Follow rray.de updates @sitweets.
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:
compilation,
sourcecode included,
scene,
shader,
workflow,
interop,
win64,
linux,
python,
vbs,
js,
curves,
modeling,
deform,
rigging,
commercial
ICEmisc,
ICEdeform,
ICEparticle,
ICEkinematics,
ICEmodeling,
ICEstrands,
customtool,
renderer,
compound format
(showing all)
FILTER by keyword - show only: X
SORT by: [plugin name], [author], [date added]


Here is my experiment shader on how to create a rim light without using lights as a way to optimize the render and the process for the compositing step. It can be very useful to create a rimlight pass. You can create different rim lights: left, right, top, bottom, back, front and you can set different options like rotation, spread, smooth, fg contribution ... The shader works with the vector of the mesh and follows the camera movement.
XSIBase discussion / local
backup
This tool can be used to
Manage pass presets between different scenes
Create groups from the scene selection — These groups are moved into the specific Pass and Partition.
video on vimeo.
backup
This tools allow you to generate a depthRGB Pass. Two nulls (as depth controller) and a custom property are created inside the camera. The color of the depth can be modified directly in the shader build by the script.
video on vimeo.
backup
This tools allow you to: generate a MultidepthRGB Pass in different RenderChannel with two null (as depth controller) for each Render Channel inside the camera.
backup
The local backup archive contains all files collected from the si-community thread (see below) including some additional compounds by Fabricio Chamon which handle file name/format string conversions. To install, copy the .xsicompound files into the Data/Compounds folder of the USER or a workgroup/addon directory. The .dll file goes into the Plugins subfolder — demo scene file is included.
The ICE compound forces an object to always face the input camera. I suppose it's most useful in conjunction with textured grids.
here.
backup
here.
level 1: cellular (overall rock shape)
level 2: fractal (erosions)
level 3: turbulence (high frequency displacement).

here.
Little helper compound for hair grooming. Makes easy to retain hair inside a volume or trim to a specified silhouette. Stored under Particles > Strands.


Very helpful little node that I use for literally every complex work with points and topology. For example you can use array of points to filter positions by them and move stuff around. Instead of "Get Point ID" you can use any topology attribute sets to work in topo contexts. If you know a better way to create set from array - let me know
This plugin helps you cache pointclouds in a quick and efficient way. Installation: just copy "QuickCache.py" file into "Application\Plugins" of your Softimage user folder. To add it into a scene, go to Model -> Property -> QuickCache

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.
Version 3 has a lot of new features, including a new method of guides-filler interpolation which allows for the filler strands to be generated inside the same point cloud as the guides. Also available: V3 documentation and a tutorial on the Area. Note that bronco67 has created a video introduction available
here. For more release info on V3 directly from the author, see the si-community link.
-community discussion / local
backup
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
here. Full documentation available here.
AutoZoom is a Softimage ICE compound that automatically controls the given camera's field-of-view (FOV). It zooms to the given target(s) until the target(s) fill the frame, in a user-defined way. [..]
-community discussion / local
backup
here
The autor is a very active Softimage plugin developer, yet his work seems rather unknown. Please have a look at his scripts page here (japanese - english translation by google here), his blog and his vimeo page linked below. This plugin spotted by Martin Yara, for more information see the xsibase thread linked below.
XSIBase discussion / local
backup
xproc is a hierachical scripting manager which works within the explorer window of Softimage|XSI.
It's aim is to help cg artists to develop their tools using the XSI object model and to embed scripts with the scenes and models they are supposed to work with.
The recursive hierarchical management was done to bring object programation principles to the cg artists scripting methods.
To install the addon, simply drag'n'drop it into XSI, this will install in user mode. It also works as a workgroup addon [..]
backup
Registers a custom command and menu entries to provide a faster way to add primitives matched on the selection. Very usefull for rigging. All menu entries can be found in the Get>Primitive menu of XSI regular toolbars.
Axis: Matched primitive becomes selection's parent
Offset: Matched primitive becomes selection's child and all selection's children parent
Child: Matched primitive becomes selection's child
Matched: Matched primitive shares selection's parent
Constraint: Matched primitive shares selection's parent and constrains it
Constrained: Matched primitive shares selection's parent and is constrained on it.
Constrained: Matched primitive shares selection's parent and is constrained on it.
BoundingBox: Puts a BoundingBox around selection. Input Selection can either be 3dObjects or SubComponents. [..]
backup
Captures Softimage|XSI viewports and encode h264 .mov files on the fly. This XSI|Plugin is a workaround for win64 applications which don't have access to Quicktime. It works alongside with HandBrake for encoding and VLC for playback.
backup
Registers custom commands and menu entries to import/export envelope information to xml files. Exporter filters 0% deformers. Menu Entries:
Animate > Envelope > HxmlEnvelope, Custom Commands:
HxmlEnvelopesExport( sFilePath, cInputObjetcts, bVerbose, bSelect )
HxmlEnvelopesImport( sFilePath, cInputObjetcts, bVerbose, bFreeze, bSelect, bRemove, bCleanup )
backup
A while back I made a material preset for creating a toony hatched effect, but the shader tree was a bit complex to tweak. So I've remade it and squeezed it into a compound, exposing only the main features, which makes it much easier to use. [..]

If you want to know how to use Qt theres a great free pdf called Rapid GUI Programming with Python and Qt. if you want an example of how this pyqt version works, look under plugins > pyQtForSoftimage(addon) > Plugins > right click on PyQt_Example and click edit. you can see how there code works. alls you have to do is create your class and then instantiate that class and input the sianchor. the benefits of pyQt is that you can create much more robust and prettier UI's, ui's that have images, videos, ability to draw on images. the variables can be global, unlike PPG's where global lists and dictionaries dont really work. the tables are much more robust, you can have colours and import buttons where needed... its heaven :D We have a tracking system that uses an SQL database, and with the ability of Qt we can make the artists interface amazing, simple and have very specific information. Animations and pose libraries can have videos and images on buttons :D. We have had this stuff all half developed and then we hit the bugs that came with a normal direct import but with PyQtForSoftimage its 100% reliable so far with our tests that where bombing out everything seems to be very stirdy!
There's more information about this plugin in the mailing list thread linked below. For example, here's a tip by Simon on how to refresh the QT UI without restarting Softimage. Also, Atsushi Tsugaruya has a lot of interesting tips and tutorials on his blog "AsCensSioN" (Click here for a japanese - english translation).
backup
Mia_Material_Advanced is a shader phenomena which should solve most of your issues with the standard Softimage implementation of the Architectural Material, facilitate working with channels, plus add few additional nice features. Since I’ve spend quite some time investigating the whole topic, I thought it might be a good idea to describe the whole process on why I ended up writing my own spdl for the shader. [..]
Wow, thanks! This is great. I use it a lot and this looks like a great improvement. Thanks for sharing! —ActionART
Thanks alot. This solves some major headaches I had with mia in the past. Especially the highlight problem. —elhemp

This script will create all your necessary mattes at once, based on your selection. There are many ways to create mattes for compositing. One possibilty would be to create several passes for each matte. Another one is to use shaders like this or mental rays object label channel, which randomly assign colors to each object. MM_Matte_Pass has several advantages over those methods: Unlike passes: Easy to set up. You just have to select all your objects in a specific way to create all the mattes you need with one click. [..]

MM_Depth_Pass creates a Depth Pass that can be used to create Depth of Field effects in compositing. The main advantage of this script is that if gives precise control over the depth range. Everybody who ever tried to create a proper depth pass with the build-in preset pass knows that it’s crap, and very hard to control. The other option would be mental rays depth channel. The main problem with the channel comes from the fact that it calculates the depth range for each frame, based on the scene objects and independently from their distance to the camera. [..]
MM_Group is a simple script to quickly group several objects under one null. The null will be at the COG of all selected objects and in the same hirarchy as the first selected object. Installation: Put the script into Application\plugins of your user or workgroup folder. Hit "Update All" in the plugin manager or restart softimage. The script register a custom script command called MM_Group2 which you can bind to any key you like (I prefer using alt-g).

CM_ICEPortExplorer is a set of customisable context menus to speed up ICE workflow. It allows quick placement of your favourite ICE attributes onto Set Data or Get Data ports.
Favourite ICE attributes – customisable list of your most often used attributes.
Browse for any ICE and kinematics attributes available on a port. Can be split into alphabetic groups.
Set port data type.
Quickly clear the port or set it to ‘This.’
Records a history of the most recently chosen attributes from the context menus.
In Softimage 2012 even typed-in attributes can be recorded into the history menu.
All menus can be disabled or switched between top level or sub-menus.
Auto management of name conversion – choosing “pointvelocity” from the menu on an empty node will automatically resolve to “This.pointvelocity”. If the set data already has a connection or entry in the name field, the menus will try to resolve that as a scene object and display its ICE attributes.
here. Testimonials from the mailing list thread:
absolutely must have! downloading... —Fabricio Chamon
Echo previous comments... I'm already hooked on using it, and rapidly put it into my "kit bag" of stuff I take with me everywhere. —Andy Moorer
backup
CM_ICECacheDragDrop is a plugin that adds support for dragging and dropping of ICE caches into a Softimage scene. Hopefully it removes a little bit of the monotony of importing ICE cache files back into your scenes. After installing the plugin, you may simply drag and drop .icecache or .PC2 files or sequences from a Softimage browser or OS file explorer into a Softimage session. [..]
Simple compound to setup gradient weightmaps with help of geo-curves
See
this video for usage details.
Two simple compounds to transfer color and weight data from instanced geometry to mesh. At this moment compound able to transfer weights from any amount of instanced geometry to polymesh (generated with help of standard "Create Polygon Meshes from Instance Shapes" compound). The only thing is very important: the order of connected instances must be the same as connections in "Create Polygon Meshes from Instance Shapes"
See
this (V1.0) and
this video (V2.0) for usage details.

Difference to built-in advect compounds is that it doesn't emit a point cloud point at each mesh point and bind it - but looks for closest points in an existing point cloud and bind to those. See
this (V1.0) and
this video (V2.0) for usage details.
Short description of how to use the compound: It will shape-deform a mesh based on the distance of Nulls or Surface to the geometry of the mesh. Connect a Shape, a Group of Nulls and/or a Polygon mesh, a Curve, a Group of Meshes, Curves or a combination of both and add a default weightmap to see the influence range.Toggle between Null or Mesh input with the "Toggle Nulls or Mesh" switch, and adjust the influence range with the slider and fcurve.
tutorial by Paul Smith aka Pooby.
this video for usage instructions.
Kettle Overscan is a Softimage plugin I wrote aiming to simplify the process of over/underscanning renders. It applies a property to the camera from which the user can overscan a render by a given percentage or discrete pixel amount. Bugtested and refined at work, so it carries the name, but they’ve graciously allowed me to share it with the community :]. Usage: Select a camera and use the “Application.kettle_overscan_apply()” command. The camera must be in use by a pass. Set the base width/height if necessary, and adjust the overscan value. Hit the “Set Output Res To Passes” button, and you’re done [..]
here.
subVoxelizator and
Voxelizator_multi_res which both seem to allow for further refinement of the voxelization effect. For usage details, see the linked videos (no audio).


Duplicates and flip an object at certain intervals. Based on the Autoplanes Transform 3DsMax script. A detailed
video preview

A set of compounds that creates a fractal landscape. Example of how to use it you can watch
here. Based on the new PPG Logic feature so SI 2012.5 SAP required

Create an empty point cloud and add “Life” compound to it. You can use toolbar for interactive adding selected points indexes. “Live” button has a slowdown value inside that you can change to 0 to see actual speed. SI 2012 required. Have fun!
video demo is available.

I would like to present you a little plugin I wrote. It's a very simple plugin but I find it very useful, so I decided to share it here. I called it mAligner. It basically aligns points, edges and objects.
Aligns to global or local axis with the minimum selected value, maximum value, average value and specified value
Aligns equidistant distance (local or global axis)
Aligns to Reference Plane from polygon or edge
Mirror position and rotation from the first selected object to the second one.
backup
The Pickup add-on provides a simple 3 button toolbar for animators to automate the process of activating and de-activating pose constraints in Softimage.
Pickup button to add a pose constraint with compensation
Put Down button to deactivate the currently active constraint )
Remove button to remove the currently active constraint (leaves transform keys as to not ruin animation)
Transforms the particle in it's local space. More useful than you might think.

We are excited to announce our V-Ray for Softimage Public Beta Testing Program.
V-Ray for Softimage is the fifth product in the Chaos Group portfolio covering platforms from Autodesk 3ds Max and Maya to Rhino and SketchUp.
V-Ray for Softimage now supports all major Softimage features and comes with ICE support, animated parameters, strong render tree support, weightmaps and Sun & Sky functionality. [..]
-community discussion /
XSIBase discussion 
Malcolm is a fully flexible, detailed character rig from AnimSchool. This film-quality rig includes super-expressive facial controls.

this video) and continuous. Upcoming versions of this plugin which will include an iterative shattering option will be released commercially by Exocortex under the (preliminary) name of "Carve and Shatter". For a quick feature overview of this free version, see Oleg's
vimeo videos page, or
this short demo. Note the availability of Implosia Tools 2.0 (directly below) which should be installed along with Implosia FX.
Part of this distribution is an ICE boolean compound based on the Carve CSG library. This can be used independently from the shattering solution for ICE based boolean mesh operations.

A toolbar and compounds for Mr. Core Implosia FX ICE based shatter. Features: glass/bomb/weightmap type of destruction, ability to make a different chunks from a shattered geometry (method based on Implosia polyisland information, so it’s quick and stable) and convert chunks into pointcloud with shapes that repeats the original geometry. Installation: drag-and-drop .xsiaddon file into viewport. Softimage 2012 and Implosia FX 1.1 required
rray.de "local backup" packed as xsiaddon. Command name is ApplyCGCircularize, added to Modify->Deform menu.

Coating is really usual in real life. Indeed, it is more unusual in 3D world! Color obtained by coating is a mix of the color of coat and interferences of wavelength, so it’s not so easy to render. I made the choice of simulating and not spectral rendering. It’s easier, faster, and with more artistic controls!
Colored glaze and varnish
Antireflect and optical coatings on lens
Oily Irisation
Rainbow or color changing glaze [..]
here and
here
backup
One of the first things we can notice while watching Gems, is that they have high dispersive effect. Dispersion is due to the difference of Index of Refraction between colors, so there is a nice rainbow effect!
here
backup
Hey everyone, I know there are already a few grass creation compounds out there but I decided to add the one I am working on anyway to get some outside input. I am using this project to expand my ICE knowledge and the grass compound is just a simple grass painting tool for now.
step 1: Create a primitive from which to emit the grass from or use any other polygon mesh of your choice. Create a weight map on the mesh and keep the default name, the will control the filter by weight map attribute so grass will only be painted where needed. Now create a second weight map and rename it to Height map, this will the height of the strands on different areas of the mesh according to the map values. Remember to paint some weights and freeze the weight maps.
step 2: Create an empty pointcloud and apply a non simulated ICE tree to it. Now connect the Zybrand_Grass_2 compound to the first port. Drag the emitter mesh into the ICE tree and connect it to the emit port of the grass compound. If step 1 was done correctly the grass strands should appear and the compound will turn purple. If the compound is still red one or both of the map need to be connected correctly, the maps can be manually picked for inside the compound PPG. Use the explore button and find the appropriate maps weights attribute.
step 3: The colour controls is now a different compound which should simply be plugged in the next port in the ICE tree. There are two to choose from Zy strand color and Zy strand color advanced. The only difference between the two is the advanced colour can switch between using colour values and a texture map. So if you are not planning on using a texture map just stick with Zy strand color.

Building upon the Bullet-based broad feature set of Momentum 2, Momentum 3 adds massive new features in the area of fracturing, simulation control, quality rendering and workflow.
here is my contribution to the wave of custom tools coming out for softimage. the source and the pre compiled plugin are hosted here...
Can be used to apply Spring Like behaviour - needs to have the Spring original positions defined in a modelling stack onto a variable called 'orig_positions'
-community discussion / local
backup
-community discussion / local
backup
Bezier3: A coumpound in the same line as the bezier4 factory compound
DB_Bezier3: A compound with tangent, normal and up vectors outputs
DB_Bezier4: the factory compound with tangent, normal and up vectors outputs
DB_RationalBezier3: a quadratic bezier compound with weighting on each control points
DB_RationalBezier4: a cubic bezier compound also with weighting on each control points
-community discussion / local
backup
This plugin connects Autodesk's SoftImage modeler with Thea Render as external rendering application. By downloading and installing the software, you agree to the license agreement. Developed by Steven Caron.
The plugin version downloadable from the thearender website is not up-to-date. Download from the forum link below (needs signup).
video here for usage instructions.

I was looking at some real-world dolly/crane/steady camera rigs and I´ve got inspired to develop my own 3D solution about it.
Please tag animations/jobs/productions/wtv “rp_CameraRig” or post a comment with the link Ok? Would be lovely to see what you guys have been doing with it :)
This rig is free for personal use, if a studio/company wants to use it please contact me.
Let me know if you find it usefull and feel free to drop me suggestions/comments/ideas or anything.
My first plugin for Autodesk Softimage that makes procedurally growing value on weightmap to simulate fire and other spreading effects

A compound which test the quads on the number of points. Also can show triangle areas and unconnected points. It’s good for debugging geometry on modelling stage
Creates range of circles with ability to use harmonic motion, archimedean spiral, polar coordinates and roses. Also each circle has local matrix, that means you can create unique looking shapes in three dimentions
Create and bind nulls or point lights to object/curve/pointcloud points. Support normal/particle orientation. Just copy compounds to corresponding project folder, select object in scene and run one of the scripts. If "Instance" ICE Tree will be placed above simulation or modelling stack you can get a nulls or lights that will stick to object points. Rename standard "Null" and "Light" names on scene, as well as "ICETree" name in object stack, script uses them for own purposes. SI 2012 required

A muscle primitive, that works on ICE. Based on Angel 07 article (Russian). It support squash/stretch and spring motion. Copy compounds to corresponding project folder, import “aMuscle” model to the scene. Y scale of curves is responsible for size of a muscle in the control area, X scale change thickness of geometry. To view options of model select the “Show Custom “DisplayInfo” Parameters” checkbox in Visibility Options of your scene. If you want activate or deactivate spring motion, select model null and run “CreateSpring” or “RemoveSpring” script. I’ve not see the way to envelope muscles yet, so you can try it by yourself, there is example scene that you can use for tests. SI 2012 required
This is my first attempt at creating an addon, so bear with me. It generates a custom IK spine with fake FK controls. The setup is not really mine, I think it's based on JSchleiffer spine setup. I just tried to automate and customize it's creation.
When you install the addon, you can find it under Create/Skeleton menu. You need python to run this.
Use your Hips and Chest objects as IK controls or for offseting main pseudo FK pose.
Twist obeys Hips and Chest rotation.
Hips and Chest don't need to be vertical, as long as Y is their longitudinal axis. They can also be rotated, generated curves rebuilds it's curvature.
Custom number of IK and FK bones, and Curve Points.
Squash&Stretch with volume preservation. Profile Curve Parameter for Shaping S&S Volume is under the same Spine Curve.

video on vimeo for a quick introduction
This tool is in development - the backup available below might be outdated. Watch the si-community thread for updates. Current source code available in the si-community thread.


rebuilt from scratch, packed as xsiaddon.
menu based icetree builder/inspector
reliable knot information retrieved through Data Providers
added support for multi-subcurve profiles
new extrusion profile center mode (choose between average subcurve point postions, curve center or many other BBox options)
exposed optimization settings for evenly subdivisions
new per polygon/point/edge attributes (is cap polygon, path/profile segment, etc)
"evenly subdivision always hit knots" flag for path/profile.
new compounds for advanced subcurve control
new spiral displace modifier
improved support for array based parameters
angle threshold optimization for removing quasi linear segments
mirror profile on XY / ZY planes
Default Extrusion Start/End vectors
correct corner mitering
support for multiple path subcurves
support for open/closed profile and path curves
path subdivision rules: Segment Length Based, Evenly Spaced - Fixed/Spacing Ratio, Wall (optimized), 1 to 1 extrusion segment for each curve segment, Custom Point Positions
Per component (vertex and poly) ice attributes (cross section index, cross section normalized, path subcurve)
Auto UVs
adaptive subdivisions depending on curvature
This tool is in development - See Fabricio's
vimeo page and this thread on the Softimage Mailing List for current updates and downloads.
backup
I was tired to have to register siOnSelectionChange event for each particular case I need, so I built a generic one. It kind of looks like maya's scriptJob, and as I found that workflow better I thougt I could share it. The event scans for a property hosted by the selected objects, and execute any jscript code set in it. Just copy the script in your plugin folder, then run the command from the property menu. It will add a Custom property with a code field. You can use "selected" to return the selected object and it's working with multi selection.
Here is an alpha version of a paint tool that doesn't need weight maps to deform a mesh. It's far from finished but is usable for painting push and smoothing. To install, copy the dll in your plugin directory then run this jscript command in the script editor: LivePaint()
only 32bit for now
RMB to chose between push and smooth
shift drag to change the brushopacity
control drag to change the brush radius
it only work on freezed objects
undo will revert the object to it's state befor freeze
there are many bugs, use it at your own risk — Have fun
