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    Jun 18th 2015: rray.de/xsi #Softimage resource website updated

    Jun 11th 2015: rray.de/xsi #Softimage resource website updated

    Mar 23th 2015: mini update rray.de/xsi #Softimage resource website

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

    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.

    Name of Plugin:


    FC TD PackAuthor: Fabricio ChamonosAll, ICE, compilation, py, js, commercial
    Fabricio, one of the most notable Softimage plugin developers, just released the »FC TD Pack«, a productivity toolkit with over 150 ICE compounds, scripts and commands which he developed and uses for his daily work at CLAN vfx.

    The tools are targeted towards TDs/generalists and cover every aspect of the software like modeling, animation, rigging, particles, interoperabilty, layers, groups, CrowdFX, math, weightmaps, strands, utilities, tracking etc..

    Have a look at a FC TD Pack, a video demo he created showcasing just some of the tools included. For the full listing, see FC_TD_Pack_Documentation.pdf.

    Available for $15 (plus voluntary amount) here at gumroad.

    author's vimeo page / author blog: http://iceduous.blogspot.com / product page @gumroad / -community thread
    quickShatterAuthor: Konstantin KovalenkoosAll, py, shatter
    An easy to use shatter script working on any object, polygon or polygon islands selection. Includes unmerge.pys and unmergeParent.pys, two scripts which convert the polygon islands that were created to individual objects.

    local backup: quickShatterAll.pys   Unmerge.pys   UnmergeParent.pys

    author's youtube channel / download @google drive / -community thread
    sortSequence Author: Konstantin KovalenkoosAll, py, workflow
    A file automation script that works in a given windows folder. It detects any existing sequence of files and for each one, creates a folder with the same base name and then copies the files of the sequence into that folder.

    local backup: sortSequence.pys

    author's youtube channel / download @google drive / -community thread
    AfanasyAuthor: VariousosAll, py, render
    Afanasy, a free open source render farm manager, was created in a collaboration of 15 mostly Ukrainian and Russian studios like Cinelab VFX and Terminal FX.

    This is the Softimage integration of Afanasy. While the set up of the renderfarm itself is probably a little challenging, there seems to be a lot of helpful information available on the main cgru site, as well as on various other websites like this one on blogspot.

    Some helpful hints might also be found in links from this recent mailing list thread.

    local backup: afanasy.zip

    author site: http://cgru.info / download page / -community thread
    Arnold RendererAuthor: Solid AngleosAll, arnold, commercial, renderer
    V3.7 updated Jun 11th 2015. Arnold has recently been released to the public/indivduals for purchase. From the Solid Angle site: Arnold is an advanced Monte Carlo ray tracing renderer built for the demands of feature-length animation and visual effects movies. Originally co-developed with Sony Pictures Imageworks, Arnold is now used at over 250 studios worldwide including ILM, Framestore, The Mill and Digic Pictures. Arnold was the primary renderer on dozens of films from Monster House and Cloudy with a Chance of Meatballs to Pacific Rim and Gravity. It is available as a standalone renderer on Linux, Windows and Mac OS X, and is accessible through plug-ins for Maya, Softimage and Houdini.

    Visit Solid Angle's gallery. Full documentation available here. Testimonials from here:

    In Imagework's pipeline, Arnold is a workhorse. It's able to handle the massive complexity we need and provides a strong foundation for our physically-based rendering system. Arnold helps us create the highest quality imagery while providing a great experience for our artists on both our visual effects and animated feature films. — Rob Bredow, CTO, Sony Pictures Imageworks
    Arnold's efficiency is amazing! I am constantly impressed by Solid Angle's ability to squeeze performance improvements into nearly every release. It is reliable, easy to use, and fun to work with. I am glad to get to use Arnold everyday. — Steven Caron, Technical Director, Whiskytree

    Pricing is at €730 (ca. $800/£520) or $145/£95/€125 (edu-institutional) for a node-locked license, also rental and trial options are available, see here for all pricing information.

    m|MirrorFCurveAuthor: Martin YaraosAll, js, animation
    This addon comes with a PPG UI and allows transfering animation from one object to another with the option to negate selected SRT parameters. Supports time offset. Note that some UI items are in Japanese. Video introduction: mMirrorFCurve

    local backup: mMirrorFCurve.xsiaddon

    author blog: http://myara.blog.fc2.com / download: /blog-entry-166.html (jp)
    m|EditKeyframesAuthor: Martin YaraosAll, js, animation
    Short preface from the addon's vimeo page: This is an old experiment, and it doesn't flip tangents so it is a quite unfinished. mMirrorFCurve is a little more developed, but it still needs some work.

    This script lets you modify all selected bones FCurves at the same time. This script is something like an advanced version of my previous script mChangePosKeys. A simple script to make easier modifications in your bones FCurves, and pretty useful to mirror animations. Of course you can do it with SI built in tools but I think this is faster. At least, for me.

    The button Get Values get the selected object Scl, Rot and Pos values. Just like my previous script.
    The button Copy Paste Animation, Copy and Paste animation from the first selected (or branch selected) object(s) to the second one(s).
    You can use - + * / ^ in the operator cell. I'm not using a drop menu because I think is faster to just type the symbol.

    local backup: mEditKeyFrames.js.txt

    author blog: http://myara.blog.fc2.com / download: /blog-entry-115.html (jp)
    m|LockX0Author: Martin YaraosAll, ICE, align, modeling
    From the addon's vimeo page: Selects points near to X=0 and locks them to X=0. It will create a point cluster and an ICE deformer under the Shape Modeling stack. This deformer will move those points to X=0 everytime they are moved. Y and Z axis are not locked (you can lock them too in the ICE Tree).

    Instructions: Select an object, run the script, lock Select an object and run the script to freeze and delete the lock deformer. Note : This will freeze everything below this deformer.

    local backup: mLockX0.js.txt

    author blog: http://myara.blog.fc2.com / download: /blog-entry-135.html (jp)
    m|LockAuthor: Martin YaraosAll, ICE, align, js, modeling
    Locks selected points of a polygon mesh in position using an ICE tree in the Shape Modeling part of the op stack. Watch fake lock points for a preliminary (but similar) version of the script.

    local backup: mLockPointsICE.txt (rename to .py and run inside the script editor / toolbar button)

    author blog: http://myara.blog.fc2.com / download: /blog-entry-177.html (jp)
    m|EditBonesAuthor: Martin YaraosAll, js, animation
    From the addon's vimeo page:   What does it do:

    First Click: Mute Envelope and Turn on Child and Constrain Compensation, and toggle selectability in the selected polymeshes
    Second Click: (Run the script again) it will set a reference pose in your model, turn on Envelope and change Child and Constrain to its previous state.

    local backup: mEditBones.js.txt

    author blog: http://myara.blog.fc2.com/ download: /blog-entry-113.html (jp)
    m|xRayAuthor: Martin YaraosAll, js, workflow
    Video introduction: mXRay 3. mxRay is a script which controls viewport x-Ray display.

    Run with nothing selected: It will toggle Xray in all views (a global xray), and desactivate Xray property in all objects (local xray) (+ Alt = Xray Transparent) (+ Shift = Xray Overlay) (+ Ctrl = Xray Screen)
    Run with a polygon mesh or surfacemesh selected: It will create a Custom Parameter in the Root and associate all selected objects Xray with it (+ Ctrl + Shift, it will open the parameter GUI) (+ Shift = Xray Transparent) (+ Ctrl = Xray Screen)

    Running the script with an object selected + Alt mess up the expression link so I disabled Alt when something has been selected and changed Transparent to Shift instead.

    local backup: mXRay.js.txt

    author blog: http://myara.blog.fc2.com / download: /mXraySel.html (jp/en)
    Retime/Smooth ICECacheAuthor: Martin GálikosAll, ICE, workflow
    Two live operators directly manipulating the output of an ICE file cache. The example scene is a mini tutorial introducing the usage using a sample 'shaky' pointclound.

    An unusual example application of this could be the combination with Paul Smith's recently posted method of using point clouds as bones: 'Zero Rig' Rig (or Point cloud driven envelope via Cache).

    local backup: SmoothCacheAnimation.xsicompound   TimeStretch.xsicompound   CacheReaders.scn (example scene)

    ICE Surface DeformerAuthor: Victor AbramovskiyosAll, ICE, deformer, bind
    This is a preview of a ICE based surface deformer. It interpolates points of low poly mesh using subdivision surface. [..] Usage: create mesh>subdivision from lowpoly surface. Higher subdivision level will give better interpolation duplicate it and freeze only this one plug freezed sibdivided mesh to base port and another one to dynamic port of cage compound plug clusters and weightmaps if you need to.

    It is possible to simulate subdivided mesh to get complex simulated deformation from lowpoly mesh. This workflow was used to create jellyfish in this video

    Related: Anto Matkovic's »Deform by UV«, ... (click 'bind' label)

    local backup: cage defomer.2.0.xsicompound   cageDeformer_01.scn (example scene)
    author site: http://rstr.tv/
    Harmonic Coordinates DeformerAuthor: Victor AbramovskiyosAll, ICE, deformer, bind, scene
    This is a bit outdated preview of a pixar's harmonic coordinates deformer made with ICE. It deforms target geometry by points of a closed triangular cage mesh with influence distributed in a volume of a cage.

    First cage mesh is filled with grid of points. Then barycentric coordinates are calculated for boundary points. Later those coordinates are diffused in volume with fixed boundary values. The slice plane shows gradient representation of weight distribution in volume for corresponding point. In this example one frame makes one diffusion iteration. After desired iterations reached data is cached and then loaded to separate point cloud for binding. Binding is done dynamically with trilinear interpolation from 8 surrounding grid points.

    This method can be used to calculate skin weights. In given example scene cage points are represented as envelope deformers with harmonic coordinates used as skin weights. With skinning results are the same as with harmonic coordinates deformer, but now target mesh can be exported to game engine with smooth deformations (deformer limit should be considered though)

    Related: Ahmidou Lyazidi's »Positive Mean Value Coordinates Deformations«, ... (click 'bind' label)

    local backup: harmonicCoordinatesSimple_01.scn   example ice cache: trexHC_1.icecache
    author site: http://rstr.tv/
    Every nth Row or ColumnAuthor: Olivier JeannelosAll, ICE, array
    Following the previous "Build Array / Modulo" discussion here are 2 compounds that will select particles every N Columns or Every N Lines in a Pointcloud grid. No rocket science, but if it can help someone...

    A big thank to Vladimir Jankijevic for puting me in the right path yesterday.

    local backup: OJ_Modulo_Every_N_Columns.xsicompound   OJ_Modulo_Every_N_Lines.xsicompound
    author site: n/a / source: mailing list post
    Generate Simple Name HashAuthor: Dan YargiciosAll, ICE, workflow
    Generates an integer hash from the object's name that can be used for a random seed, sort index etc..

    local backup: Generate Simple Name Hash.1.3.xsicompound
    author site: n/a / source: mailing list thread
    Strand GrowthAuthor: Fabian ProssosAll, ICE, strands, deformer, curves
    A compound which cuts existing strands down to a given fraction of their original length.

    local backup: Strand Growth.xsicompound
    author company: http://www.polynoid.tv
    Curve FlowAuthor: Fabian ProssosAll, ICE, deformer, curves, scene
    updated with a demo scene by si-community user angelous4x (MT_curve.scn). Here's an ICE compound that lets you have your (of course, unsimulated) points flow along a curve. The cheap trick is to wrap the points around the curve, so you have a neverending flow of particles- but you always have the same amount of points. Using the awesome modulo node is the way to do it and, as always, no big magic involved here. Rotation is linked to the timeline, so you can animate a constant roll and the usual turbulence nodes are in there, too. The compound has an output called PointonCurvePos, which lets you drive whatever value you wish along the curve. Click below for demo scene and compound, comment section is open for your thoughts... Enjoy!

    local backup: Strand Growth.xsicompound   demo scene 1: CurveFlow.scn   demo scene 2: MT_curve.scn

    For curve guided flows also have a look at Paul Smith's videos on his channel.
    author company: http://www.polynoid.tv
    Jiggly BitsAuthor: Alan FregtmanosAll, ICE, secondary motion
    Alan helps out fellow artist Sergio Mucino here, who asked about creating secondary jiggly motion on an animated mesh similar to Tim Marinov's Syflex_Jiggle — which produces highly realistic results but is computationally quite expensive.

    Alan wrote these two scene demostrating an approach using the quick verlet integration method for simulating cloth/skin.

    local backup: ICE_verletJigglyBits_alan.scn   ICE_jigglyVerlet_example_si2012.emdl
    author link: http://darkvertex.com
    Alembic Selective AttachAuthor: Hans Adrian (Autodesk)win64, importexport, workflow, cppsrc
    From a mailing list post: Hi Nuno, Attached is a plugin that you could use to attach an object from Alembic file to a SoftImage object. Hopefully it is sufficient for your use.

    Instruction to Use: Unzip the file Put the file into your SoftImage Plug-in folder, or load it from Plug-in manager Open Plug-in Manager Expand AlembicSelectiveAttach Right click on AttachAlembicToObjectDialog (Property) and choose Create Property The dialog below will pop up. Configure your settings and click Apply.

    usage png file attached in the thread. Note: Requires PyAlembic (below)

    local backup: AlembicSelectiveAttach.txt (rename .txt to .py extension then copy to any Plugins folder)
    author site: n/a / repository @sourceforge
    PyAlembicAuthor: Hans Adrian (Autodesk)win64, importexport, workflow, cppsrc
    Allows reading/writing alembic files using Python. To install, copy the zip's »Site Packages« folder contents to %INSTALLDIR%/Application/python/Lib/Site Packages and the »Bin« folder contents to %INSTALLDIR%/Application/bin.

    local backup: PyAlembic.zip
    author site: n/a / repository @sourceforge
    SpirographAuthor: Chris MarshallosAll, ICE, strands, private
    Paul Grisworld's question on the mailing list — Out of curiosity, has anyone built any sort of hyptrochoid or other spirograph-like tools in ICE?

    prompted a quick reply by Eric Turman — Chris Marshall has: Spirograph 1 in XSI with ICE , followed by Chris himself posting the compound used to create that video - and another non simulated version of the compound.

    local backup: spiro_2_private.xsicompoundp   spiro_3_private.xsicompoundp
    author blog: http://dot3d.blogspot.com / author vimeo
    LM_ProjectionPlaneAuthor: LaMaisonwinAll, workflow
    Creates a projection plane in front of the selected camera, equipped with a custom property set which controls distance and X/Y screen offset. This is in alternative to the factory method, where the (virtual) projection plane is always at an infinite distance to the camera.

    local backup: lmProjectionPlane.xsiaddon
    Ghosting ToolbarAuthor: Gareth BellosAll
    Following a mailing list request, Hello everyone, I need help creating a toolbar button witch will turn ghosting of selected object on/off and switch it onto trail mode. i would be really thankful to anyone who help :) posted by Mladen Kevic,

    Gareth uploaded this 'quick and dirty' toolbar for easy control of ghosting visibility parameters.

    local backup: Ghosting Toolbar.xsitb
    author site: n/a
    CurvatureAuthor: Ahmidou Lyazidiwin64, ICE, cppsrc, surface property
    return the principal directions and curvature of a mesh as well as the mean curvature. This is a first brick for a toon strands ice framework. Usage: connect all the inputs from the geometry.

    Note: The package uploaded to rray.de includes a helper compound so there's no need to connect geometry/point attributes.

    Note: There's a name conflict with another Curvature compound (see 'related plugins'). Install only one of the two.

    local backup: Curvature.xsiaddon   source code: src.zip
    author on vimeo / project @bitbucket / -community thread
    ArrayAccumulateAuthor: Ahmidou Lyazidiwin64, ICE, cppsrc, array
    you can accumulate the values of an array, it is useful to avoid using the repeat node. what it does: addition for integer, scalar, and vectors. multiplication for rotation, quaternions, and matrices

    usage: just plug an array of values

    Related: ICEArrayNodes (Cumulative sum)

    local backup: ArrayAccumulate.xsiaddon   source code: src.zip
    author on vimeo / project @bitbucket / -community thread
    Parallel Transport FrameAuthor: Ahmidou Lyazidiwin64, ICE, cppsrc
    This one is to correct the normal flipping on curves (for example with S shape curves) usage: plug an array of tangents, and an initial normal

    local backup: ParallelTransportFrame.xsiaddon   source code: src.zip
    author on vimeo / project @bitbucket / -community thread
    VoxelizatorAuthor: 2ndrealityosAll, ICE, particle, voxelize
    Creates a voxelized point cloud representation of a polygon mesh. Unlike the other voxelizers, this operates on the surface of the mesh only rather than filling the volume.

    Includes options for thickness, delete planar parts. A second compound, the »subVoxelizator« can be used to voxelize different areas of a model using different settings. Video instructions for the Voxelizator, and for the subVoxelizator.

    Still missing is a third compound of this set, the Voxelizator_multi_res which seems to have allowed a change of the voxel resolution for different areas. Please submit using the »Something Missing?« form above if you happen to have it in your collection.

    local backup: voxelizator.xsicompound   subVoxelizator.xsicompound

    author on vimeo / plugin @vimeo
    SoftCryAuthor: Benedikt SchatzosAll, importexport
    From the project's github homepage: CryENGINE 3 exporter for Softimage — Intuitive workflow for exporting No special setup required for a basic export CryEngine specific material properties directly interface with Softimage materials, so there is no restriction on the type of shaders/materials you can use in XSI Batch export Support for different grid-units (1 unit = 1cm or 1m) Animation export + straight forward animation clip editor Supports XSI ModTool 7.5, Softimage 2014 64bit (, Softimage 2012 SP1 64bit).

    Watch SoftCry - CryENGINE 3 exporter for Softimage and SoftCry - Exporting Hard-Body Animations.

    local backup: Schlechtwetterfront-softcry.zip

    author's youtube channel / project on github
    mbFeatherTools 3.2Author: Michael BüttnerosAll, commercial, ICE, particle, rigging, python
    Pricing change as of May 17th (see below) 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

    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.

    Price has been permanently reduced from €200 to €80 — volume discount is available
    Delta Mush ICEAuthors: Miquel Campos / Guillaume Barattewin64, ICE, deformer, rigging, cppsrc, secondary motion
    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, ICE, particle, 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 »blobblobby« 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, ICE, 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, ICE, 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, ICE, 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

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