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    Mar 23th 2014: mini update rray.de/xsi #Softimage resource website

    Mar 4th 2015: update rray.de/xsi #Softimage resource website

    Mar 3rd 2015: bugfix: search highlight broke links when search keyword was in URL

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

    Nov 13th 2014: rray.de website update

    more on http://twitter.com/sitweets

    Something missing?

    Suggest any new or updated plugin that you know of, old ones too. BTW authors! Submit a removal request if you don't want your plugin listed here.

    If you have something unfinished or similar on your HD, that might be of any use to others, consider submitting it to the »resourcedump« thread on si-community.

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    Delta Mush ICEAuthors: Miquel Campos / Guillaume BaratteosAll, ICEdeform, rigging, cppsrc
    updated with a compiled version by Guillaume Baratte. »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.

    There are two implementations for Softimage. The first one is Miquel's original ICE compounds. 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

    The following is Guillaume's C++ implementation of Miquel's version, same nodes but performing faster and allowing attenuation of the effect by a weightmap. demo video and author downloads of the C++ version. Have a look at Guillaume's vimeo page including his 2014 showreel.

    local backup: Delta_Mush.xsiaddon   Softimage_DeltaMush_SourceCode.zip

    author site: http://www.miqueltd.com / author company: shed/ mailing list @google groups / -community thread
    emPolygonizer5Author: Eric MootzosAll, ICEparticle, modeling, commercial, voxelize, fluids, interop
    v.5.200 updated Mar 2nd 2015 From the docs: 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. [..]

    The latest 5.2 update adds the new feature »PCA Normals« which can drastically reduce the »blobby« appearance in smooth areas of a liquid's surface. To learn more about PCA Normals, see the new demo and test videos in Eric's vimeo channel. The earlier 5.0 update (demoed here) introduced the enhanced polygonizer core written for emTopolizer. Also it added a lot of features and workflow enhancements as shown in the other version 5 videos in the channel. This tutorial session shows workflows possible with the new features from the previous 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. emPolygonizer5 is also available for Maya, Modo, Fabric Engine and as a command line tool.

    author site: http://www.mootzoid.com / product page: /plugin/empolygonizer5 / author @ vimeo / -community thread (5.1) / -community thread (5.2)
    emFluid 5Author: Eric MootzosAll, ICEmisc, commercial, fluids
    v.5.062. emFluid 5 is now available in an open beta program — download it directly from the download page and participate in the active beta group. Contact Eric through his page to get access to the group (a private google group) so you can report issues and get help from other experienced users.

    Video: emFluid5 5.000 beta Tutorial 11 - For the new Kids. Many more videos on the download page. For the latest test videos, see the si-community thread linked below.

    From the emFluid5 documentation: This plugin for Softimage|XSI's ICE is a highly versatile tool for manipulating 3D grids. It contains, amongst many things, a fluid solver for creating fire and smoke effects.

    Features: node based fluid solver OpenVDB support (read/write). Volumes can be rendered in: emFluid5's proprietary volume renderer V-Ray 3.0 for Softimage Mental Ray with the BA-Shaders from Binary Alchemy Arnold with Oleg Bliznuk's OpenVDB tool


    From the emFluid4 page: Some Features: Multithreaded solver Single, multiple or automatic fluid boxes Data emission from nearly any object type (meshes, nurbs, curves, point clouds, ..) Combustion of Fuel and own particle types for Flame, Smoke and Waste Data grid based particle emission or "normal" particle emission ... or both at the same time An "open" solver, meaning the internal grids and data are exposed in a way so that you can enhance the pre-built compounds and functionality with own compounds Velocity can be generated directly ("velocity emission") or indirectly ("combustion", "buoyancy", "expansion") or by using a combination of both Automatic creation of emFluid4 setups based on the current selection Fluid boxes can be translated/rotated/scaled during the simulation Point clouds that use emFluid4 are still just "ordinary" point clouds => they can be cached and rendered just as any other point cloud The internal 3d fluid grids of emFluid4 can be directly meshed with emPolygonizer3 and emPolygonizer4

    Price for the predecessor emFluid4 is 119€ for a single license. emFluid5 will be priced higher due to the years of work that went into its development. Upgrade offers are/will become available at the author's site.

    author site: http://www.mootzoid.com / download page: /plugin/emfluid5 / author @ vimeo / -community thread
    FC FeathersAuthor: Fabricio ChamonosAll, ICEmisc, scene, scatter
    Introducing Fabricio's newest plugin FC Feathers, a free toolset for procedurally generating and simulating feathers in an artist friendly way. Its workflow is based on tangential guide curves and an added layer of guide feathers. For a basic setup, see FC Feathers, to see a Syflex collision setup, visit FC Feather Syflex simulation.

    From the first video : FC Feathers is an ICE based feather system tool I've been working for some months now. Its production proven and suitable for a wide range of feathery characters. Please consider donating if you find it useful, a lot of work has been put into it to make as fast and artist friendly as possible. Thanks!

    Compounds that are included: FCF Build Instances Topo Array.xsicompound FCF Constraint to Polygon.xsicompound FCF Create Feathers.xsicompound FCF Density Weightmap from Guides.xsicompound FCF Feather Display.xsicompound FCF Frizz by Null.xsicompound FCF Grooming Force.xsicompound FCF Set Guide Feather.xsicompound FCF Simulate Feathers.xsicompound FCF Spring Force.xsicompound FCF Wind.xsicompound

    local backup: FC_Feathers.xsiaddon   FC Feathers for Softimage - Documentation.pdf   FC_Feathers_Sample_Project.rar   Feather_Syflex.scn

    author site: http://iceduous.blogspot.com / author @ vimeo / -community thread
    SJ_RadioAuthor: Stefano JannuzzoosAll, shader, arnold, mentalray
    SJ_Radio allows 'broadcasting' values from a 'radio_station' node in one render tree to 'radio' nodes in other render trees. You can transmit color, scalar, boolean, vector and integer values. Note that the transmission only works if the receiving tree is invoked from the sending tree (For example: Send from reflective object - receive works in reflected objects Send from shadow receiver - receive works in shadow casters or lights)

    From a mailing list post: They were pretty useful (or 'are' if you sometimes use MR). You could 'transmit' different versions of settings like colors, toggles, levels, that drive existing shader paramaters in different 'channels' (hence the name) going to receptors where other nodes are plugged-in those receptors anywhere in the scene, outputting the result of whatever you plugged in as if that something else in the scene using a given channel had different settings. say if you wanted less light samplig for your fog volume, And very good for ray stwitching where you could have entirly different settings for what was seen by secondary rays and such. The applications were very wide varying.

    Available as a Mental Ray and Arnold Version. Docs: SJ_Radio for Mental Ray / SJ_Radio for Arnold.

    local backup: SJ_Radio_win64.xsiaddon (Mental Ray version)   sj_shaders.zip (incl. Arnold version)   DemoScenes_MentalRay_2015SP1.zip
    author link: n/a
    SJ_TraceAuthor: Stefano JannuzzoosAll, shader, arnold
    SJ_Trace is an Arnold shader that allows to intercept the ray at the current geometry intersection point and change its direction or even the intersection point itself. There are a number of other options all explained in the sj_trace documentation.

    Related mental ray shader: Tracer

    local backup: sj_shaders.zip (incl. SJ_Trace)
    author link: n/a
    SJ_BlockerAuthor: Stefano JannuzzoosAll, shader, arnold
    From the SJ_Blocker docs: sj_blocker is an Arnold light filter, that alters a light's color by a blocker. A blocker is a simple implicit object (either a grid, a sphere, a cube or a cylinder) that can be srt transformed.

    local backup: sj_shaders.zip (incl. SJ_Blocker)

    author link: n/a
    Clone ShaderAuthor: si-community user caledonian tartanosAll, ICEmisc, shadingworkflow
    Duplicates a node and creates expressions on each parameters of the clone to have them driven by the original parameter. Installs into the context menu of render tree nodes.

    local backup: CloneShaderNode.xsiaddon (repackaged/fix for local backup)

    author link: n/a / -community thread
    User Normal Translator Author: Sakana-Ya aka GOTETZosAll, js, modeling
    This plugin extends the normal editing toolset in Softimage. It adds functions such as numerical transform, spherize around center, invert and smooth. Also it allows back and forth conversion to a colormap, which makes the normals editable with the vertex paint tool, or using Softimage's spreadsheet editor for weights.

    Introduction and demo on vimeo. Documentation available here with a screenshot of the GUI.

    local backup: UserNormalTranslator.xsiaddon

    Envelope ScriptsAuthor: Sakana-Ya aka GOTETZosAll, vbs, js, rigging, compilation
    A collection of 7 weight painting helper scripts that will register inside the »Animate/Envelope« menu.

    Normalize Envelope Weights - In case automatic envelope normalization breaks, this fixes it. It could be done in the weight editor before but this is more obvious and accessible. Select Points by Envelope Weight - Detect envelope anomalities by selecting points with a total weight of either <100, =100 or >100. Swap Envelope Weights - swaps the weights of two picked deformers. Select deformed object>run the command>pick first>pick second. Merge Envelope Weights - Merges the weights of the picked deformers. Select deformed object>run the command>pick source>pick one or more targets Save Weights - Saves the current envelope weights as a .preset - no interaction, automatic filename used based on the mesh name stored in [PROJECT]\Envelope Load Weights - Loads the .preset based on the mesh name. Mesh must have existing envelope. Lock Unselected Deformers - Locks all unselected deformers. Select mesh and deformers>run the command.

    Note: This was on rray before but now merged with some scripts discovered recently. Most of the GUI is in Japanese. Some of the scripts are from 2010, but verified running in SI 2015 SP1.

    local backup: EnvelopeWeightTools.xsiaddon (repackaged for local backup)

    pb_PolyIslandToDeformerAuthor: Pedro Alpiarça dos SantososAll, ICEmisc, rigging
    When using meshes instead of nulls as envelope deformers, it would be preferable to use the mesh surfaces rather than the mesh centers for the automatic weight assignment. pb_PolyIslandToDeformer deals with just that, it overrides the automatic assignment and sets the weights depending on the proximity of the deformer surface.

    The ICE computation relies on a merged mesh and polygon island computation, so the workflow is a little involved, but well explained in the first part of ICE Envelope Weights Utilities. A very useful side-effect from having a 'live' assignment is that the meshes can be changed at any point and the weight assignment will update automatically until the ICE tree is frozen. Also have a look at Pedro's other plugins by clicking on his name above.

    local backup: pb_PolyIslandToDeformer.xsicompound
    author @ vimeo / -community thread
    pb_SmoothEnvelopeWeightsAuthor: Pedro Alpiarça dos SantososAll, ICEmisc, rigging
    A recreation of the built-in envelope weight smooth function with the same set of controls and the added features of filtering (=not affecting) either a group of deformers or a point cluster. See the second part of ICE Envelope Weights Utilities for a usage demo (Use the extra timeline at the bottom of the video to quickly find it).

    local backup: pb_SmoothEnvelopeWeights.xsicompound
    author @ vimeo / -community thread
    pb_CopyClosestSampleWeightsAuthor: Pedro Alpiarça dos SantososAll, ICEmisc, rigging
    A versatile tool for transfering envelope weights between points. This ICE compound operates in 3 modes: ClusterToCluster: For each point in the 'affected' cluster, copies weights from the closest point that is in the 'samples' cluster (on same or different mesh). Having only a few points in the 'samples' cluster and matching nearby points in the 'affected' cluster allows clean few-to-many copy operations as shown in the demo video IslandToCluster: copies from closest points (can be filtered by 'sample' cluster again) to islands on the target mesh IslandToLocation: copies from closest locations to islands on a target mesh. For the two 'Island' operation modes, all points on the island will get the same weight value.

    For the demo see the third part of ICE Envelope Weights Utilities (Use the extra timeline at the bottom of the video to quickly find it).

    local backup: pb_CopyClosestSampleWeights.xsicompound
    author @ vimeo / -community thread
    pb_MirrorOverlapWeightsAuthor: Pedro Alpiarça dos SantososAll, ICEmisc, rigging
    Mirrors deformer weights from a source group of deformers to a matching target group of deformers across a configurable symmetry plane. Using deformers instead of points allows weights to overlap the symmetry plane. See the fourth part of ICE Envelope Weights Utilities for a usage demo (Use the extra timeline at the bottom of the video to quickly find it).

    local backup: pb_MirrorOverlapWeights.xsicompound
    author @ vimeo / -community thread
    3DelightAuthor: dna researchosAll, commercial, renderer
    v4.0.41 updated Feb 21st 2015. 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 product page)

    DNA research recently released the 4.0.41 upgrade along with making the free license now support up to 8-core CPUs. Highlights from the changelog: Volumetric Smoke and Shards Any shader as light source projection Exposure, Gamma Controls Mesh Light support ESC to stop render. Last year's big 4.0 update introduced features such as: support for deep EXR files Native MARI textures support Improved sampling of environment maps Added the physically plausible 3Delight Material "Continuous rendering" is now enabled by default Up to x2 acceleration in hair/fur rendering Memory usage is down 30% when using the path tracer Skin shader for 3Delight for Softimage Motion Map property is now supported

    A list of movie project rendered with the 3Delight renderer. As mentioned the product is free of charge for the first 8-core license. Additional quad-core licenses are available for 400$ each and unlimited multi-core licenses for 900$ each. Yearly support and updates 190$/290$ resp.

    company page: http://www.3delight.com / product page: /en/index.php?page=3DFS_features / resource base / -community thread (updates) / -community thread (render tests) /
    Mitsuba ExporterAuthor: Slava ShumikhinwinAll, interop, renderer, cppsrc
    v0.7.1 updated Mar 1st 2015. 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.

    The latest update includes the abilty to render volumes. For that purpose, the package includes ICE compounds that create 3D-grids which can be manipulated further in ICE, exported with the 'Store VOL' compound, then rendered using Mitsuba. Supports rendering of OpenVDB volumes through Oleg Bliznuk's OpenVDB ICE package. More in the si-community thread.

    local backup: MaSs plugin 0.7.1 package.zip   Mitsuba 0.5.0 x64 Win.zip (compatible version of Mitsuba)

    author @ vimeo / author @ github / -community thread
    Softimage 2 Headus UVLayoutAuthor: Slava ShumikhinosAll, js, workflow, shadingworkflow, interop
    Version 19, updated Dec 14th 2014. A 1-click export/reimport solution for working with the popular »UVLayout« UV editing software.

    Slava added a number of updates lately, including automatic sending of selected edges as cut edges, the option of replacing only the UVs (not the mesh) on import and some bugfixes. Author link contains embedded tutorial video.

    local backup: ss_HeadusUVLayout19.xsiaddon
    Structure ExplorerAuthor: Slava ShumikhinosAll, js, workflow
    updated Dec 14th 2014. Structure explorer opens a spreadsheet view (screenshot) of polygon mesh internal connectivity data. Lets you toggle between PolygonToPoints, PolygonToTriangles and Points (Positions) mode. Buttons for selection synchronization/file export. Installs menu entry in Model>Get>Property

    local backup: Structure Explorer.xsiaddon
    Select Similar PolygonsAuthor: Slava ShumikhinosAll, js, modeling
    updated Dec 15th 2014. Select polygons similar to currently selected one (See screenshot animated gif)

    local backup: ss_SelectSimilarPolys.xsiaddon
    Select Polygons by AngleAuthor: Slava ShumikhinosAll, js, modeling, src
    updated Jan 2nd 2015. This selects Polygon based on an input angle. As a C# plugin this needs to be compiled for each version/service pack - Currently it will work only for 2015 and 2015 SP1.

    local backup: ss_PolyByAngleCS_2015.dll   ss_PolyByAngleCS_2015.dll (select file matching your version and place in [USER/WORKGROUP PATH]/Application/Plugins

    AppLink for 3DCoatAuthor: Slava ShumikhinosAll, interop
    updated June 28th 2014. Interop plugin for the volumetric detail modeler 3DCoat 3 and 4. See Softimage to 3DCoat and back, and some videos for older versions: Softimage To 3DCoat Applink. HowTo Install. Also a How-To video and a general demo video of the old version are available.

    local backup: AppLink_3DCoat.zip

    author link: http://www.sshadows2005.narod.ru/.../3dcoat.htm / author @ vimeo / author @ github / -community thread
    PrimitivesAuthor: Slava ShumikhinosAll
    Adds a number of popular primitives to the »Get>Primitive>Polygon Mesh« menu: Utah Teapot Blender's Suzanne Monkey Basket Ball Golf Ball Rugby Ball Soccer Ball Table Tennis Ball Volley Ball

    local backup: ss_Primitives_x64.xsiaddon (64 bit version)   SPrimitiveS.xsiaddon (32 bit version)

    Float on SurfaceAuthor: mskosAll, ICEparticle, ICEmisc
    Japanese Softimage artist msk shares this compound which lets object float on a water surface, following the wave movements. Demo video.

    local backup: msk Float On Surface.xsicompound
    author @ twitter / author @ vimeo
    Voronoi ShatterAuthor: mskosAll, ICEparticle, ICEmisc, shatter
    A plugin from 2010, from a first test it appears compatible with Softimage 2015. Creates a toolbar with buttons to shatter a polygon mesh object randomly or using a point cloud for placing the fragment centers. To install, follow the instructions in the demo video: 1. Install ika's "voronoi.dll" to softimage — 2. Copy "Add Bouding Box Point.1.1" to Compounds folder of softimage — 3. Install "Voronoi_Shatter_Suite.xsiaddon" — Execute voronoi shatter from "View/Toolbars/Voronoi Shatter Suite"

    local backup: msk_voronoi_shatter.zip
    author @ twitter / author @ vimeo
    Advanced SoftlightAuthor: si-community user moinwinAll, shader, mentalray
    This light shader adds number of options that can be very useful for mental ray lighting optimization:

    A performance option to disable shadow softness for the finalgather prepass Gamma corrected light color for a correct preview of the light's color when using linear workflow Secondary falloff settings for more control over the falloff shape The »Soft Screen« feature that basically allows you to texture the light's sampling quality using a texture in screen space.

    A comment from the author on »Soft Screen«: Since i discovered this feature about one and a half year ago i use it all the time. It is great! You just take a preview of your render in photoshop and paint with a white brush on a black background over the parts that you want sampled more intensively. For instance you can leave the background, and other areas in which soft shadows might not be noticed, black. it can save huge amounts of render time. Especially the feature to control the amount of lightsamples with a texture seems very interesting to me, so if anybody is interested he or she can download the compound. I just put it together and have not tested it to a great extent, so there might still be some issues/ bugs hidden somewhere.

    Of course being a compound this plugin can be edited and customized at will. Usage screenshot. See the si-community thread for more details on this shader compound.

    local backup: Advanced Softlight v1.00.xsirtcompound

    author site: n/a / -community thread
    Architectural Material Specular Highlight fixAuthor: si-community user moinwinAll, shader, mentalray
    This shader compound modifies the mental ray archmat's specular highlights so they much closer approximate real world light reflections than does the factory behavior. The shader does not work with finalgathering. See the si-community thread for more details on this shader compound.

    local backup: ArchMatSpec2015.xsirtcompound

    author site: n/a / -community thread
    Conquering The CodeAuthor: Jared Glassebook
    Jared wrote and shares this ebook about python scripting in Softimage.

    From the introduction: Hi there! This Guide will cover Basic to Advanced Scripting, Programming, Plugin Development, Class Creation and much more. Including lots of handy titbits and explanations, like how to successfully use the Softimage help files. The goal being to equip you with the knowledge and tools you need to create awesome scripts, plugins and even external tools that speed up your workflow and make you a super programming genius!!! Which all results in your life being made a whole lot easier and giving you more time to spend on the artistic side of things, or you could even move over completely and work as a super programming genius. Either way this book puts the power in your hands Hope you enjoy!

    Also visit Jared's site for the 'source' material for this ebook which concludes with writing the plugins MultiModelImporter and CopyAnimation.

    local backup: ConqueringTheCodeInSoftimage.pdf
    Exocortex | CrateAuthor: Exocortex / Helge MatheeosAll, workflow, interop
    As of December 2014 (see blog entry) the Softimage, Maya, Max, Arnold and Python versions of Crate have been open sourced and made free downloads.

    The Exocortex Crate product suite is a set of professional grade, consistent and commercially supported Alembic plugins and tools that enable VFX studios and independent VFX professionals to standardize their tool chains around the Alembic file format as the core data interchange and automation format. At a high level, the biggest benefit of the Exocortex Crate suite is that it enables your artists to use their preferred content creation tools while providing a professional, consistent, fast and reliable data interchange method to the other tools in your pipeline

    [..] We support the following scene elements for Alembic import/export: Animated meshes Dynamic topology meshes Per-frame Alembic files Particle systems (including PFlow, Thinking Particles, ICE) Round trips of Softimage Models and Maya namespaces Instanced particle systems (Softimage ICE, Thinking Particles, PFlow and Maya) Animated transforms/nulls/dummy objects Scene hierarchies (we can optionally flatten hierarchies) Point caches + transform caches Material metadata ICE stands, ICE particles, custom ICE attributes Multiple indexed UV sets Explicit indexed normals Subdivision meshes (imported as PolyMesh with MeshSmooth in 3DS Max) NURBS curves, ICE stands, Softimage hair, Maya curves, and 3DS Max splines Imported data is compatible with V-Ray, Arnold, Mental Ray, FumeFx, GrowFX, and many other plugins We also offer first class priority support
    [..]

    (Cont'd on product page)
    author (company) site: http://www.exocortex.com / product page: /products/crate/description
    emToolsAuthor: Eric Mootzcompilation, osAll, ICEparticle, ICEmisc, bend, scene, voxelize, strands, text
    v.1.966 updated Feb 24th 2015. A free and ever growing grab-bag of heavily production tested (e.g. »Wrapped« »Pirates« and »Genesis«) helpers and tools for ICE, Arnold and Fabric Engine. The latest update adds the following compounds: Image Reader/Writer: Reads/writes images from/to arrays of positions and colors, development sponsored by SI artist Oliver Weingarten Create Particles from Image: creates particles based on an input file Get XSI Home Path: gets project/user/factory path as a string for use with the new Image Reader/Writer nodes Liquid Particle Killer: prunes isolated particles Per Point to Per Node Color: provides context conversion of color from point to node (sample) Calculate Normals from Positions: computes a local particle normal for further processing.

    Don't miss the new usage demo emTools 1.96 - New Stuff. For the full list of more than a hundred items see the emTools instruction page on mootzoid.com and the download link below. Demo scenes showing the usage of a lot of the nodes are available on Eric's site.

    author site: http://www.mootzoid.com / download: /plugin/emtools / author @ vimeo / -community thread
    emReaderAuthor: Eric MootzosAll, ICEparticle, ICEmisc, interop
    v.1.235 updated Feb 26th 2015. emReader is a cache reader available for Softimage, Cinema4D, Maya, Modo and Fabric Engine. It loads the cache files or parts of the cache file on-demand, resulting in a low memory footprint.

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

    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. Post-load effects: Fix double edges Fix non-manifold edges Close holes Push Smooth Thickness Triangulation Quadrangulation
    . The Fabric Engine version additionally supports several particle cache formats, for example: .bgeo (Houdini) .bin (RealFlow) .ptc (RenderMan) .mc (3ds max / Maya)

    emReader is a free download for the Softimage version, the price for the other versions is 59€ per seat.

    author site: http://www.mootzoid.com / download: /plugin/emreader / author @ vimeo / -community thread
    emTopolizer2Author: Eric Mootzcompilation, osAll, ICEtopo, ICEparticle, ICEmisc, shadingworkflow, commercial, shatter, fluids
    v.2.361 updated Mar 7th 2015 (See emTopolizer2 2.36 Tutorial 04 - Generate PCA Normals for the March update additions / emTopolizer2 2.35 Tutorial 03 - Extrude isolated Polygons for the February update additions / Version History). The previous big update featured a 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.

    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.

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

    author site: http://www.mootzoid.com / product page: /plugin/emtopolizer2 / author @ vimeo / -community thread
    emNewton2Author: Eric MootzosAll, ICEmisc, commercial
    v.2.180 updated Feb 24th 2015. Sir Isaac Newton's Law of universal Gravity. Create simulations in which all particles attract each other and melt when they intersect. emNewton2 works perfectly well with factory ICE compounds like forces, bounce off surface, subframe sampling, etc.

    Price per seat is 139€. A free demo version is available.

    author site: http://www.mootzoid.com / plugin page: /plugin/emnewton2 / author @ vimeo
    emFlock2 + emFlyAuthor: Eric MootzosAll, ICEparticle, crowd, commercial
    v.2.41 updated Feb 24th 2015. emFlock2 is a flocking solver for Softimage|XSI's ICE. It uses the three »classic ground rules of flocking«: Separation will prevent the members from crowding and colliding Alignment will make each member adapt its heading to the average heading of its visible neighbors Cohesion will make each member want to go to the average position of its visible neighbors.

    Watch the impressive trailer and an overview of the new features.

    Price is 119€. Cross upgrades from other Mootzoid products and a demo version are available at the author's site.

    author site: http://www.mootzoid.com / plugin page: /plugin/emflock2 / author @ vimeo / -community thread
    emRPC4 (emRenderPointCloud)Author: Eric MootzosAll, ICEparticle, renderer, commercial
    v.4.210 updated Feb 24th 2015. emRPC4 is a renderer that is specialized on rendering point clouds. It is implemented as an ICE node and a bunch of compounds that render point clouds directly to disk as TARGA, Softimage, SGI or OpenEXR images (latter is only available for Windows 64 bit).

    Even though the node renders the particles in a rather primitive way it can come in handy when dealing with many particles, because it has one great feature: it is fast, so rendering a frame generally only takes a few seconds. Together with the ability to have self-shadowing, ambient occlusion and global illumination it is a great tool for those jobs that need to be done quickly.


    Price is 119€ for a single license.. 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/emrpc4 / author @ vimeo
    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)
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