• This file may be outdated. Please use the author links if possible!

  • Download link:

  • Consider supporting rray.de with a PayPal donation:


  • Close this window

    Nov 22th 2014: mini update rray.de/xsi #Softimage resource website

    Nov 13th 2014: rray.de website update

    Nov 13th 2014: RT@ajevon: London #Softimage generalists. We still need you! Get in touch with availability, CVs and reels. reception@lola-post.com #vfxjobs

    Aug 15th 2014: Register for the 2014 8th SOFTIMAGE|ÜberTage user meeting on Friday, September 19th in Siegen, Germany http://www.softimage-uebertage.de

    Aug 14th 2014: rray website update / July 2014 was one of the most active months in #Softimage plugin development--keep it going!

    click to see older tweets

    Something missing?

    click to open
    alShadersAuthor: Anders Langlandsupdated, os64, shader, arnold, compilation, cppsrc
    alShaders is a work-in-progress production shading library for SolidAngle's Arnold. It currently contains a surface shader and a few utility shaders, and the aim is to slowly build it into a full-featured production-quality shader library. As it is in constant development it is liable to change at any time and there's a good chance plenty of stuff is broken. The library is developed by me, Anders Langlands, as a personal learning project and should in no way be associated with my employer.

    Installation instructions (Also see »[SItoA] Installing the alShaders in Softimage« posted by Stephen Blair in the Arnold Support Center): Copy the content of the bin folder to ...\Addons\SItoA\Application\Plugins\bin\nt-x86-64 in windows or ...\Addons\SItoA\Application\Plugins\bin\linux in linux That should be enough to at least get the shaders on the Arnold > DLL Shaders menu Copy the SPDLs to ...\Addons\SItoA\Application\spdl In Softimage, before you try to use the shaders, generate presets (in the Plug-in Tree, right-click the spdl and click Regenerate Presets) In the render tree, you may need to refresh the preset manager to see the shaders. If you've already created some instances of the shader and they didn't have the PPGLayout, delete the spdl xsiindex in your $XSI_USERHOME\Application folder and start Softimage again.

    The collection includes: alSurface - A general-purpose, physically plausible surface shader. It supports diffuse, backlighting, emission, subsurface, two layers of (glossy) specular and (glossy) transmission including single scattering alHair A (very) WIP implementation of ISHair: Importance Sampling for Hair Scattering by Ou et. al. alBlackbody - A blackbody radiation shader that generates a plausible emission colour given the temperature of the material. Intended for hot things and light sources alCombine - Utility shaders to combine float and color types in various ways (multiply, mix etc.) alColorSpace - Node to convert sRGB and log images to linear for use in rendering alLayer - Shader to layer two surface shaders together alCellNoise - A cellnoise pattern generator with various different options for distance metrics and their combination alFractal - A fractal pattern generator capable of generating fBm, turbulence and (ridged) multi-fractal patterns. alGaborNoise - A gabor noise pattern generator alFlowNoise - A flow noise pattern generator alPattern - Basic 1D pattern generation - sine, saw etc. alPhotometric - Light filter for photometric light data. Currently supports IES files only alRemap - Utility shaders for remapping and adjusting float and color values alInputVector - Utility shader for grabbing certain vector and point-like attributes from the shader globals (e.g. N, P, uv etc) for use in your shader networks. See the bitbucket repository for downloads and a few other of Anders' Arnold related projects.

    download: @bitbucket
    Find Integer in NameAuthor: si-community user imdingnew, osAll, ICEmisc
    A useful compound that converts any number from the object's name to an integer, making it accessible in ICE. Connect the compound to an execute port of the modeling stack, access the number using the »intValue« attribute. Can be used to automatically rearrange objects in a queue by just changing their name etc. Compound screenshot.

    local backup: Find Integer In Name.xsicompound

    author site: n/a / -community thread
    Most Common Array ElementAuthor: Reinhard Clausnew, osAll, ICEmisc
    Returns the most common element from an array. Works in object and per component context. Can be modified to find the second most common element and so on. Compound screenshot.

    local backup: Get Popular Number.xsicompound

    author site: rray.de / -community thread
    V-Ray 3.0 for SoftimageAuthor: Chaos Grouprenderer, winAll, vray, commercial
    Chaosgroup recently released the Softimage plugin for VRay 3.0.

    Built on V-Ray's core platform of rendering speed, stability, and quality, V-Ray® for Autodesk® Softimage® is an advanced rendering solution for the VFX and animation industries. VRay for Softimage includes ICE support, efficient Global Illumination, versatile shaders, and much more.

    What's New in V-Ray 3.0 for Softimage? New progressive production renderer for interactive and production rendering New VRaySkinMtl with layered reflections and artist friendly controls Render Mask to specify render regions using an object selection or image mask Deep Image support including OpenEXR 2.0 output emFluid 5 is integrated with V-Ray for SI.
    For a full list of improvements, see V-Ray-3.0-for-Softimage.pdf

    Price per license is 750€ / 1040$ / 650£ or 74€ / 103$ / 64£ for an educational license. It is a free upgrade for all current V-Ray for Softimage users.

    Link to the vray online documentation. For a previous version, the thread V-Ray for Softimage: Tutorials and Walkthrough was created on si-community.com as a means to gather community knowledge, starting with an indoor lighting video tutorial created by Oliver Weingarten.

    product page: http://www.chaosgroup.com/en/2/vray_softimage.html?our=0215 / -community thread (V1.5) / -community thread (V3.0)
    emPolygonizer5Author: Eric MootzosAll, ICEparticle, modeling, commercial, voxelize, fluids
    Updated November 2014. emPolygonizer is a "mesher", i.e. it creates polygon meshes based on one or more input objects by polygonizing so-called scalar fields (or isofields). The inputs for the meshing are nulls, locators, curves, polygon meshes, point clouds, particle systems, array of positions, etc. [..]

    Numerous enhancements and self-developed features make this mesher go beyond the classic marching cube tool: liquid filaments, motion plotting, vertex colors, texture coordinates (UVWs), multithreaded octree, fast smoothing techniques and the ability to use nulls, curves, polygon meshes and point cloud simultaneously as inputs make it a versatile tool for creating meshes.

    The new version 5 (demoed here) uses the enhanced polygonizer core written for emTopolizer. Also it adds a lot of features and workflow enhancements as shown in other V5 videos in Eric's vimeo channel. For the previous release, this tutorial session shows workflows possible with the new features from version 4.25.

    Price per license is 249€. Bundle and upgrade offers as well as a trial version are available on the author's site.

    author site: http://www.mootzoid.com / product page: /plugin/empolygonizer5 / -community thread
    Maxwell Render PluginAuthor: Next LimitosAll, renderer, commercial
    Updated October 2014. The Softimage integration of Next Limit's Maxwell Render Engine. Supports features such as Multilight, ICE strands and particle instancing, FIRE script commands, MXS references, previewing embedded materials.

    The previous updates added support for Softimage 2015, the render region, MXM script functions and had a number of bugfixes (See the release notes for the Softimage plug-in).

    product page: http://www.maxwellrender.com/ / -community thread
    Mitsuba ExporterAuthor: user Angel 07 @si-community.comwinAll, interop, renderer, cppsrc
    Updated September 2014. This plugin is called Mitsuba and Softimage synchronizer (shortly MaSs). I start to develop it for understanding how the Mitsuba renderer works. So, some tool for export scenes needed. Of course, there are some other exporters from Softimage to Mitsuba. One of them here. I try to understand how it works, but then decide to create my one exporter with Python and GUI. Link for download.

    See the si-community thread with videos/instruction about the latest update (0.5): What improved: now the plugin not only generate xml-file, but render it in separate Qt-window. Initially I would like to do something like integrated render (like Arnold, for example), but it was harder than expected. So, some compromise is to use Mitsuba Python API. It allows to render pictures by using Python commands. As plugin used Qt interface, PyQtForSoftimage is needed. All necessary files are in archive Also I rewrite some functions for export geometry in C++. Now the export process is more faster.

    local backup: MaSs plugin 0.5 package.zip   Mitsuba 0.5.0 x64 Win.zip (compatible version of Mitsuba)

    author on vimeo / -community thread
    VorleX Muscle System 2.01 PROAuthor: kosyanosAll, ICEmisc, rigging
    VorleX is a toolset for setting up a full body muscle rig. With VorleX 3.0 still in development, VorleX 2.01 has been made available for free. Have a look at the VorleX Muscle System Short Reel for a preview of the upcoming version 3.0 — for videos demonstrating Version 2.01, see the VorleX group on vimeo.

    From the si-community thread linked below: The system is far superior to other similar products. The features and functions: Simple construction Classic control by means of 3 nulls Easy setup Incredible performance Realistic optimized dynamics The ability of symmetric duplication Unique skinning algorithm Skin sliding effect

    local backup: VorleXMuscleSystem2PRO.xsiaddon   VorleXMuscleSystem2PRO.zip (supplementary files - docs and samples)

    author link: http://vimeo.com/groups/vorlex / -community thread
    CSV ExportAuthor: si-community user caledonian tartanosAll, ICEmisc, workflow, interop
    From the si-community thread: this is a exporter to create CSV (Comma Separated Values) files from ice simulations.

    local backup: CSV_Export_Plugin.zip (zipped python file)

    author link: n/a / -community thread
    Domemaster3D Lens ShaderAuthor: Andrew HazeldenosAll, cppsrc, shader, mentalray, scene
    Updated October 2014 with LatLon Stereo Rendering — The Domemaster stereo shader for Softimage is designed to create 2D & 3D fulldome renderings for use in planetariums and other fulldome theaters, and spherical/equirectangular renderings with the latlong_lens shader. Roberto Ziche created the domemaster stereo shader for 3D Studio Max and I added the Autodesk Maya and Softimage support. [..]

    The latest alpha build of the Domemaster3D v1.6 shader for Softimage (and Maya/3DS Max too) has added a new LatLong_Stereo shader feature that allows you to render spherical stereoscopic images using mental ray. This is helpful if you want to render stereoscopic content for VR devices like the Oculus Rift. There is also a new "S3D View" toolbar item that creates an FX Tree comp that merges the left and right camera render passes into a red/cyan anaglyph stereo preview.

    Continue reading here. The latest releases add: A realtime OpenGL and rendertime polygon subdivision smoothing on the 'starry sky' quadsphere mesh The new Domemaster3D toolbar (see thumbnail) with a fulldome media viewer a revised stereo camera rig an improved starglobe tool a reference grid an automagic fulldome tool and new resolution presets.

    See Andrew's homepage for more information. A demo created by Max Crow.

    local backup: domemaster3D.xsiaddon   domemaster3D_sample_projects.zip

    author site: http://www.andrewhazelden.com / download: blog/downloads / project @github.com / -community thread
    SPDL Syntax HighlighterAuthor: Andrew HazeldenosAll, cppsrc, shader, rendering, workflow
    A set of SPDL (Softimage Plugin Definition Language) Syntax highlight definitions for Notepad++, TextWrangler and BBEdit. The SPDL format has been replaced by dynamic API callbacks during the last few years, but SPDL editing isn't deprecated and still needed when updating older projects.

    local backup: Softimage-SPDL-Syntax-Highlighter-master.zip (repository snapshot from Nov 11th 2014)

    author site: http://www.andrewhazelden.com / download: blog/downloads / project @github / -community thread
    HDRI Light Studio for Softimage AddonAuthor: Ben RogallwinAll, workflow, interop
    Provides interactive connection between Softimage and HDRI Light Studio.

    Unofficial Softimage plugin for HDRI Light Studio. It provides a live connection to interactively control lighting via creation of a spherical hdri. The plugin works with Redshift 3D, Mental Ray, and Arnold. It does not currently work with 3Delight.

    For more details and to support Ben's plugin development with a donation, follow the author link.

    local backup: SItoHDRLS.xsiaddon   HDRLSForSoftimage.pdf (documentation)

    Delta Mush ICEAuthor: Miquel Campos / shedosAll, ICEdeform, rigging
    »Delta Mush« is a mesh deformer that fixes/softens the effect of other deformers without affecting high-res details of the mesh. It's been developed in 1997 but was made public only recently in demo videos of former Rhythm & Hues in-house software »Voodoo« where it was exclusively used. The idea behind Delta Mush is simple but clever: Local mesh detail (=per point offsets from a smoothed to the original undeformed mesh) is precomputed and stored. Then the 'to-be-fixed-deformer' is applied, directly after which the mesh is smoothed again with the same smoothing algorithm. This removes newly introduced detail which could potentially include unwanted artefacts from the deformer. Finally, the stored offsets are applied, restoring the original detail.

    This works not only for envelopes, but for all kinds of deformers like cloth sims. On envelopes, it is similar to what weight smoothing does, but (at least in theory) should be able to enhance the envelope effect by adding some sliding movement along the surface of the smoothed mesh. This can't be achieved using enveloping which only does rotations around the joints.

    This is Miquel's ICE implementation of Delta Mush. The precomputation is done using the »Delta_Mush_dataSet« compound in the modeling stack, with the post effect applied in the animation stack after the envelope using the »Delta_Mush« compound.

    local backup: Delta_Mush_dataSet.1.1.xsicompound   Delta_Mush.1.1.xsicompound   DeltaMush_sample.scn

    author site: http://www.miqueltd.com / author company: shed/ mailing list @google groups / -community thread
    FlubberAuthor: Wim FortonosAll, js, ICEdeform, ICEmisc
    A nice wobbly effect for meshes — demo video . From the si-community thread:

    I'm experimenting with elastic and fluid like deformation (simulated). It's not yet well documented, but I think it's easy to understand the nodes. Feel free to make better versions and share here!

    Usage: put flubber_initialise in the modeling stack, put flubber_simulation in a simulation stack of a mesh object, add deforming mesh to flubber_simulation. Cheers, Wim

    local backup: flubber_initialise.xsicompound   flubber_simulation.xsicompound

    author site: http://www.mantelli.be / -community thread
    m|Symm2 2.0Author: Martin YaraosAll, js, modeling, symmetry
    Updated September 2014 with support for multiple objects. mSymm2 provides a number of features for modeling with Symmetry: Symmetrize Polygon, Weights and UV with one click Realign points symmetry Select Mirror Components UV Mirroring Subtracts polygons and clusters and merges them back without losing properties.

    Download page includes detailed usage instructions (Note: Top of that page is japanese/bottom is english). Introduction availale on vimeo - Video of an earlier beta version.

    local backup: mSymm.xsiaddon

    author blog: http://myara.blog.fc2.com / download: @skymill.co.jp / -community thread
    m|Cleaner 1.41Author: Martin YaraosAll, workflow, js
    Updated July 2014. mCleaner is a »dashboard« full of functions for quickly cleaning various sections of the current scene like unneeded clusters/properties/groups/material libs/UVs/clips/layers etc. Each of mCleaner's functions may also be executed in »check only« mode which only logs the objects that would be deleted. See this screenshot for a feature overview of an older version of mCleaner.

    The 1.41 update adds the following (from the si-community thread): Undo, you can undo ! yay! Added Delete ICE trees, Partitions, and some other garbage Move unused textures to your backup folder option added (Only works with textures inside the picture folder) Everything has been reorganized in separated commands so you can customize your own tool some other minor changes, gui adjustments, etc. to make my life easier, and hopefully yours too.

    The download page includes updated usage instructions. Visit Martin's new company website http://www.skymill.co.jp (Japanese)

    local backup: mCleaner.xsiaddon

    author blog: http://myara.blog.fc2.com / download: @skymill.co.jp / -community thread
    mbFeatherTools 3.2Author: Michael BüttnerosAll, commercial, ICEparticle, rigging, python
    Version 3.2 released July 2014 with support for Softimage 2015 and some licensing system fixes. 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.

    The 3.0 major upgrade adds features such as: Direction Controls Collision Constraint during setup Drive the feather type with the Type Envelope Mesh Filter the feather type for easy exporting »Use Live Feather Controls« option allows baking the standard styling. See the 3.0 new features video and this interview with Michael on the area. A video tutorial is available here

    Price is €200 (includes updates for all coming versions up to 3.9) / $80 for further upgrades. Beginning Aug 29th 2014, there is a 27% discount (=€146) on mbFeatherTools..

    In the same thread, Michael mentions: In case you are worried about support: I'm planning to give support for this plugin for at least 6 more years.

    RealLens v2.2Author: Francois Lord / Oblique FXosAll, python, workflow
    Updated July 2014. Converts real world cameras and lenses to Softimage camera angle and back. From this mailing list post: I finally updated my old plugin RealLens, 9 years later (!). It now creates a camera rig, applies the plugin on the camera and stays live on the camera. Usage: Get -> Primitive -> Camera -> RealLens2. We've been using it in production here at Oblique since Febuary. It seems to work fine. If you find any bugs or have any comments, feel free to ping me.

    local backup: RealLens2.2.xsiaddon

    author link: http://francoislord.com/XSITools/index.html / mailing list entry @mail-archive.com / -community thread
    ehRSCameraAuthor: Emilio Hernandez (TechStudios)osAll, python, workflow, rigging, redshift
    From the si-community thread: I am releasing the ehRSCamera addon v1.0 for Softimage to use with Redshift. The addon will allow you to use real camera parameters in Softimage along with the combination of RSPhotographic Exposure, RS Bokeh and Motion Blur, to get accurate real world DoF and cinematographic motion blur. These parameters are driven by the f/stop, lens focal length and shutter speed.

    DoF is calculated using the lens focal length and lens apperture with very accurate results. Visual aids for focus target, near distance focus and far distance focus are visible, and change interactivly when you drive the camera parameters, or change the distance to focus to place your objects inside or outside the focal range.

    A rotary shutter speed option is available as well to set the degrees of the rotary shutter. This will drive the time the shutter exposes the 'film' to light in terms of the actual frame rate, and do the math to set the Redshift motion blur parameters. A white balance option in °K has been implemented. You can set your RS Physical Light and RS IES Light to color temperature, and have accurate white balance in the camera with no more guessing of what the RGB values should be.

    Continue reading in the si-community thread. Here's a screenshot with a description/property pages.

    local backup: ehRSCamera.xsiaddon   ehRSCamera_UsersManual.pdf

    author site: n/a / -community thread
    Smooth WeightmapAuthor: Pedro Alpiarça dos SantososAll, ICEmisc, rigging
    The »Smooth« compound will apply an advanced smooth effect on weightmaps, protecting fully white and black areas and allowing control over black/white bleed.

    Video instructions for Pedro's new compounds »Merge Envelope Weights«, »Filter Envelope Weights« and »Smooth Weighmap«. Also have a look at Pedro's other plugins by clicking on his name above.

    local backup: pb_SmoothWeight.xsicompound
    author's vimeo channel / -community thread
    Merge Envelope WeightsAuthor: Pedro Alpiarça dos SantososAll, ICEmisc, rigging
    This ICE compound allows to blend envelope weights of two source meshes into a target mesh using a weightmap on the target.

    Video instructions for Pedro's new compounds »Merge Envelope Weights«, »Filter Envelope Weights« and »Smooth Weighmap«. Also have a look at Pedro's other plugins by clicking on his name above.

    local backup: pb_MergeEnvelopeWeights.xsicompound
    author's vimeo channel / -community thread
    Filter Envelope WeightsAuthor: Pedro Alpiarça dos SantososAll, ICEmisc, rigging
    This compound sets small weight residuals to zero in order to simplify tabular editing in the weight editor. Includes tuning options like falloff for 'close candidates' and a choice of the modulation method.

    Video instructions for Pedro's new compounds »Merge Envelope Weights«, »Filter Envelope Weights« and »Smooth Weighmap«. Also have a look at Pedro's other plugins by clicking on his name above.

    local backup: pb_FilterEnvelopeWeights.xsicompound
    author's vimeo channel / -community thread
    Softimage Alembic PluginAuthor: Ho Chung Nguyen (Autodesk)win64, importexport, workflow, cppsrc
    Autodesk's OpenSource Softimage Alembic Plugin is ahead of the version shipped with the last release. The added feature of the current release is the ability to import and map individual Alembic objects selectively instead of loading the whole file (see this screenshot). Hans Adrian has made the binaries available on SourceForge. For installation, this should probably overwrite the shipped build under C:\Program Files\Autodesk\Softimage 2015\Application (in Plugins\AbcImportExport.dll, bin\AbcFramework.dll and the two files in dict) in order to a avoid versioning conflicts.

    local backup: Softimage Alembic Plugin.zip   src.zip (Source snapshot for Alembic plugins of all apps)
    author site: n/a / repository @sourceforge / -community thread
    CrowdFX - Override Bones AnimationAuthor: Hans Adrian (Autodesk)osAll, ICEmisc, crowd
    Another goodie presented by Autodesk Intern Hans Adrian on the Softimage mailing list: Hey all, here is another CrowdFX Compound. This one is used to override bones animation. Demo - blending upper body with aim animation. [..] How to use: Execute 'Store Actor Hierarchy' compound - see attached 'Store Actor Hierarchy.PNG' In 'Animation Definition', connect 'Override Animation' to the animation state's pose modifier which you would like to override - see attached 'Animation Definition.PNG' Parent Bone is the bone which animation and descendants' animation (children, grandchildren etc.) will be overridden. You can find all bones that you could use from Crowd > Actors_Proxies > [Model]_mesh > Deformers_Proxy > [Bone Name] see attached 'Get Bone.PNG' For animation index, you can debug 'self.__CrowdFX_CycleNames' or go to 'Get_Animations_Sources' ICE tree of the crowd and get the index of the animation that you want (index is 0 based) 'On Condition' is the condition in which animation is overridden; if you would like the animation to override at all time, put it as true. Otherwise, you can use conditions. For frame mode, you have the options to manually specify which frame of animation you would like to use or you can put it on loop. 'Frame to Use' is the frame number used if you choose to specify the animation frame. Transition duration is the duration in which the overriding is being blended.

    Also see the included Readme - Animation Blending system for CrowdFX.pdf

    local backup: Store Actor Hierarchy.xsicompound   Override Animation.xsicompound.xsicompound   SoftImage ICE CrowdFX - Override Animation.scn (demo scene)

    An extension was provided a week after, enabling the actors to trigger a secondary animation, in this case shooting bullets ( video demo / Readme - Shoot Bullet System for CrowdFX.pdf )

    local backup: Shoot Bullets.xsicompound   Is In Blending Mode.xsicompound   Is At State.xsicompound   SoftImage ICE CrowdFX - Shoot Bullets.scn (demo scene)

    author site: n/a / source: mailing list @google groups/ original download link @google docs / -community thread
    Fabric Engine 1.12 with SpliceAuthor: Fabric Engine IncosAll, deformer, customtool, rigging, interop, workflow, commercial
    Updated June 2014 (See Release Notes). The Fabric Engine team releases version 1.12 of their versatile CG framework including Splice for Softimage. On top of the Fabric Engine API features, Splice includes a Softimage-integrated scripting-like environment for authoring topo/deform operators which run with multithreaded C++ speed and are fully portable to other DCC apps (Splices thereof included as well). Go here to see a FE/Splice demo of the Maya version. Splice includes its own custom tool to maninpulate Splice gizmos. From http://fabricengine.com/splice/ :

    The Splice API exposes Fabric Engine's core execution engine and KL language to other applications. This provides you with a range of benefits: Empowered TDs: Fabric is a high-performance tool framework that is as fast as highly optimized C++, but as easy to use as Python Portable R&D: Fabric tools are completely encapsulated and can be moved between the applications in your pipeline Tools as Assets: Fabric tools can be run as procedurals on your render nodes Portable Assets: a manipulation framework for building consistent user interaction for tools means that you can move your asset and it's interface freely between applications Future-proof R&D: tools built with Fabric and the Splice API can run in the standalone Fabric Engine framework.

    The Splice API provides the following features: Just-in-time compilation of KL code Simplification of the Fabric Core C/C++, for easy deployment Easy integration as a custom OpenGL render pass Facilities for interactive user tools (manipulation) Support for the Splice persistence (loading and saving of portable tools) Full access to the Fabric Core Dependency Graph (subgraphs) Access to KL extensions such as hardware libraries or file formats Zero additional dependencies (all provided as single library) Dynamic or static library versions Cross platform: Windows, Linux and OSX support.

    New SIGGRAPH 2014 Trailer — Demo videos for Splice for Softimage: Basic Overview / Procedural Geometry / Spliced ICE / Additional Samples / Splice Manipulation in Softimage — Tutorial videos for Splice for Softimage by Daryl Dunlap: Part 1 (Intro) / Part 2 (Splice In, Out and I/O params) / Part 3 (ICE to Splice).

    Fabric Engine with Splice is free as a 1-per-person license as part of the Fabric Engine distribution. Free 1-year/2-per-company licenses are also available - for other licensing options, see here.

    There will be a big licensing change after SIGGRAPH 2014: Fifty permanent licenses of Fabric for your studio, free, no strings attached. At Siggraph 2014 we are announcing a big change to our business model – the Fabric Fifty studio starter pack. We think this is a pretty big deal, and we wanted to take the time to explain why we’re doing this and how we think it benefits everyone concerned. [...] By providing 50 permanent licenses to any studio, we’re making it possible for you to take advantage of Fabric without needing to make a financial commitment before you’re ready. This means that you can start using Fabric immediately in your pipeline with confidence that you will always have access to those 50 licenses. When the time comes that you want to expand beyond those 50 licenses, or you decide that you want to get the benefits of the paid site license, we can discuss the options available to you.

    Softimage Surface Pro ArtDockAuthor: Rick Rodriguezwin64, workflow
    From the si-community thread: Our favorite 3d application doesn't lend itself perfectly to running on a tablet and being controlled solely by pen and touch. For one thing, Softimage only runs in small fonts mode, so menus and touch targets can be tiny. But that didn't stop me from trying — Today I published a very beta ArtDock that I've tested successfully with Softimage 2015 on the Surface Pro 1 and 2. I probably went overboard with the keyboard shortcuts, but I think it's pretty cool to run XSI with only my fingertip and pen. Also, the latest version of the Mudbox dock is very "handy." :)) — If any of you have Surface Pros, I welcome your feedback.

    Requires AutoHotkey. For more details and feedback, see Rick's entry on the Surface Pro Artist site

    local backup: ArtDock.zip
    author link: n/a / -community thread
    XSI LogoAuthor: unknownmodeling
    The XSI Logo as an .EMDL File found by si-community user AceMastermind.

    local backup: XSI_LOGO.emdl
    -community thread
    Generate Orbital PointsAuthor: mskosAll, ICEparticle, ICEmisc
    Japanese Softimage artist msk shares this compound which emits points on an (not stable) orbit.

    local backup: msk Generate Orbital Points.xsicompound

    author on twitter
    PlutoniaAuthor: Oleg Bliznukwin64, ICEmisc, scene, fluids
    Oleg appears to be working on a new fluid simulation plugin for Softimage and shares a workgroup/scene. The current status/production-readiness of this is unknown, so until further notice one should assume that some restriction will apply. Spotted by si-community.com admin Hirazi Blue in Stephen Blair's famous »Screenshots of the Week« — in turn spotted on the softimage.ru forums.

    local backup: plutonia_attachments_from_softimage_ru_post.zip
    author youtube channel: GBOTFX / softimage.ru thread / -community thread
    Oblique ShadersAuthor: Marc-Antoine Desjardins / Oblique FXos64, shader, arnold, compilation
    A collection of Arnold shaders created by Marc-Antoine Desjardins at Oblique FX. The July 2014 update adds support for Arnold-, makes the »Obq_Hair shader« public and adds »Obq_Color«, an accelerated untexturable color which should be used in place of »Color_Savestate« and similar nodes.

    The collection is containing these shaders: Obq_AngularCamera - A camera shader that allows you to create angular maps of 3D scenes Obq_Atmosphere - a shader made for planetary atmosphere, but can also be used as a simple ray marcher Obq_Bend4Stereo - a passthrough node that changes the ray direction for camera rays. Used with stereo cameras, this allows the shading of the two cameras to be calculated from a single one Obq_ChangeRange - an upgraded version of the Scalar Change Range. It lets you remap a scalar parameter expressed in an old min/max range to a new min/max range and adds a clamp, a bias and a gain Obq_Environment - an upgraded version of sta_environment. You can also plug it in the environment port of a material to use with Phong, Reflection shaders and more Obq_Etching Obq_Fresnel - a texture node that outputs proportion of light reflected/refracted from a surface based on the refractive indices and the extinction coefficients Obq_Hair - a dual scattering hair shader implementation of Sadeghi et al. "An artist friendly hair shading system" using Ou et al. ISHair: Importance Sampling for Hair Scattering (also see alShaders below) Obq_IESLightFilter Obq_MeasuredMaterial Obq_Opacity Obq_RandomColor Obq_RGBComEmit Obq_RGBComLightFilter Obq_Root2Tip bq_Shadow Obq_Simbiont - a Darktree 2.5 loader node in Softimage that reads .dsts files for the Arnold Renderer Obq_StereoLens - renders a pair of stereo frames from the center camera of a stereo rig into a single frame Obq_SurfaceEnvironment - an upgraded version of sta_environment that you can use directly without using an environment port. This is usually mixed in the beauty or used with the AOV passthrough Obq_Thickness - measures the thickness of a pixel/surface in a chosen direction. It is not affected by opacity cutouts Obq_TransformUV Obq_UVRemapLensDistortion Obq_VolumeThickness - a particle density shader ideal for rendering smoke or other volumes

    Shockwave deformerAuthor: Ola MadsenosAll, ICEmisc, tutorial
    Follow Ola's walkthrough-style online tutorial »Build your own Shockwave deformer using ICE« (no files)

    The shockwave will be constructed by two sets of waves - a somewhat smaller, condensed part followed by the larger more intense pulse. Even though a shockwave is an ideal candidate for simulation, it has a slight drawback - namely that it is simulated. Whenever you want to change a value or reposition the shockwave, you have to rewind and run the simulation again. An alternative approach is to do a bit of high school math. Don’t worry; it’s not as frightening as it sounds. The waveform is essentially nothing more than a sine wave; altered over time and its distance from the origin. [..]

    Video demo. Visit Ola's blog caffeinabuse for a lot of technical insight and tutorials like this one, most of them including ready-to-use project files.

    UDIM ToolsAuthor: Alberto GzosAll, texturing, js
    An 'runnable' js script which presents a property-page dashboard with buttons that facilitate moving around UV islands on UDIM tiles. Also supports 'tile aware' half size/double size/flip functions. This approach is a little easier than using the UV transform panel. Video demo.

    Also useful in that context: Szabolcs Matefy's »Jester's toolkit« which contains fit and fill functions for maximizing UV ranges of selected islands.

    If anybody knows about a UDIM rendertree setup script/compound and maybe a pack selected islands function, please submit it using the form at the top of this page!

    local backup: UDIM_run.zip

    author link: http://albertogzg.tumblr.com/post/91... / download @google docs / -community thread
    Kristinka Hair 3.2Author: Anto MatkovicosAll, ICEparticle, strands, scene
    The July 2014 update is another big one introducing new nodes like »Fit NURBS«, »Curls advanced«, »Curvature Amplifier«, »Grouping in Form« »Follow CurveList« »Stretch Hair« »Hair Filler Rounded« — for a full description see the si-community thread and the updated documentation.

    The Kristinka Hair toolset is a new and unique way to set up, style and simulate hair using ICE nodes. A set of fully customizable ICE nodes Scalable, from only a few basic compounds for building basic hair, to very complex structures. Hair styling that always considers the whole shape of the hair. Styling works well for short and for long hair. Unlimited hair length, unlimited number of hair segments. Automatic, procedural generation of details - 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, resampling 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 the Sofimage's built-in Strand Dynamics Framework simulation engine. Only factory ICE nodes were used, it should work nicely with any Softimage version from 7.01 on.

    Other media available: Version 3.1's online 'first steps' tutorial. si-community user Bronco67 has created a video introduction for an earlier version available here. Also: A rendering tests thread, a TV ad by PsyOp featuring Kristinka Hair.

    In case you want to apply kH3 nodes and dynamics on top of strands that were not generated by kH3 itself, here is a setup to enable that.

    local backup: kristinka_hair_32_02july2014.rar

    author site: http://www.matkovic.com / download: /anto/kristinka-hair.html / -community thread
    emTools 1.955Author: Eric Mootzcompilation, osAll, ICEparticle, ICEmisc, bend, scene, voxelize, strands, text
    A free and ever growing grab-bag with heavily production-tested helper and FX compounds. The July 2014 update (mailing list post) adds a the compounds »Null to Planes«, »Bend«, »Bend and Slice«, the Linux version of the »OSO« (Outer Shell only) Arnold Shader and improves the behavior of the »Particle Liquid Shaper«. The April release (1.93) added the »Particle Liquid Shaper« which scales and rotates particles to better conform the liquid surface (see thumbnail). Other highlights from the April release: The »Principal component analysis«, »Compare Strings« and »Denoise Point Cloud«. For the full set of included items see the emTools instruction page on mootzoid.com.

    The initial release from ca. 2011 which makes up only a small portion of the current release, featured these items: »Quantize Volume« compound: fills a volume with particles with options such as align-to-surface and different distribution methods. »Melt Particles«: welds two intersecting particles into one, accounting for particle size Liquid Filaments: creates liquid filaments (= particles along a line) between a particle and its neighbors Center of Geometry: calculates the center of the input geometry Fly towards Position: will make a particle fly towards a position (= a goal) without changing its speed Init slim Particle Data: very similar to the factory compound »Init Particle Data« that is used under the hood by the factory emitter compounds. This compound however only sets/initializes the most commonly used data and furthermore allows you to set - or not set - the _Init data Intersection of a Ray with a Plane Intersection of two Lines Intersection of two Spheres Linear Interpolate Duo: more or less identical to the factory node »Linear Interpolate« with the only difference that you interpolate between two pairs of values rather then between two values Linear Interpolate Trio Local Rotation : will rotate a particle around one of its local axes Point Force from Nulls Point Force from Points Pseudo Subframe on Emission Scale Particle Size Turbulize Position Volume of Sphere

    Some videos from earlier releases: v1.84, V1.33 - walk through new stuff, V1.4 featured in this EMTopolizer Tutorial

    author site: http://www.mootzoid.com / download: /plugin/emtools / -community thread
    emReader 1.222Author: Eric MootzosAll, ICEparticle, ICEmisc
    The July 2014 update includes bugfixes, new features like improved handling of user data, support for path aliases and is now available for the Fabric Engine. From the Mootzoid site: emReader is a plugin which loads indexed geometry cache files. The geometry cache files are only referenced (instead of imported) and directly passed to the 3D application or the renderer when needed.

    Some features: Quick loading and rendering of indexed geometry cache files without the need to import them Animatable file index (e.g. to make timewarps or reverse the sequence) Loads motion vectors (scalable), normal vectors and texture coordinates, if available.

    Supported file formats: RealFlow .bin Wavefront .obj Softimage's factory Polygonizer .emp2 Mootzoid .emp2 (compatible with emPolygonizer3) Mootzoid .mzd (compatible with emPolygonizer4 and emTopolizer)

    Post-load effects: Fix double edges Fix non-manifold edges Close holes Push Smooth Thickness Triangulation Quadrangulation

    author site: http://www.mootzoid.com / download: /plugin/emreader / -community thread
    emTopolizer2 v2.320Author: Eric Mootzcompilation, osAll, ICEtopo, ICEparticle, ICEmisc, shadingworkflow, commercial, shatter, fluids
    Updated July 2014 (see Version History). The previous big update featured the rewritten polygonizer core.

    While working at Framestore on the »2013 Nissan Altima: Wouldn't It Be Cool?« spot with Tim Borgmann and Chris Keller, Eric developed a whole suite of topology manipulating ICE compounds that he now releases as »emTopolizer«. Core piece is an operator stack-like ICE compound that simplifies working with with topology in ICE and is able to deal with massive amounts of particles/polygons while maintaining a very high performance.

    From his webpage: emTopolizer is a Softimage ICE plugin for creating, accessing and manipulating geometry within ICE. The plugin consists of an Addon that contains a "DLL" file (Windows) or "so" file (Linux) for the custom ICE node (compiled C++ code for 64 bit versions of Softimage) and many ICE compounds. Feature list of emTopolizer: High speed geometry caching ICE compounds - (.mzd, .emp2, .obj sequence and Realflow .bin formats) high performance polygonizer within ICE - with new memory management UVW Engineer - automatic UV coordinate generating for changing topologies (typically liquids) Access to vertex/polygon island data in linear time. Thickenizer Shatterizer The Geometry Free Reader Many further little high speed goodies.

    More information including the full online documentation available on the product page. Price is €199.

    For videos from the April 2014 release see the si-community thread linked below. Older videos available on vimeo: Walkthrough, A closer look at the demo scenes, Vertex Islands, The Geometry Reader and Writer, The Polygonizer Jungle and an interesting lookdev spot for the Nissan ad by Tim Borgmann.

    author site: http://www.mootzoid.com / product page: /plugin/emtopolizer2 / -community thread
    Weird SpawnAuthors: Sam HowellosAll, ICEmisc, scene
    Sam Howell, known for his cool and technically brilliant clips (Make sure to visit his vimeo channel), shares the scene file from this clip: Another test transfering animation from Softimage to Thea Render, this time with Lagoa particles. Some liberal use of FX Nut's save rendermesh plugin to get the particles across as mesh data is a big help. This fact obviously limits the amount of particles that it is practical to transfer. Still quite handy though until another solution presents itself. [..]

    Continue reading on the video page. Also have a look at Sam's demo reel.

    local backup: Weird_Spawn.scn

    Momentum 4 + ImplosiaFX 4Authors: Exocortex / Helge Mathee / Oleg BliznukosAll, ICEparticle, rigging, ICEtopo, commercial, shatter, fabric
    Announced by Ben Houston, CEO of Exocortex here on the Softimage mailing listWe are pleased to announce the general availability of Momentum 4 + ImplosiaFX 4 as a single package. One Softimage Alembic license + 2 readers are also included so you can start using Alembic as well. I recommend only purchasing RLM licenses because you need the farm licenses of Alembic. Here is the official list of improvements:

    ImplosiaFX 4: Rewritten from the ground up as result has a huge improvements in GUI Added operator-based fracturing as well as the boolean operator Extended ICE nodes set to bring more flexible workflow Speed increased about 2x times while memory consumption is half of original Fixed memory leaks Fixed most of crashes, now it just throws an error message Fixed an awful execution time on some of extremely hi-poly meshes Added slicer feature to define arbitrary regions on geometry to be fractured Added painting fracture masks by WM or by using B\W textures as well as user-defined scalar per-point attribute Added baking of ICE generated geometry into the regular mesh with regular clusters

    Momentum 4: Alembic I\O instead of the old plot system Ability to modify the simulation state of objects via null Improved speed of clusters creation\deletion Fixed multiple environment creation each time a scene has been opened Fixed particle rigid body initialization after frame 1 Simulation doesn't stop even with minimized XSI window MOM ICE nodes honor the Global Momentum properties mute state The "mute" param is now presented in the main MOM PPG Added simulation speed control in the main MOM PPG Added explicit maximum number of Rigidbodies in scene Fixed collision issues between GImpacts and softbodies Added an experimental collision shape mode - tetrahedron decomposition from each triangle - very stable since it is a native bullet shape.

    Continue reading by follwing the mailing list/si-community link below. Note that there is no mention of this package on the main Exocortex website, so as things stand Momentum 3 and ImplosiaFX will remain listed here on rray.de as separately available products.

    Related plugins: Implosia FX, Emit SRT matched instances, StudioNEST Kratos, XSIShatter, Polygon Islands Transformation using ICE, DafengIslandSeperation.

    author (company) site: http://www.exocortex.com / product page: /products/momentum-4 / mailing list announcement @google groups / -community thread
    UnfurlAuthor: Rob ChapmanosAll, ICEmisc, scene
    Disclaimer: This is from the resourcedump thread on si-community.com so »some restrictions may apply« (but usually don't)

    Video demo here. Rob shares a scene relating to an inquiry by si-community user Maximus: I've setup this and now i want every single particle (instance) to point outwards locally, not all together. I tried to modify the particle orientation but everything i do is done on all particles not on single also i cant find a way to have a proper orientation.I am having this problem quite often and would be nice to create a compound that works once for all. [..]

    Continue reading in the si-community thread which seems to provide a few additional solutions to Maximus' question.

    local backup: fibbonnaci_send.scn

    ccRig 1.1Author: Christopher CrouzetosAll, rigging
    Going through his website logs, Christopher recently found consistent entries requesting a deleted page for his 2008 ccRig. This led him to put the rig back online, due to its prototype status only for educational purposes. 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.

    local backup: ccRig.zip

    author site: http://www.christophercrouzet.com / download: /resources_ccRig.php / -community thread
    scroll down to load more plugins