview. Layout includes extra shelf with most used blur tools already on it
*** BlurCacheTool.py - Export of Caches from objects in the scene. Can export Pc2 (PointCache) and Tmc (TransformCache)
*** BlurRenamer.py - Rename objects in blur's naming convention
*** blurOpenScene.py - Open scenes with options for setting models to offloaded before opening. Speeds up opening of files with many characters if you only have to work on one of them.
*** blurImporter.py - Import of many different kinds of assets, Meshes, Rigs etc. Some functionality requires the Production Resources install
show more...
XSI MODELING TOOLS *** Poly_AttachMultiple.py - Attaches multiple objects into the first one selected (avoids creating duplicates)
*** Poly_DetachPolygons.py - Detaches selected polygons into their own object
*** Poly_CapHoles.py - Cap Open Holes
*** RemoveAllClusters.py - ( Removes all Clusters on selected Objects )
*** Snapshot.py - Creates a duplicate/snapshot of a mesh (even if it is in a referenced model)
*** importSpline.py - Imports spline exported from Max
*** SelectionFilter_PolygonIsland.py - Sets the selection filter to PolygonIsland
*** SelectionFilter_PolygonIslandRayCast.py - Sets the selection filter to Raycast PolygonIsland
XSI RIGGING TOOLS *** MegaRigBuilder.py - Interactive Modular Rig builder with a GUI. You must download the production resources installer to use this properly
*** MegaSkinPanel - Easily and quickly adjust envelopes, extremely easy envelope copy/paste behaviour (Uses GATOR ... Long Live GATOR!!!). Apply Lattices and control all the connected operators from the lattice
*** ConstraintWidgetPanel.py - Build constrained Nulls quickly
*** NullEditor.py - Change look and naming of nulls
*** MotionTest.py - Load Motion Test onto Characters, Requires BlurRig
*** Hierarchy_ChangeParentToLast_RemoveSRTAnim.py -
*** Hierarchy_ChangeUnParent_RemoveSRTAnim.py - Removes fcurves before reparenting so the object stays at the same transform, Does not remove expressions
*** SelectConstrained.py, SelectConstraining.py - Can be used like Up and down hierarchy shortcuts to follow constraints. Upvectors are also included in constraining objects
XSI ANIMATION TOOLS *** blurAnimMate.py - Many useful animation tools on a dialog. eg setKey, zeroKey, Trajectories
*** blurAnimIO.py - Save and Load animations quickly between different characters
*** CopyCat.py - Copy and paste Postures and poses, also from one side of the body to the other
*** CopyCat... - Individual scripts to map to keys for Copy, Paste, PasteOpposite
*** blurMix.py - Easily mix between clips (requires the blur rig right now)
*** TransformBake - Plot your animations through different coordinate spaces
*** ClothChain.py - Do cloth Dynamics on a series of ctrls, supports some collision, outputs keys on ctrls which can be adjusted.
*** MocapTransfer.py - Save BlurRig and animation to FBX Format (with standard fbx naming)
*** PenetrationStation.py - Fix Mesh Penetrations with intuitive interface (requires Blur Naming)
*** timePlayForwardRealtime.py *** timeRangeSetStartToCurrent.py, timeRangeSetEndToCurrent.py Sets the current time as the beginning or end of your time range
*** KeyPosRot.py - set Key on position/rotation
*** KeyZeroPosRot.py - set Zero Key on position/rotation
*** FCurveInterpolation... - Set Fcurve interpolation to Constant/Linear/Spline on all transform channels
*** ToggleAnimationLayers.py - Toggle animation Layers on and off
*** SetAnimationLayerToBase.py *** MatchTransformToLast.py - Matches transform of first object selected to the last, always works
*** transTool_Cycle.py - Changes to the transform tool and cycles through the tools
*** Select... - Shortcuts to select parts of the blurRig
XSI CAMERA TOOLS *** cameraDataAdd.py - Add CameraData eg ShotNum, RangeStart, RangeEnd
*** shotNext.py, shotPrev.py - Jump to the next camera changing the frame range
*** shotSequenceCam.py - Makes a camera that can play through all cameras
*** viewIsolateSelectionToggle.py - toggles isolate on current selection
*** cameraLookThroughSelected.py, cameraSelectCurrent.py *** viewDisplayMode... - Shortcuts to change current viewport displayMode, eg Shaded, DepthCue, WireframeOnShaded, XRay, HeadLight...
*** viewShow... - Shortcuts to toggle on and off the types of object visible per viewport eg. CtrlTypes (Chains, curves, nulls), All, Geometry...
*** viewHide... - scripts to Hide and Unhide easier: UnhideAllOnVisibleLayers - unhides everything but only on visible layers, UnhideSelectionNoMatterWhat - unhides object even if it is in a hidden layer or group
XSI SELECTION FILTERS *** SelectionFilter... - Filters interactive selection based on object type
*** SelectionFilter_blur... - Filters interactive selection based on Blur Naming Convention
XSI UTILITY TOOLS *** ImportObjsInDirectory.ms - Import all .obj files in a directory
*** LayersStatesStore.py, LayersStatesReStore.py - Allows you to store your layer state and bring it back later
*** LayersRemoveAll.py´
*** LayersMove... - AutoGeneration of layers based on Blur Naming Convention
XSI UI TOOLS *** blurXSIToolWizard.py - Create a new tool with the blurXUI Shell.
*** blurXUI - EASIER creation of complex Uis, You can use OpenSource QT Designer to design Uis. This means you can do Layout and UI changes without coding changes
Phil's ICE PackAuthor: Phil TaylorosAll, compilation, ICEmisc, ICEdeform, ICEparticle, compound format, scene
Essential collection of 100 ICE Compounds for various purposes including Hair, Verlet Dynamics Simulation and DualQ Skinning. By tech ninja Phil Taylor, contains:
ed's note: Phil's ICE Pack is included in current releases of Softimage
Array Compounds Build Array from Per Point Data, Build Index Array, Build Linearly Interpolated Array, Find Closest in Array, Get Array Maximum 2, Get Array Minimum 2, Move in Array, Rebuild Array, Reverse Array, Select SubArray in Array, Build 2D Array, Calc Sub Array Size, Get 2D Array Size, Get 2D SubArray Size, Initialize 2d Array, Pop SubArray from 2D Array, Push SubArray on 2D Array, Resize Array in 2D Array, Select Array in 2D Array, Select SubArray in 2D Array, Set SubArray in 2D Array,
Curve Compounds
Bezier4, Bezier5, Curve Distance to Curve Location, Curve Location to Curve Distance, Curve Location to Normalized U, Fitted Bezier Curve, Normalized U to Curve Location
Execution Compounds
Execute Once, Repeat with Counter, While with Counter
Geometry Queries
Reinterpret Location on New Geometry
Math Compounds
LawOfCos, Limit Vector Length, Quaternion nlerp, WorleyNoise
Particle Compounds - Emmission Control
Filter by Particle IDs, Offset Particle From Emitter
Particle Compounds - Getters
Get Location by Raycast, Get Next Particle Position, Get Next Particle, Get Particle Speed, Get Particle Transform, Get Prev Particle Position, Get Prev Particle
Particle Compounds - Setters
Set Particle Transform
Shortest segment between 2 linesAuthor: Antton TapaniosAll, ICEmisc, compound format
Basic math compound to calculate shortest possible segment between 2 arbitrary lines.
author link: n/a - source: Ex-SI.NET - cgportfolio@cgsociety - full readme / local backup
Kinetic EnergyAuthor: Gene CruceanosAll, ICEmisc, compound format
This is a Kinetic Energy compound that lets you apply this type of energy to a lot of different attributes. It should be handy for more realistic vfx work.
Advanced Proximity MapAuthor: Marc GutowskiosAll, ICEmisc, compound format
With this compound you can influence the object's weightmap by distance of another Geometry (Polymesh or Nurbs). The Compound calculates vertices und sufaces in distance to the geometrie of the icetree. Checkout the control of the radius and the falloff strength for individual settings.
Proximity Weight AccumulateAuthor: Rob ChapmanosAll, ICEmisc, compound format
Adds to a weight map from proximity to another geometry and fades this value over time. This version also adds values to an already existing weight map, connected to 'Original weight map'. For a longer period of time to accumulate, you need to increase 'time before fade' value.
Proximity Weight FadeAuthor: Rob ChapmanosAll, ICEmisc, compound format
Adds to a weight map based on proximity to geometry then fades it out over time. think wetness map. for this compound to work the object must have a weight map connected. Many thanks to Patrick Boucher, as there is no way I would have got this compound to work without his assistance.
CM_RotationPivotAuthor: Ciaran MoloneyosAll, ICEmisc, compound format
This ICE compound allows for the rotation of a point about any arbitrary input position, which can act as a dynamic pivot.
author link: n/a - source: Ex-SI.NET - cgportfolio@cgsociety - full readme / local backup
ThicknessMapAuthor: Ahmidou LyazidiosAll, ICEmisc, compound format
An ICE compound that return the thickness of a mesh
author link: n/a - source: Ex-SI.NET - full readme / local backup
SmoothMapAuthor: Ahmidou LyazidiosAll, ICEmisc, compound format
An ICE compound to smooth/blur a weight map. Edit the compound to have more informations
author link: n/a - source: Ex-SI.NET - full readme / local backup
PlanarTextureProjection with ICEAuthor: Simon InwoodosAll, ICEmisc, ICEdemo, compound format
Quick example of doing a planar projection using ICE - because you can.
author link: n/a - source: Ex-SI.NET - full readme / local backup
DensityAuthor: Reinhard ClausosAll, ICEmisc, compound format
This calculates mesh density in the object coordinate space. By the default settings, all edge lengths >1 produce a density value of 0, as the edge lengths get closer to 0, the density value will approach 1.
CurvatureAuthor: Reinhard ClausosAll, ICEmisc, compound format
This is an ICE compound node that computes surface curvature for a polygon mesh. You get positive output values for convex (outward) curvature, negative ones for concave (inward) curvature. Includes an update Harry Bardak, who exposed the mode parameter
TensionAuthor: Reinhard ClausosAll, ICEmisc, compound format
Part of "rray's Surface Property ICE nodes" . Measures surface tension. Tension can be used as source data for various rendering and deforming effects like blending of a wrinkle texture map or a squash-and-stretch effect (shown in example Tension-squash-and-stretch.scn).
Consists of two compounds: "tension from" computes and stores the average edge lengths of each point's connected edges. "tension to" computes the average edge lengths again (placed at a higher point in the stack, i.e. executed later) and compares them to the results stored earlier by "from".
The difference is processed so it best represents the local surface tension at each point. Every deform in the stack between "from" and "to" gets registered by the "to" node and is output as the scalar tension value for the points. The UI has an fcurve that lets you further control the output of "tension to". X is the computed tension (negative X is compression). Y is output. If you don't want tension values to go above 1 or below -1 use the default f curve which clips off tension values above and below these values.
For measuring only stretching, move the first key to (0,0) and leave the second at (1,1). For compression-only move the first key to (-1,1) and the second key to (0,0). For accessing tension values from the render tree, you'll have to go through a weight map (ICE attributes can't be accessed for polygon meshes currently). This is demonstrated in Tension-rendering.scn
Note: When rendering, tension values look much better (are smoothed) when the mesh is subdivided (+)!
DeleteOverLappingParticlesAuthor: Simon InwoodosAll, ICEparticle, compound format
It is often useful to make sure your particles do not overlap. This simple compound will delete overlapping particles that overlap within a certain distance. It has a simple rule to decide which of the overlapping particles to keep. There's also a debug option to show you which particles it will remove.
SimpleCubeSetAuthor: Simon InwoodosAll, ICEparticle, compound format
This compound does same thing as the Particle Cube but instead of using the XSI primitive it generates the points inside the compound. It is good starting point for creating procedural layouts using groups of particles within a cloud. Particles create in the set have an GroupID so you can have multiple-sets per cloud.
Reset ICE Simulation Initial StateAuthor: Ronald BeiroutiosAll, ICEmisc, js
This plug-in allows removing the initial state set on particle simulations in ICE. It will add a menu item called "Reset Initial State" in the Simulation > ICE > Edit menu. It assumes you have used the set initial state command to create an initial state to your simulation.
TwistAuthor: Ronald BeiroutiosAll, ICEdeform, compound format
Twists an object around an axis. You can either use a default twist axis (X, Y or Z) or use a manipulator such as a null to define it.
This is the exact same deformation as the built-in twist deformation found in XSI with all the advantages ICE has to offer: multi-threaded, open for modification, etc.
You can easily add this compound to a menu by using Add Operator to Menu found in the User Tools menu of the ICE Tree view. If called from a menu, you will be automatically promted to pick a manipulator object (optional).
author link: n/a - source: Ex-SI.NET / local backup
Emit From LocationAuthor: Ronald BeiroutiosAll, ICEparticle, compound format
This compound emits new particles from any location on a surface or curve. Plug this compound's Emit output into the ICETree node. This compound should be plugged in to the first port of the ICETree node because you usually need to emit particles before any other node or compound can be evaluated.
Locations can be generated by the geometry query nodes. For example, by using a raycast node, you could cast a ray on a geometry and emit from that intersection point. You can also use this node to emit from every point of a geometry by connecting in the Emit Location port a Get Data node on the PointLocation attribute of the emitter (e.g. "Cube.PointLocation")
author link: n/a - source: Ex-SI.NET / local backup
Particle Alpha based on Age with FCurveAuthor: Halfdan IngvarssonosAll, ICEparticle, compound format
This compound lets you set the transparency of particles based on an FCurve and it's age percentage. Handy for making particles fade in and out, among other things.
author link: n/a - source: Ex-SI.NET / local backup
Bounce off Surface with FrictionAuthor: Halfdan IngvarssonosAll, ICEparticle, compound format
A minor augmentation to the "Bounce off Surface" compound that adds fake rotational friction to change the reflection angle off the surface.
author link: n/a - source: Ex-SI.NET / local backup
Random IntegerAuthor: Halfdan IngvarssonosAll, ICEmisc, compound format
Generates a random integer between min and max using a cheesy two-iteration LCG pseudo-random number generator.
author link: n/a - source: Ex-SI.NET / local backup
Evaluate Cubic Bezier CurveAuthor: Halfdan IngvarssonosAll, ICEmisc, compound format
Takes a set of cubic bezier control points and evaluates a single point -- or multiple, if fed an array into the "T" port. Can be used with the "Fit Cubic Bezier Curve" compound.
ed's note: this addon is now included in Phil's ICE Pack
author link: n/a - source: Ex-SI.NET / local backup
Fit Cubic Bezier CurveAuthor: Halfdan IngvarssonosAll, ICEmisc, compound format
Takes an array attribute of Vector2/3/4 points and fits a cubic bezier curve onto them, resulting in another array of points that can be used with "Evaluate Cubic Bezier Curve". Great for smoothing a set of points, like a spine or a tail.
ed's note: this addon is now included in Phil's ICE Pack
author link: n/a - source: Ex-SI.NET / local backup
Remove DuplicatesAuthor: Reinhard ClausosAll, ICEmisc, compound format
Simple Compound that removes duplicates in an array. E.g.: 12,3,3,3,3,6,6,4 becomes 12,3,6,4 -- it only eliminates uninterrupted sequences, i.e. in 13,4,7,4,2 the "4" will not be eliminated. For elmiminating all dupes, see the Deduplicate compound. rks for any data type, also nice for shape animation.
Usage example: Can be used in conjunction with Halfdan's Bezier tools in order to eliminate double or triple points that would break the computation otherwise.
Curve Distance To Curve LocationAuthor: Ted HaggardosAll, ICEmisc, compound format
Given the distance along a curve, calc the location.
ed's note: this addon is now included in Phil's ICE Pack
author link: n/a - source: Ex-SI.NET - full readme / local backup
Curve Location To Curve DistanceAuthor: Ted HaggardosAll, ICEmisc, compound format
Given a location on the curve, calculate the distance along the curve.
ed's note: this addon is now included in Phil's ICE Pack
author link: n/a - source: Ex-SI.NET - full readme / local backup
Curve Location To Normalized UAuthor: Ted HaggardosAll, ICEmisc, compound format
Given a location on the curve, calculate the normalized U value
ed's note: this addon is now included in Phil's ICE Pack
author link: n/a - source: Ex-SI.NET - full readme / local backup
Normalized U To Curve LocationAuthor: Ted HaggardosAll, ICEmisc, compound format
Given a normalized U value, calc the location.
ed's note: this addon is now included in Phil's ICE Pack
author link: n/a - source: Ex-SI.NET - full readme / local backup
ScriptEdAuthor: Sajjad AmjadwinAll, tool
an alternative to the regular script editor that ships with XSI on the Softimage community web site. Brief feature summary follows: Syntax highlighting, Split screen editing, Code folding, Multiple tabs, Autocompletion etc.
JJ_SmartQuad is based on the classic Lightwave SmartQuad plugin that would create a single planar quad from three selected vertices. JJ_SmartQuad extends the idea (with a huge nod to Seneca's SmartQuad modo script) so that you can create/recreate either a single quad or whole rows of quads from vertex or edge selections.
JJ_Catmull is a rudimentary Catmull-Rom curve tool for XSI. Unlike the built in curve types, this plugin constructs a curve from selected Nulls and ensures that the curve passes through each null directly - unlike the control points of regular cubic and quadratic beziers. A Catmull-Rom spline has local control. This means that modifying one control point only affects the part of the curve near that control point. It can't possibly match the functionality of in-built curve types but in certain circumstances it can be useful for rigging where you need a smooth, simple curve that always passes through specific points. For modeling tasks, the operator can evenly space points along the curve (unlike the parametric placement of points on the in-built curve types) which makes it useful for extrusions etc. where you might need regular spaced polygons.
Benefits: *** Create a smooth curve that passes through all control points *** Tangent controls for the start and end points *** 'Live', even spacing of control points - by length or by no. of segments
There's a screen capture of the plugin in action on Vimeo here
JJ_CamResize is a tool to either overscan or underscan a pre-existing camera. With jj_CamResize you can add pixels to either the top or bottom of an existing camera whilst the original camera view maintains its resolution. A common use for an overscanned camera is if you need an oversized plate in order to composite some 2D camera shake etc.
Alternatively, you can 'underscan' your camera which enables you to zoom into any area of your camera's view retaining the same point of view as your original camera - great for checking smaller objects in the distance or simply checking up on textures from the camera's viewpoint but at a much higher resolution.
It moves/offstes the selected faces in the direction off the faceNormal. The left cube is witch a push operator, the right is with the scripted "moveNormal" operator.
DepthMirror is a reflection falloff shader. The strength of the reflectivity can be altered based on the object's distance from the reflective surface.
incidence shader that ignores displacement on a geometry. Can thus be used to modulate displacement height according to incidence. Do not use this to replace the standard XSI incidence shader in scenarios which don't required displacement as this shader is approximately 15% slower.
OrenNayarWolffAuthor: Alan JonesosAll, sourcecode included, shader
OrenNayarWolff is an implementation of the Oren Nayar Wolff illumination model combined with a custom specular model which aims to make rim lighting easy.
This shader checks to see if the current ray was ever either reflected or refracted. The example above shows rayHistory being used to make a reflection only environment map.
render 3d texture as a solid model. uses procedural input or volumetric datasets (See volume loader below). It can do limited non-solid ray-marching but you probably want to check out Binary Alchemy Volume shaders if you want something production-worthy for that.
output shader which will overlay text. Options include frame number, time, and render time; current date and time; XSI and MR versions; scene name; as well as arbitrary text input.
a simple shader that can include/exclude lights. all xsi features still supported like light inclusive/exclusive and diffuse/specular toggle, pass.channels, ambience from interface.
DL3D Cellular fractal Worley noiseAuthor: David LanierosAll, shader
This is a fractal Worley noise (F2-F1). Inspired by the book "Texturing and modeling a procedural approach" (Ebert, MusGrave, Peachey,Perlin,Worley) Values for DistanceType 1: Euclidian 2: Manhattan 3: Chessboard 4: Minkowski (r = 0.5) 5: Superquadratic
DL3D Wireframe ShaderAuthor: David LanierosAll, shader
This is a simple wireframe shader: To render quads, you have to do all possible combinations of edge1index and edge2index until it works fine. It may happen that it doesn't work if you have a special triangulation.
DL3D BlackspotsRemover Author: David LanierosAll, shader
Use BlackspotsRemover to remove black squares / spots problem when rendering (especially with final gathering)
You are in this case if when you increase the filter size your black spots' size increases too. Related Tool: Swarfega
ICE Static InstancerAuthor: Helge MatheewinAll, tool, ICEparticle, scene
Replaces each particle of a point cloud with an instanced mesh object, also in OpenGL viewports. Very useful for previz purposes. Imortant information is included in readme.txt, also a few example scenes. Note that from XSI 7.5 on, OpenGL display of particle instances is an included feature.
It is a shader to limit the reflection / refraction level of a material with one single node, especially interesting for rendering fluids / depth intense rendering. With this you can still render interesting reflection effects without having to crank up the rendering depths like crazy.
The Shader Collection - Essential is a FREE Mental Ray shader collection. It includes shaders of various types. From simple helpers like a clamp range shader up to a advanced fractal or DOF shaders.
The major feature of the script is that it allows you to select multiple loops in one go spaced apart by a 'step' size that you choose - this is great for creating corrugations in geometry.
JJ_SnapToPlane is a simple modelling utility to snap points to a 'virtual' infinite plane defined by a single polygon. The tool offers three distinct modes.
JJ_VectorSnap is a simple modeling utility written in Python to snap tagged points to a vector defined by two 'picked' points. It's useful for quickly aligning rows of points or shearing them to a specific position.
MoJoKe Device DriversAuthor: Kai Wolterwin32, tool
The MoJoKe package provides three device drivers for Softimage XSI which enable you to use your joystick, mouse or keyboard to record movements and apply them to objects in 3D space.
Set of commands implemented in C++ featuring MD5 hash and Zip support. Functions: KP_Hash_GetMD5, KP_Hash_CompareFiles, KP_Zip_Create, KP_Zip_CreateFromDir, KP_Zip_Extract
The MeshSliceTool allows you to slice a polygon mesh in a way, that the polgons nearest to a bone or another specified object get extracted to a new polygon object. So you no longer have to manually create slices of a character to allow animation in realtime for instance.
With the KP_CurveTools plugin you can extrude objects (cubes) along multiple curves at once (figure A). The tool features several parameters to customize the extrusion (figure B) and has the option to create a new set of controls (figure C) for later animation of the extruded objects (subdivs, position along curve, thickness, etc.).
KP_PointCacheTools 2.5 for XSIAuthor: Kai WolterosAll, sourcecode included, tool
The Point Caching Tools allow you to record complex object deformations to a cache file and reapply those deformations. You can even interchange these caches with 3ds Max, Maya, Houdini or Blender.
Roadkill is a UV unwrapper heavily based on the unwrapper used in Blender. Roadkill For XSI is a plugin that interfaces with Roadkill to let you unwrap UVs directly in XSI. Cut lines are marked in XSI by selecting edges prior to unwrapping. You can unwrap UVs with a single click or have XSI have Roadkill start up in GUI mode and unwrap interactively.
Interpolated DuplicateAuthor: Kim AldisosAll, js, tool
will create any number of duplicates with transformations interpolated between 2 objects. In repsonse to a request made on XSIbase, it seemed like rather a good idea.
takes the basic principle of Deform by Surface, which uses the patch parametric uv coordinates to remap the coordinates of a geometry onto a patch, and extends it to use texture uv coordinates of a polygonal mesh to deform a geometry onto that mesh. More simply, it's a Deform by Surface for polygonal meshes. Download all of Kim's modeling tools as one 32&64 bit addon here
TinyCurveExtrude is an XSI plugin that extrudes curves along curves, much the same as XSI’s own curve extrude tool but with some added bells and whistles (see features below). Download all of Kim's modeling tools as one 32&64 bit addon here
Tinythickness is an XSI custom operator that takes a polygonal mesh surface and gives it thickness by sweeping a profile around it's boundary edges. The profile can be defined either by a curve or by adjusting profile parameters in the operator's property page.Download all of Kim's modeling tools as one 32&64 bit addon here
Tiny Cap (test release!)Author: Kim AldiswinAll, tool
This is a very early release of a capping tool for xsi. Many more bells to be added. The tool caps any holes in a mesh. A hole is defined as any boundary edge - so the outer edge of a grid is a hole by this definition and will be capped. Download all of Kim's modeling tools as one 32&64 bit addon here
Compiled, animated plugin operator for XSI. Use meshes, curves, surfaces or a centre to push points on a mesh with the mesh sliding over the deformer rather than sticking to it. Download all of Kim's modeling tools as one 32&64 bit addon here
1. For scenes that continually fails after a number of frames, optionally render in groups, minimising the likelihood of a crash and ensuring that subsequent frame groups will be rendered should any given group fail - 2. Save and run batch file directly from XSI in a separate process.
The XSI built in align particles to path has a fixed up vector which will cause flipping as the particles cross the vertical axis. Most times this isn't a problem, particularly if you've a lot of particles in the cloud but if it is this scripted operator plugin should help. It aligns particles to the path but with a user picked up vector.
Slate is a Text base slate for XSI. It creates a text object and applies a scripted op that replaces tokens in a text string with values or variables. Tokens, amongst others, include frame, date, time. Values are updated per frame allowing for accurate inclusion of time, date, etc at render or view time.
RBDChain builds a rig of rigid body links linked by ball and socket joints. The initial shape of the chain is defined by a spline curve. A custom property is attached to the root of the rig with sliders controling RBD parameters of the links and their socket joints. Options for fixing both start and end of the chain are included. The rig is suitable for simulating chains and ropes attached at both, one or no ends. A spline curve is also created, cluster constrained to the curve, for creating ropes.
EPSExporterAuthor: Kim AldisosAll, python, importexport
exports meshes and UVs from XSI to EPS (Encapsulated Postscript) files. Meshes are exported as 2D projections as viewed from any perspective camera in he scene. UVs are exported as stamps.
The lmWarpDistort shader is a Mental Ray lens shader that changes the rays directions according to its distortion parameters. This shader can only apply the distortion. The main advantage of this shader is that it doesn't crop images when the distortion is applied: rays are just distorted (see Image B).
DeriverAuthor: Daniel RindwinAll, sourcecode included, shader
This shader generates U and V derivatives from a north pole/north direction to make it possible to easily use the Anisotropic shader on polygon objects. For a 64 bit version of the plugin install the xsiaddon then replace the installed dll with the file from the _64 folder.
DiffractionAuthor: Daniel RindwinAll, sourcecode included, shader
The Diffraction node is a replacement for the standard XSI refraction_diffuse node. It fixes the refraction bug, adds faster glossy effects, and the new ability to model the different refractions of different wavelengths of light. For a 64 bit version of the plugin install the xsiaddon then replace the installed dll with the file from the _64 folder.
DiffusionAuthor: Daniel RindwinAll, sourcecode included, shader
This is a sub surface scattering shader. Really, that's all it is :-) . For a 64 bit version of the plugin install the xsiaddon then replace the installed dll with the file from the _64 folder.
DirtmapAuthor: Daniel RindwinAll, sourcecode included, shader
The Dirtmap is a procedurally generated occlusion map. Implemented in newer versions of XSI as the XSI_AmbientOcclusion shader. For a 64 bit version of the plugin install the xsiaddon then replace the installed dll with the file from the _64 folder.
Mix8VectorsAuthor: Daniel RindwinAll, sourcecode included, shader
makes mixing bump maps in Softimage|XSI a bit easier. It supports weighted mixing of up to 8 vectors and adjusting the bump mapping strength of each input separately. For a 64 bit version of the plugin install the xsiaddon then replace the installed dll with the file from the _64 folder.
MuhHairAuthor: Daniel RindwinAll, sourcecode included, shader
fast hair shader alternative. includes patches to xsi.exe by drakon rider. For a 64 bit version of the plugin install the xsiaddon then replace the installed dll with the file from the _64 folder.
Shaders_p v3.3Author: Pavel LedinosAll, compilation, sourcecode included, shader
large shader set oriented towards TDs. Includes p_MegaTK universal surface shader. Content includes:
*** p_constant - simple surface shader. Constant - shader of constant color without any shading and etc.
*** p_fg_light - simple surface shader like p_constant, with the exception of this shader visible only for final gather rays. Shader fully transparent for other ray type (like eye, transparent, refraction and etc).
*** p_fg_no_light - this shader is inverse of p_fg_light, shader visible for all ray type with the exception final gather rays.
show more...
*** p_facing_ratio - compute difference between normal and eye ray and create gradient for this value. Maybe used for create fake of fresnel effect and etc.
*** p_color_plus_alpha - merge color and alpha. Maybe used for add transparency for any shaders. Also maybe used for mix maya shaders and mental ray shader for solution problem with alpha.
*** p_motion_to_rgb - surface shader for convert motion vectors to RGB for create motion blur effect during compose.
*** p_irradiance - surface shader for compute irradiance (FG, GI and Caustic). Maybe used for output irradiance color with different pass for followed compose. Also this shader maybe used with common shading network for tune up irradiance color.
*** p_color_to_float - convert color to float, supported some type of conversions: R, G, B, A, Average, Luminosity. Shader return float.
*** p_saturation - change saturation of color
*** p_fisheye - lens shader, create fisheye effect.
*** p_buffer_writer - surface shader for rendering object with multiple pass.
*** p_z - surface shader for compute z channel with sampling. Supported 8, 16 and 32(float) bit per component. Alpha is supported.
*** p_ray_type - surface shader for rendering object with different shaders depending on ray type.
*** p_shadow - surface shader for rendering shadow only without shading.
*** p_bake_read - texture shader, assign different textures depending on object name.
*** p_MegaTK - universal surface shader for slit out many passes for one render.
*** p_environment - shader for computing Environment Reflection or for computing ambient light from environment for Baked Occlusion.
*** p_shadow_transparency - shadow shader for computing colored and transparency shadow with attenuation and edginess affect.
*** p_scatter_wrap - shader for faking scattering effect (based on object thickness) and additional wrap effect. Shader return float.
A selection filter for edges that are hard from the automatic discontinuity setting. If you want to select edges that were marked hard, use the built-in "Crease Edge" filter instead. Usage Example: For selecting all edges on a polygon mesh rim:
* Go into edge selection mode * From the additional filters menu (little black triangle in the "select" panel), pick "Rim Edge" * "Select all using filter"
Applies a weightmap to an object representing surface curvature. Updated with a compiled operator. For XSI 7.5+, instead use the ICE Version called "Curvature" (see above).
Applies a weightmap to an object representing surface tension between points. Updated with a compiled operator. For XSI 7.5+, instead use the ICE Version called "Tension" (see above). Note that the ICE Version doesn't support the concept of "sensor edges" though - it takes all edges into account.
A simple install-and-forget plugin --- it does nothing but remind you to save your work after 1 hour of not saving. This is in case you don't want to use AutoSave.
RRayTypeAuthor: Reinhard ClauswinAll, shader, sourcecode included
This is an advanced Ray Type switch that adds support for 2nd and 3rd+ generation reflection/refraction ray types. Also there's an option to make the object invisible for selected ray types.
Windows 32,64 bit binaries only. Sourcecode is included for linux compilation - contact me!
This render tree node passes the inverted surface normal to its connected nodes.
For an example, this can be used in conjunction with the Ambient Occlusion shader to darken the convex instead of the concave areas of an object (like this).
In combination with a second Ambient Occlusion shader (which is fed the original normal), this can be used to create a simple edge detection render tree (Here's an example scene)
Windows binaries only. Sourcecode can be sent for linux compilation - contact me!
WireDAuthor: Reinhard ClauswinAll, shader, sourcecode included
mental ray shader that outputs distance from rendered point to wireframe mesh. requires an xsi data operator to work. Install both plugins, then apply Property->MR GeoInformation to the polygon mesh object, then connect WireD shader (tutorial included in zip)
Windows binaries only. Sourcecode is included for linux compilation - contact me!
Working mod of the defunct SI2010 factory physical SSS. This one works with an old fashioned light list, also in addition exposes some previously unexposed parameters in the rendertree like scattering, absorption, IOR and scale.
For SI2011, this fix doesn't work anymore. You'll need the 2010 subsurface.dll, rename it to subsurface_2010.dll, copy it into 2011's directory where subsurface.dll is located, and finally change the library reference to subsurfance_2010 in the SPDL file from this package.
This render tree node allows to continue tracing the ray in an arbitrary direction. In addition, you can provide mental ray with a fake intersection point for the ongoing computation.
It's actually 2 shaders, #1 returns the next ray's length, #2 continues sampling for color. As an example, this could be used for computing thickness (trace direction = eye ray) , return ray length.
Windows binaries only. Sourcecode can be sent for linux compilation - contact me!
Imports Lightrigs generated with Francesco Banterle's HDRShop plugin. Version 1.2.1 (Sep 24 2009): ** bug fixes ** sets lights' photon energy values ** slider to dim photon energy for larger light rigs ** button for optimizing Photon Count base on overall light energy value ** "inspect all rig lights" button (removes the need for the "set global..." sliders) ** 1.21: "select all rig lights" button ** persistent layout
Quick Usage Walkthrough: Google for HDRShop, Banterle, install, load HDR image (lat/long format) in HDRShop, use median_cut plugin, ca 32 - 256 lights, lights.txt ends up either in the directory of the HDR image or in the HDRShop program dir. Open that file with the plugin. For convenience, make a collection of those files.
Krakatoa exporterAuthor: Steven CaronwinAll, python, importexport, tool
Render ICE particles with Frantic Film's Krakatoa. Currently this plug works only on Windows 32 bit and 64 bit platforms. Please contact me about Linux compilations.
Enhance XSI SEAuthor: The Graphics FactorywinAll, shader, commercial
A fully functional special edition of Enhance:XSI for both Windows 32 and 64. This version includes 15 free for any use texturing nodes. Included in this set are nine texture nodes: Agate, fBm, Cellular, Panels, WindayWaves, Coriolis, Parquet, Peened and Circular plus six support nodes: Kaliedoscope, Iridescent, Composite, NoiseWave, SmoothStep and RegionalHSV.
For more information about this version and the full 99$ (190 node) version go to the author link
T2S_Illumination is dedicated to CG artists looking for a single Illumination node to be used as a basic building block for a great variety of materials.. This shader brings together different illumination models, as well as some of the last Mental Ray functions for optimized glossy scattering. New features, such as Coating surface effects, custom Lafortune settings, or Fresnel Mask are proposed here.
previously unexposed mental ray shaders (Car Paint - Ambient and FG Occlusion - Sub-Surface Scattering - Glossy Reflection and glossy refraction - Physical Lights - D2S_Lights, which combines "physical_light" and "mib_cie_d" in order to reproduce realistic illumination)
Ed's note: This shader ships will an old version of a shader library, and is likely to break installations of Softimage newer than XSI 5.1.