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last updated: Feb 2, 2010

 

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mbFeatherToolsAuthor: Michael BüttnerosAll, commercial, python
v2.0 - mbFeatherTools is a production proven plugin for Autodesk Softimage which features styling, animation and simulation of bird feathers. While the primary focus of this tool is indeed feathers, it is also beneficial for all kinds of tasks: Leafs on a tree, spines of a hedgehog or clammy fur, to name a few.

Price is $240 - see the xsibase thread for a quick overview.
MaterialID SetupAuthor: Nassos YiannopoulososAll, tool, vbs
Automatically setups an additional MaterialID framebuffer to the current pass and modifies all the applied materials to store a unique color in that framebuffer.
author site: n/a - sicommunity thread - local backup
ObjectID ShaderAuthor: Stefan Minning / Nassos YiannopouloswinAll, shader
Assigns each object a unique Color, can be used to create an ObjectID render pass (to later on separate objects in compositing). Original Maya development, packed for XSI by Nassos Yiannopoulos.
author site: n/a - sicommunity thread - local backup
Instances to Duplicates/ClonesAuthor: JunkiosAll, tool, js
Replace instances of a Model with copies/clones of the original model. Installs itself as a submenu under Get->Model. Commands included are: Instance to Duplicate, Instance to Clone, Select Master from Instances, Select Instances from Master, Select Instances from Instances, additional Options.
author site: http://junkithejunkie.cocolog-nifty.com/ - author's vimeo profile - XSIBase link - local backup
Sixbirds Rigging SolversAuthor: Helge MatheeosAll, tool, python, sourcecode included
A collection of 12 rigging operators written in python and C++, kindly released to the public by Helge's employee Sixbird productions, Spain. This toolset includes the following solvers: SRT Spring, Direction Spring, IK 2 Bone, IK FK 2 Bone, Simple Spline, Rolling Spline, 4 Point Surface, Interpolated Pose, Squash and Stretch, Null 2 Curve Projection, Curve Sliding, Curve Collision.

See the XSIBlog link for further details and embedded vimeo videos. Requires Python 2.52+


author site: n/a - XSIBlog link - local backup
Kristinka Hair Toolkit v1.0Author: Anto MatcovicosAll, ICEmisc, ICEparticle, compound format, scene
(release 1.0, Version Jan 3, 2010)

A very new and unique way to set up and animate hair using ICE nodes and guide NURBS surfaces.

Fully cully customizable ICE nodes *** scalable, from only a few basic compounds for building basic hair, to very complex structures. *** Hair styling that always consider whole shape of hair. User can do styling in a fraction of time, compared to classic hair systems.

Styling works well for short and for long hair. *** Unlimited hair length, unlimited number of hair segments *** Styling by loft cross sections, or by following the NURBS surfaces *** Automatic generation of details, but always with full control. Locks, clumps, curls, turbulence, are created by ICE compounds *** Additional modifiers, like cutting hairs by external geometry, constant strand length for key frame animation, re sampling and subdividing strands, morphing with another hair, modulating hair's distribution over emitter, so user can increase density on most visible areas *** Full support for ICE simulation engines, for now, it's for Phil Taylor's Strand Dynamics Framework, Helge Mathee's Strand Dynamics *** Support for simulation with Syflex/SI Cloth, by using ICE strand extrusion from Helge Mathee's MT_Strands addon.

Dual Quaternion Deformation v2.0Author: Grahame Fuller and Anto MatcovicosAll, ICEdeform, compound format
Implements the volume preserving Dual Quaternion envelope deformation. Updates Phil's ICE pack version - fixes flipping issues. Mod by matheus that supports scaling and some other convenient improvements. See readme.txt or sicommunity link for setup details.
author link: n/a - full readme- xsidatabase entry - local backup
MT SpringAuthor: Helge MatheeosAll, tool, js
MT Spring allows for a very quick setup of a simple dynamic, poseable rig based on spring motion. All sorts of branching supported, as well as a wind controller. There's an introductory video available on youtube


author site: n/a - local backup
Fragmenting objects for animation in ICEAuthor: Andy MoorerosAll, js, ICEmisc, compound format (private)
Currently ICE has no provisions for creating or destroying faces or edges, which means we can't create compounds directly in ice which for instance shatter objects. So what do you do if you need a "blastcode" type destruction effect in XSI? One solution is to approach the problem with XSI's rigid bodies, but they have their own issues and it's frustrating not to be able to leverage some of ICE's power for this kind of thing.

The good news is .. (read on under author link)
PolyMesh DuplicatorAuthor: Nassos YiannopouloswinAll, tool, sourcecode included
Nassos' recreation of Guillaume Laforge's addon (see video). Creates multiple procedural copies of a mesh which can be accessed from an ICE tree. Just like Houdini's Copy/Duplicate SOP. See video tutorial on vimeo


author site: n/a - sicommunity thread - source code - local backup
ICE MoGraphAuthor: Nassos YiannopoulososAll, ICEmisc, compound format, tool, scene
A suite of motion graphics related ICE compounds. This is intended to mimic cinema4d's "MoGraph Tracer" functionality. Instructions for one of the compounds (Deform by Strand) is available here. RAR File include demo scenes.


author site: n/a - sicommunity thread - local backup
Ghosting TrailsAuthor: Anto MatcovicosAll, ICEmisc, compound format
am Ghosting Trails compound is an animation utility, that display motion trails behind animated objects. Advantage over standard Softimage's animation ghosting is speed - even with a huge number of objects, impact to playback speed is minimal. Disadvantage is that is able to display the only already evaluated motion, also it has fewer number of options.

See the si-community thread for more information and screenshots.

author link: http://www.matkovic.com/ - si-community thread - local backup
Vorlex - ICE Rigid BodyAuthor: ZSelectorosAll, ICEmisc, compound format, scene
VorleX is a set of ICE compounds that allows simulate any polygonal object as rigid body, independently of point clouds, instances etc. Note that the center of object must be placed in the object geometrical center to work correctly ( Transform -> Move Center to Vertices ). But it's not necessary.

See the si-community thread for more information and video examples. Note that this compounds can be made to interact with fluids (SPH).

author link: n/a - si-community thread - local backup
Pointcloud deInstanceAuthor: Jules StevensonosAll, tool, python
the attached script will convert instanced objects in an ice cloud to normal objects and respect the S/R/T. It doesn't do anything fancy such as bind them back to the particles, it literally snapshots the frame you're on. word of warning - it relies on the duplicate command, and this can mean it's very slow if you've got thousands of objects. Select your point cloud and run the script. We posted on the xsi list for some help with this, but ended up making our own script. but this sounds like it could be usefull to..

author link: n/a - local backup
Wave CurlAuthor: Werner ZiemerinkosAll, ICEmisc, ICEdeform, compound format, scene
This compound uses Nulls to control and create the wavy deforms. The nulls can be scaled to stretch the wave out or bulge them into more toon-like waves. I put a scene together, and left the compound open for people to explore. Take not that the ICE tree should be under post-simulation. Works nicely in conjunction with Amaan Akram's aaOcean Suite.

aaOcean SuiteAuthor: Amaan AkramosAll, ICEmisc, compound format, shader
aa Ocean Suite is a collection of Softimage ICE nodes and a mental ray shader that implements Jerry Tessendorf's paper on simulating ocean waves, which is currently the most widely used method for open water ocean surfacemodeling being used in the industry.

This particular implementation presents itself as a 3D deforming grid inside Softimage, which then becomes the source of vector displacement map sequences that are sent to Mental Ray for final rendering. One of the benefits of using this approach is that it opens up the possibility of making other 3D objects inside Softimage react with the ocean grid via ICE. Another benefit is the speed that it brings in setting up your ocean right inside Softimage on a low resolution ocean grid to set basic paramters like wave height and speed, rather than rendering a sequence of images in Mental Ray. Works nicely in conjunction with Werner Ziemerink's Wave Curl.

Geometry ConstraintAuthor: Mohammad AbdulfatahosAll, tool, js
"This plug-in is a scripted operator that constrains an object's position and (optionally) rotation to the surface of a polygonal mesh. I've seen it requested a few times on the forums, and I thought I should take a stab at it.

Here it is in action: vimeo. Please note that it doesn't work with live subdivided surfaces. Meaning that if the constraining geometry is subdivided using the Plus key on the keypad, the constrained object will continue to follow the hull, and not the subdivided geometry. The workaround in this case is to pre-subdivide the mesh (using Create > Poly. Mesh > Subdivision) before applying the operator."

# v1.2 (10/2/2009) * Added a Blended Geometry Constraint. Updated version in action: vimeo.

WOM_ArchilightAuthor: wombat778osAll, shader, sourcecode included
Physically accurate light shader for mental ray.
Features: *** Support for IES light profiles with real light profile intensities, and ability to scale profile intensity using real world units *** Support for photometric (candela, lumen, lux) or radiometric (watt, watt/s, watt/m2) real world-units *** A photon emitter that supports light profiles, area lights, and is linked to direct light intensity *** Ability to use area lights with soft shadows while retaining IES profile sharpness/definition *** Support for color temperatures *** Light profile rotation *** A shader to create object/geometry lights *** A separate simple texture shader to add light profile support to other nodes *** Works with both Softimage and Maya on Windows 64-bit and 32-bit, Linux 64-bit, and MacOSX (Maya only). *** Completely free and fully open source (BSD license) with minimal restrictions, so you can compile for other platforms, incorporate the code into other free or commercial projects and redistribute. *** Comprehensive manual

"The goal of the shader is really to be the only light shader for mental ray you will ever need to use. Please post if you run into any trouble or bugs. Any comments, feedback or nice renders are always appreciated. Enjoy!" - Note: If it doesn't work with 2010 (yet), try these dlls.


Shape ToolsAuthor: Mohammad AbdulfatahosAll, tool, js
If you have read Stop Staring, then think of this add-on as the Softimage equivalent of the SS2_blend_taper scripts mentioned in that book.

Watch an introductory video on vimeo. Basically, this add-on is a collection of plug-ins for Autodesk Softimage that help with the process of creating blend shapes for facial rigging and animation.

In the process of facial rigging, several blend shapes (also called morphs or endomorphs) are used to recreate common facial expressions, such as smiles, blinks, squints, etc. These blend shapes are often symmetrical, but need to be split into asymmetrical halves that blend together smoothly to form the original shape. Splitting can be done manually, which is tedious to say the least, or it can be greatly automated using the Shape Tools included in this add-on.

Default Display OptionsAuthor: Mohammad AbdulfatahosAll, tool, js
"When I start Softimage, I always set viewport B to User, textured, and headlight. It's not a big deal, but it gets boring after a while.

So, I thought I should make a little plug-in to do the job for me. Here it is in action: vimeo. Please note that this plug-in has no effect on existing scenes. It only configures the viewports when a new scene is created."

Deduplicate ArrayAuthor: Julian JohnsonosAll, ICEmisc, compound format
This compound takes an array as input and removes any duplicates. Works fine with integer, scalar, location and vector arrays. Deduped elements don't have to be sequential - the compound removes any duplicate it finds. For elmiminating sequences only, see the Remove Duplicates compound.
Dart throwingAuthor: Julian JohnsonosAll, ICEparticle, compound format, scene
a custom ICE node in C++ utilising the new geometry features in the 2010 SDK. The node will let you position random, non-overlapping points on any polygonal geometry. The more iterations you use, the more 'packed' the distribution will be.

Watch a video here http://www.vimeo.com/6483842.

Roll ObjectAuthor: Julian JohnsonosAll, ICEmisc, compound format
Roll an Object driven by a Null. The new compound removes expensive geometry queries in favour of filter and min/max in set. I think it's quicker on larger datasets although the downside is I've had to use more nodes!

The lowest point in Y on the object at simulation start becomes the virtual floor. There are many other ways to do this but it seems like a sensible way to keep the compound fairly general. If you want other objects to contact the same floor then their lowest point in Y also needs to be at floor level.

The Distance to Angle Ratio parameter controls the ratio of angular change to the distance the driving object travels each frame - higher values rotate the object more, lower values slow down the rotation.

Neighbor Points PlusAuthor: Julian JohnsonosAll, ICEmisc, compound format
Neighbour Points Plus 1.6 expands on the PointNeighbors attribute that's native to ICE by letting you select 'n' levels of neighbouring points. You can select the number of levels you want, filter the results and/or exclude the original points.
Track ICE ParticleAuthor: Julian JohnsonosAll, ICEmisc, python
Get a null to follow a specific particle's position and orientation. Multiple points can be tagged in multiple clouds. The positions are worked out in global space and nulls are dumped at the scene root.
Plot ICE Particles to curvesAuthor: Julian JohnsonosAll, ICEmisc, python
This script plots tagged ICE particles to curves. For each point cloud it creates a null at the scene root and places the curves under that null. To use, just tag points and run the script. A dialogue will let you select the frame range and step size.
Peek 1.1Author: Reinhard ClausosAll, js, tool
Sort of a "smart" CenterSelection. Aligns current viewport camera depending on current selection:

** 1 or more polygons selected: centers selection, moves camera to make it look directly at the polygons from above (aligns cam at average polygon normal)
** 1 point selected: centers selection, moves camera to make it look directly at the point from above (aligns cam at point normal)
** 2 points selected: moves camera to make it look "through" the two point (moves cam to the closest point on the line going through the two points)
** 1 edge selected: same as 2 points: moves camera to make it look "through" the edge (moves camera to the closest point on the "extension" of the edge, targeting the edge center.)
** camera selected: makes camera look through other camera (and matches interest)
** light selected: makes camera look through light (and matches interest if has any)
author site: rray.de - download here
Quaternion SpineAuthor: Martin MatzederwinAll, python, tool
This Softimage Plugin creates a curve with Nulls on it that You can use to rig or weight directly to them. the orientation of the nulls is defined by the curvetangent and the the base and target objects orientations. The system offers 720 degrees of freedom in twisting and offers a much better twist distribution compared to the softimage spine system.

The tool work very well for things like spines, tentacles, long necks and stuff like that.

The systems orientation is along the Y axis. As it uses the global kinematics of xsi You should carefully plan and test the parents. To deep parenting or orientation constrains can cause problems. For this I want to enable a short quaternion interpolation in later releases if You need deep parenting and not 720 degrees twist. Right now it runs only on 32 bit.

Output: The offset matrix, scaling, rotation, translation and rotation quaternion
Symmetrize HairAuthor: Martin MatzederwinAll, python, tool
A little plugin to symmetrize hairstyles on the YZ plane. Hope it saves You some time to get out earlier. The operator works only with hair on clusters.

Installation: 1. You need a working python installation for xsi -- 2. Just drop it into Your plugins directory, workgroup or user plugins -- 3. Restart XSI or reload Your plugin director
How to use: 1. Before You use it push the Stretchy Button -- 2. You can find it under the shape tools (Found no way to embed it into the hair tool bar) -- 3. Freeze the hair


Match ShapeAuthor: Martin MatzederwinAll, python, tool
This little tool copys the point position data from one object to another. Both objects should have the same topology.

Installation: 1. You need a working python installation for xsi -- 2. Just drop it into Your plugins directory, workgroup or user plugins. -- 3. Restart XSI or reload Your plugin directory --
How to use: 1. Select the object You want to copy to -- 2. Animate>Shape>MM_MatchShape -- 3. Pick the object You want to copy

* Some options: Plott generator level animation -- * Place external modified shapes in the secondary animation stack -- * Copy modeling modifications from one object to the other

Reset ShapeAuthor: Martin MatzederwinAll, python, js, tool
Might be a old one but still very usefull... This tool allows you ro remove any shapemodifications of the tagged points.

Installation: 1. You need a working python installation for xsi -- 2. Just drop it into Your plugins directory, workgroup or user plugins. -- How to use: 3. Restart XSI or reload Your plugin directory
How to use: 1. Select the points You want to snap back to the default shape. -- 2. Ctrl + select the shape key -- 3. Animate>Shape>MM_ResetShape

OBJ SequencerAuthor: Thiago CostawinAll, js, tool, importexport
OBJ sequencer works as importing a numbered sequence of OBJ files and essentialy keying render/view visibility.

Other options include weld open edges, relax, put inside of a model or refmodel.
author link: n/a - local backup
TC Sketch 1.1Author: Thiago CostawinAll, js, tool
Like the grease pencil tool for Maya, this tool allow you to draw with the sketch tool for 2d animation/per frame annotation.
author link: n/a - local backup
TC AddChannelsAuthor: Thiago CostawinAll, js, tool
Using this tool you can add multiple channels at once to the active pass.
author link: n/a - local backup
Find Offset between ObjectsAuthor: Nicolas Langlois-DemersosAll, ICEmisc, compound format
ICE compound to find the offset between two transform matrices. Will be helpful to create constraint compensation for future constraints.

Input:
- Offseted object global or local transform (Matrix) - the parented object
- Other object global or local transform (Matrix) - the parenting object

Output:
- The offset matrix, scaling, rotation, translation and rotation quaternion
author link: n/a - source: Ex-SI.NET - local backup
Swap XYZAuthor: Todd AkitaosAll, ICEmisc, compound format
Super simple compound to swap and zero vector components. Convenient if you happen to be doing a lot of shuffling of channels - like Y position to wind Z velocity for example. Or if you just want to quickly zero the Y.
author link: n/a - source: Ex-SI.NET - local backup
Dotted HatchAuthor: Ahmidou LyazidiosAll, shader, compound format
A dotted datch NPR shader
author site: n/a - local backup
SimpleSSSAuthor: Guillaume LaferriereosAll, shader, compound format
An example shader compound to show how to use MIA material with a SSS compound.
author site: n/a - local backup
SkinSSSAuthor: Harry BardakosAll, shader, compound format
This is a conversion of the misss_fast_skin_phen Phenomenon, but it does not use the Material ouput port type. It works with FG and GI, and can be customized based on your needs.

Bug fixes :
- Weight for epidermal was overided by diffuse weight.
- Lightmap_diffuse is linked to Diffuse now.
- Back Scatter Depth parameter was missing
author site: n/a - local backup
Camera IncidenceAuthor: Halfdan IngvarssonosAll, shader, compound format
Publisher's Description. An incidence shader compound that works with displacement.
author site: n/a - local backup
Camera ProjectorAuthor: Halfdan IngvarssonosAll, shader, compound format
A shader compound to do camera projection of textures onto objects.

Features: * Daisy-chaining for easy multi-projection setup * Edge feathering with a falloff curve * Include or bypass the texture's own alpha.
Usage: 1. Import the shader compound into the rendertree -- 2. Open the PPG and click "Link Camera" and select the camera (or any other object with kinestate) to link the projection to. -- 3. Twiddle the parameters

The projection is orthographic and the width/height is specified in SI units.
author site: n/a - local backup
Particle Billboard TextureAuthor: Halfdan IngvarssonosAll, shader, compound format
A simple shader compound to do particle billboards with a profile curve fade over age %.
author site: n/a - local backup
Alpha ReplaceAuthor: Joey PonthieuxosAll, shader, compound format
This compound provides the ability to replace the alpha within an RGBA color stream. It includes multiple replacement sources, gain, fader, inversion, and boolean options. It is very useful when working with Layers.

To install copy to: %XSI_USERROOT%\Softimage\XSI_7.0\Data\RTCompounds or any Workgroup equivalent.

The compound will then be available via the Render Tree Preset Manager. Shader will be available under Color Channels. There's a comprehensive description inside the compound.


author site: n/a - local backup
GainAuthor: Joey PonthieuxosAll, shader, compound format
This Shader Compound provides advanced level/gain control for use in the Render Tree. There's a comprehensive description inside the compound.
author link: n/a - source: Ex-SI.NET - local backup
Simple GainAuthor: Joey PonthieuxosAll, shader, compound format
This Shader Compound provides basic level/gain control for use in the Render Tree. There's a comprehensive description inside the compound.
author link: n/a - source: Ex-SI.NET - local backup
Normal Map ControlAuthor: Derek MondelliosAll, shader, compound format
Uses the new Normal Map 2 node with the Red and Green channels separated so that you can flip them individually, and it has color correction control so that you can adjust the image contrast to increase or decrease the height of the normal effect.
author link: n/a - source: Ex-SI.NET - local backup
Edge EnhanceAuthor: Peter LearyosAll, shader, compound format
Plug "Edge Enhance" into a material slot to highlight the edges of your geometry. The Exposed inputs will allow you to quickly control the edge thickness and how much it wraps around the object (using it's lighting).

I usually use it in the incandescence slot but you have to turn the Incandescence intensity up or it wont show.
author link: n/a - source: Ex-SI.NET - local backup
Fill Volume EvenlyAuthor: Grahame FullerosAll, ICEmisc, compound format
Fills an object with particles spaced at the specified XYZ offsets.
author link: n/a - source: The Area - local backup
Generate Objects By VolumeAuthor: Lukasz HachulaosAll, ICEmisc, compound format
Generate Objects by Volume (aka RedMan) - with this you can generate objects (box, sphere) inside another object volume - like on ICE CoolStuff movie around 4min.
author link: n/a - source: Ex-SI.NET - full readme - local backup
Generate 3D Point GridAuthor: Softimage, Lukasz HachulaosAll, ICEparticle, compound format
Generates a three dimension grid of points by specifying the number of points and the spacing in each dimension. You need to connect this node to a port on the ICE Tree node of an empty point cloud. In this version I removed shift cloud's center from (0,0,0) - so now it's aligned to scene center, also exposed values let you move whole cloud in XYZ.
author link: n/a - source: Ex-SI.NET - full readme - local backup
Function GraphsAuthor: Thiago CostaosAll, ICEparticle, compound format
with a bunch of graphs going from basic functions like y = x^2 * z^2 to complex things using sin and cos functions like y=|sin(x) * ( sin(x) + cos(z) )|^0.2, This compound tries to make it easy to visualize these functions as a graph over a surface.

Try it out on a flat plane, you can also have fun playing with this as forces, using y as weight maps, mixing it together, etc... Change it as much as you want, feel free to use any function inside of the main compound to create your own effects.

author link: n/a - source: Ex-SI.NET - local backup
Delete Particle By IDAuthor: Steven CaronosAll, ICEparticle, compound format
This compound takes in a list of particle IDs (integers) and deletes them from the point cloud. here is a script that can be used if you have this compound installed. select the particles you want to delete, and run.
author link: n/a - source: Ex-SI.NET - local backup
Deletes or Keeps Points by IDAuthor: Malcolm ZaloonosAll, ICEparticle, compound format
This compound Deletes or Keeps points by specified IDs. Keep = delete all points and keep only specified by IDs (inverted delete). To keep or delete more than one point/particle, just connect a Integer on (new(ID)) free port.
author link: n/a - source: Ex-SI.NET - local backup
Delete Particles by DistanceAuthor: Thiago CostaosAll, ICEparticle, compound format
Delete particles by the average distance of neighbor particles. Useful to kill particles if they get too close of each other.
author link: n/a - source: Ex-SI.NET - local backup
Spring EffectAuthor: Alan FregtmanosAll, ICEmisc, compound format
This is taken from here: http://softimage.jp/xsi/7/video/ice.html -- It makes a spring motion effect based on the particle's original emit location.
author link: n/a - source: Ex-SI.NET - local backup
Render Curve 1.2Author: Guillaume LaforgeosAll, ICEmisc, compound format
The StrandDeform is an attribute used to "extrude" ICE strands. It was on my to do list to add it in my render curve compound to reduce the number of particles needed to create a curve. But, as I don't spend too much time in ICE, I never add it. Fortunatly, Ahmidou Lyazidi, a french director at la station animation add this feature and send it too me. He also debug the U array needed to create the strands (since XSI 7.01, the array initialisation doesn't work exatly the same way than in XSI 7.0).
Procedural Fluid FlowAuthor: Guillaume LaforgeosAll, ICEparticles, compound format, scene
Those compounds give some fluid motion to your particles simulations. The main advantage is to avoid "gutters" where particles accumulate.

It is an "ICE translation" from the Siggraph paper "Curl-Noise for Procedural Fluid Flow" from Robert Bridson, Jim Hourihan and Markus Nordenstam.

Go to Task > Procedural Fluid Flow to find all the compounds. There is also a sample scene showing how to combine those compounds to create a basic wind tunnel effect.

mia_x Render ChannelsAuthor: Guillaume LaforgeosAll, shader, compound format
In Autodesk XSI7, we've got the mia_x shader. It gives us multi-ouputs that we can plug in some XSI RenderChannels. I like this new shader a lot but I dislike the way to setup all the outputs in the render tree. To many things to do. XSI is not so good to deal with Channels as it is with Passes. The exact opposite of Houdini where passes can be long to setup but exporting a shader parameter is just as simple as clicking on an export button :) . So I setup a Render Tree compound to quickly create those outputs. All the mia_x channels are already in the compound. I use some PPGLogic in this compound, so you just need to turn on the output you want to automaticaly create the corresponding channel and add it to the current pass.

This script by Nassos Yiannopoulos lets you conveniently setup the render tree for this shader. Select the material in the render tree window and run the script.

Physical Sun and Sky Setup ToolAuthor: Sylvain BergerosAll, shader, tool
If you have used the Physical Sun and Sky in Maya and Softimage, you may have noticed that in Softimage the setup is halfway done. Only the sky is created, no lens shader is used and the Sun is using a soft light shader instead of the physical sun shader.

If you want to have a setup similar to Maya you have to connect everything manually. I got tired of connecting all the shaders manually so I have modified the Initialize sky shader script to include all those changes.


Override By Particle IDAuthor: Alan FregtmanosAll, ICEparticles, compound format
Sometimes it's really handy to override a specific ICEattribute for a handful of specific particles.
author link: n/a - source: Ex-SI.NET - local backup
StrandoodleAuthor: Alan FregtmanosAll, ICEparticles, compound format
See video clip on vimeo - Perhaps you can use this to grow some stems or tubes by animating one or more nulls, or do handwriting by path-constraining your nulls to premade curves like in the above example.
author link: n/a - source: Ex-SI.NET - local backup
AF_kVolumeAuthor: Alan FregtmanosAll, ICEparticles, compound format
This compound is for "killing" (deleting) particles that are inside/outside of a geometric volume. If you have particles that are flying away, and maybe they're out of camera and you don't need them, you could have this node kill the ones that venture into the cosmos which is good because less particles = faster playback.

It's also a simple, good example of using "If" nodes.
author link: n/a - source: Ex-SI.NET - local backup
Particle AccellerationAuthor: Thiago CostaosAll, ICEparticle, compound format
This compound calculates the particle acceleration with the simple equation F/M. (you need to have Force and a Mass applied to the particles prior to the execution of this node).

Acceleration can be used for attributes in the render tree or ICEtree. The acceleration node created attributes for Acceleration Vector (the direction), Length (the amplitude) and IsAccelerating. IsAccelerating will calculate the state of the current frame in relation to the previous one. Acceleration is very useful when stored over time and compared. You can use a timer for that and use states also.

This video on vimeo show a particle cloud printing the acceleration graph of another particle cloud. Constant acceleration could be added in the future in the same compound.


author link: n/a - source: Ex-SI.NET - local backup
Generate 3D Particle Grid - Indice BasedAuthor: Stan SmuldersosAll, ICEparticle, compound format
Improved 3D Grid compound shipped with XSI by generating the point positions based on the indices of the Grid/Compound specific array, instead of the point ID.

What happens when when you use two or more 3D Grid compounds inside the same point cloud is that the point positions start shifting around and you have no precise control over them. With this compound you have exact control over the size, center and more, per compound.
author link: n/a - source: Ex-SI.NET - full readme - local backup
Push Deform With Weight And Texture Map InputAuthor: Nenad CocicosAll, ICEdeform, compound format
This deformer does the same thing as standard push deformer in XSI except it has a texture map input besides weigth map, so it can be used for displacement map preview. When color map is used middle gray (0.5) is 0 deformation, black is -1 and white is 1, so it's good for using ZBrush disp maps. Tried it with almost 3 million triangles object and it works nice.
author link: n/a - source: Ex-SI.NET - full readme - local backup
Dent Geo With ParticleAuthor: Antton TapaniosAll, ICE, ICEdeform
Deforms geometry with particles.
author link: n/a - source: Ex-SI.NET - full readme - local backup
Dual Curve DeformAuthor: Antton TapaniosAll, ICEdeform, compound format
First curve defines the path that your mesh conforms to. Second curve is used to set local banking angle of the mesh, so that "up" direction always points at the closest point on the curve. Longitude of the mesh is assumed to be along positive local x-axis.
author link: n/a - source: Ex-SI.NET - full readme - local backup
Ripple DeformAuthor: Paolo BertoniosAll, ICEdeform, compound format
It's an animated ripple compound. if you find any bug please tell me I'll try to fix.
author link: n/a - source: Ex-SI.NET - full readme - local backup
Simple EnvelopeAuthor: Nicolas Langlois-Demers, Pierre-Simon Lebrun-Chaput and Sebastien ProulxICE, ICEdeform
WIP - Simple Envelope built out from ICE Nodes.
author link: n/a - source: Ex-SI.NET - full readme - local backup
Constrain Transform To CurvesAuthor: Nicolas Langlois-DemersosAll, ICEmisc, compound format
As seen in Phil's ICE introduction videos. (more descripting needed)
author link: n/a - source: Ex-SI.NET - full readme - local backup
Constrain Transform To SurfaceAuthor: MeganticosAll, ICEmisc, compound format
As seen in Phil's ICE introduction videos. Constrain object orientation to a floor plane. Another version by Megantic is available here
author link: n/a - source: Ex-SI.NET - full readme - local backup
Blur Beta toolsAuthor: BlurwinAll, compilation, tool, python
Blur kindly published their inhouse XSI and MAX toolset for public use. See readme for full list of details. Contains python scripts such as:

XSI MAIN TOOLS
*** TreeGrunt.py - Blur Script Distribution, an explorer like interface where you can run scripts.
*** BlurInteractionAndUI.py - In File Menu, Loads Standard Layout, Macros and Keymap. Many functions already mapped to the keyboard. (Modeling/Animation/rigging oriented). If you load the Keymap hit Ctrl-F1 to load details about the mapping in Netview. Layout includes extra shelf with most used blur tools already on it
*** BlurCacheTool.py - Export of Caches from objects in the scene. Can export Pc2 (PointCache) and Tmc (TransformCache)
*** BlurRenamer.py - Rename objects in blur's naming convention
*** blurOpenScene.py - Open scenes with options for setting models to offloaded before opening. Speeds up opening of files with many characters if you only have to work on one of them.
*** blurImporter.py - Import of many different kinds of assets, Meshes, Rigs etc. Some functionality requires the Production Resources install

show more...
Phil's ICE PackAuthor: Phil TaylorosAll, compilation, ICEmisc, ICEdeform, ICEparticle, compound format, scene
Essential collection of 100 ICE Compounds for various purposes including Hair, Verlet Dynamics Simulation and DualQ Skinning. By tech ninja Phil Taylor, contains:

Array Compounds
Build Array from Per Point Data, Build Index Array, Build Linearly Interpolated Array, Find Closest in Array, Get Array Maximum 2, Get Array Minimum 2, Move in Array, Rebuild Array, Reverse Array, Select SubArray in Array, Build 2D Array, Calc Sub Array Size, Get 2D Array Size, Get 2D SubArray Size, Initialize 2d Array, Pop SubArray from 2D Array, Push SubArray on 2D Array, Resize Array in 2D Array, Select Array in 2D Array, Select SubArray in 2D Array, Set SubArray in 2D Array,

Curve Compounds
Bezier4, Bezier5, Curve Distance to Curve Location, Curve Location to Curve Distance, Curve Location to Normalized U, Fitted Bezier Curve, Normalized U to Curve Location

Debugging Compounds
Build Arrow, Build Capsule, Build Circle, Build Cross, Build Debug Grid, Build Rectangle, Build Sphere, Build Square, Display Arrow, Display Line, Display Point,

show more...
author site: n/a - local backup
Shortest segment between 2 linesAuthor: Antton TapaniosAll, ICEmisc, compound format
Basic math compound to calculate shortest possible segment between 2 arbitrary lines.
author link: n/a - source: Ex-SI.NET - cgportfolio@cgsociety - full readme - local backup
Kinetic EnergyAuthor: Gene CruceanosAll, ICEmisc, compound format
This is a Kinetic Energy compound that lets you apply this type of energy to a lot of different attributes. It should be handy for more realistic vfx work.
Advanced Proximity MapAuthor: Marc GutowskiosAll, ICEmisc, compound format
With this compound you can influence the object's weightmap by distance of another Geometry (Polymesh or Nurbs). The Compound calculates vertices und sufaces in distance to the geometrie of the icetree. Checkout the control of the radius and the falloff strength for individual settings.
author site: http://ewok1.com - full readme - local backup
Proximity Weight AccumulateAuthor: Rob ChapmanosAll, ICEmisc, compound format
Adds to a weight map from proximity to another geometry and fades this value over time. This version also adds values to an already existing weight map, connected to 'Original weight map'. For a longer period of time to accumulate, you need to increase 'time before fade' value.
author site: n/a - full readme - demo scene - local setup jpg - local backup
Proximity Weight FadeAuthor: Rob ChapmanosAll, ICEmisc, compound format
Adds to a weight map based on proximity to geometry then fades it out over time. think wetness map. for this compound to work the object must have a weight map connected. Many thanks to Patrick Boucher, as there is no way I would have got this compound to work without his assistance.
author site: n/a - full readme - setup jpg - local backup
CM_RotationPivotAuthor: Ciaran MoloneyosAll, ICEmisc, compound format
This ICE compound allows for the rotation of a point about any arbitrary input position, which can act as a dynamic pivot.
author link: n/a - source: Ex-SI.NET - cgportfolio@cgsociety - full readme - local backup
ThicknessMapAuthor: Ahmidou LyazidiosAll, ICEmisc, compound format
An ICE compound that return the thickness of a mesh
author link: n/a - source: Ex-SI.NET - full readme - local backup
SmoothMapAuthor: Ahmidou LyazidiosAll, ICEmisc, compound format
An ICE compound to smooth/blur a weight map. Edit the compound to have more informations
author link: n/a - source: Ex-SI.NET - full readme - local backup
PlanarTextureProjection with ICEAuthor: Simon InwoodosAll, ICEmisc, ICEdemo, compound format
Quick example of doing a planar projection using ICE - because you can.
author link: n/a - source: Ex-SI.NET - full readme - local backup
DensityAuthor: Reinhard ClausosAll, ICEmisc, compound format
This calculates mesh density in the object coordinate space. By the default settings, all edge lengths >1 produce a density value of 0, as the edge lengths get closer to 0, the density value will approach 1.
author site: rray.de - full readme - download here
CurvatureAuthor: Reinhard ClausosAll, ICEmisc, compound format
This is an ICE compound node that computes surface curvature for a polygon mesh. You get positive output values for convex (outward) curvature, negative ones for concave (inward) curvature. Includes an update Harry Bardak, who exposed the mode parameter
author site: rray.de - full readme - download here
TensionAuthor: Reinhard ClausosAll, ICEmisc, compound format
This is an ICE compound node that computes surface tension for a polygon mesh.
author site: rray.de - full readme - download here
DeleteOverLappingParticlesAuthor: Simon InwoodosAll, ICEparticle, compound format
It is often useful to make sure your particles do not overlap. This simple compound will delete overlapping particles that overlap within a certain distance. It has a simple rule to decide which of the overlapping particles to keep. There's also a debug option to show you which particles it will remove.
author site: n/a - local backup
SimpleCubeSetAuthor: Simon InwoodosAll, ICEparticle, compound format
This compound does same thing as the Particle Cube but instead of using the XSI primitive it generates the points inside the compound. It is good starting point for creating procedural layouts using groups of particles within a cloud. Particles create in the set have an GroupID so you can have multiple-sets per cloud.
author site: n/a - local backup
Reset ICE Simulation Initial StateAuthor: Ronald BeiroutiosAll, ICEmisc, js
This plug-in allows removing the initial state set on particle simulations in ICE. It will add a menu item called "Reset Initial State" in the Simulation > ICE > Edit menu. It assumes you have used the set initial state command to create an initial state to your simulation.
author site: n/a - local backup
Get Bounding Box CenterAuthor: Ronald BeiroutiosAll, ICEmisc, compound format
This is a simple compound that returns the center of the bounding box of the current object (self).
author site: n/a - local backup
TwistAuthor: Ronald BeiroutiosAll, ICEdeform, compound format
Twists an object around an axis. You can either use a default twist axis (X, Y or Z) or use a manipulator such as a null to define it.

This is the exact same deformation as the built-in twist deformation found in XSI with all the advantages ICE has to offer: multi-threaded, open for modification, etc.

You can easily add this compound to a menu by using Add Operator to Menu found in the User Tools menu of the ICE Tree view. If called from a menu, you will be automatically promted to pick a manipulator object (optional).


author link: n/a - source: Ex-SI.NET - local backup
Emit From LocationAuthor: Ronald BeiroutiosAll, ICEparticle, compound format
This compound emits new particles from any location on a surface or curve. Plug this compound's Emit output into the ICETree node. This compound should be plugged in to the first port of the ICETree node because you usually need to emit particles before any other node or compound can be evaluated.

Locations can be generated by the geometry query nodes. For example, by using a raycast node, you could cast a ray on a geometry and emit from that intersection point. You can also use this node to emit from every point of a geometry by connecting in the Emit Location port a Get Data node on the PointLocation attribute of the emitter (e.g. "Cube.PointLocation")

author link: n/a - source: Ex-SI.NET - local backup
Particle Alpha based on Age with FCurveAuthor: Halfdan IngvarssonosAll, ICEparticle, compound format
This compound lets you set the transparency of particles based on an FCurve and it's age percentage. Handy for making particles fade in and out, among other things.
author link: n/a - source: Ex-SI.NET - local backup
Bounce off Surface with FrictionAuthor: Halfdan IngvarssonosAll, ICEparticle, compound format
A minor augmentation to the "Bounce off Surface" compound that adds fake rotational friction to change the reflection angle off the surface.
author link: n/a - source: Ex-SI.NET - local backup
Random IntegerAuthor: Halfdan IngvarssonosAll, ICEmisc, compound format
Generates a random integer between min and max using a cheesy two-iteration LCG pseudo-random number generator.
author link: n/a - source: Ex-SI.NET - local backup
Evaluate Cubic Bezier CurveAuthor: Halfdan IngvarssonosAll, ICEmisc, compound format
Takes a set of cubic bezier control points and evaluates a single point -- or multiple, if fed an array into the "T" port. Can be used with the "Fit Cubic Bezier Curve" compound.
author link: n/a - source: Ex-SI.NET - local backup
Fit Cubic Bezier CurveAuthor: Halfdan IngvarssonosAll, ICEmisc, compound format
Takes an array attribute of Vector2/3/4 points and fits a cubic bezier curve onto them, resulting in another array of points that can be used with "Evaluate Cubic Bezier Curve". Great for smoothing a set of points, like a spine or a tail.
author link: n/a - source: Ex-SI.NET - local backup
Remove DuplicatesAuthor: Reinhard ClausosAll, ICEmisc, compound format
Simple Compound that removes duplicates in an array. E.g.: 12,3,3,3,3,6,6,4 becomes 12,3,6,4 -- it only eliminates uninterrupted sequences, i.e. in 13,4,7,4,2 the "4" will not be eliminated. For elmiminating all dupes, see the Deduplicate compound. rks for any data type, also nice for shape animation.

Usage example: Can be used in conjunction with Halfdan's Bezier tools in order to eliminate double or triple points that would break the computation otherwise.
author site: rray.de - download here
Evenly Spaced Curve PositionsAuthor: Julian JohnsonosAll, ICEmisc, compound format
This compound takes an input curve (or the first subcurve in a crvlist) and outputs the point positions of evenly spaced lengths along the curve.
author site: http://www.exch.demon.co.uk/ - full readme - local backup
Curve Distance To Curve LocationAuthor: Ted HaggardosAll, ICEmisc, compound format
Given the distance along a curve, calc the location.
author link: n/a - source: Ex-SI.NET - full readme - local backup
Curve Location To Curve DistanceAuthor: Ted HaggardosAll, ICEmisc, compound format
Given a location on the curve, calculate the distance along the curve.
author link: n/a - source: Ex-SI.NET - full readme - local backup
Curve Location To Normalized UAuthor: Ted HaggardosAll, ICEmisc, compound format
Given a location on the curve, calculate the normalized U value
author link: n/a - source: Ex-SI.NET - full readme - local backup
Normalized U To Curve LocationAuthor: Ted HaggardosAll, ICEmisc, compound format
Given a normalized U value, calc the location.
author link: n/a - source: Ex-SI.NET - full readme - local backup
emFluid2Author: Eric MootzosAll, ICEmisc, compound format, commercial
emFluid2 is the successor of emFluid. It is a basic fluid solver for XSI's ICE and is typically used to produce smoke and fire effects.

Price is 59$ for a single license. Demo Version available at author site.
emPolygonizerAuthor: Eric MootzosAll, tool, commercial
emPolygonizer is a custom operator that allows you to create what is typically called "metaballs".The basic technique used by this plug-in is called "polygonising a scalar field" or "marching cubes". It was invented in the mid-eighties by Lorensen and Cline.

Price is 99$ for a single license. Demo Version available at author site.
emNewtonAuthor: Eric MootzosAll, ICEmisc, compound format
This ICE plug-in is a solver for Newton's Laws of Gravity. It is based on a plug-in I wrote a few years ago but that I never released.

emNewton calculates the positions, velocities and velocity forces depending on the particles' masses and distances. Also, it allows you to "melt" particles when they intersect, combining their volumes, colors and alphas. It uses an octree algorithm which means it can deal with a large number of particles.
emRenderPointCloudAuthor: Eric MootzosAll, ICEmisc, compound format, commercial
emRenderPointCloud is an ICE node that renders point clouds directly to disk as tga, pic or sgi images.

Even though the node renders the particles in a rather primitive way it can come in handy when dealing with many particles (>250.000), because it has one great feature: it is fast, so rendering a frame with anti-alias generally only takes a few seconds.
ScriptEdAuthor: Sajjad AmjadwinAll, tool
an alternative to the regular script editor that ships with XSI on the Softimage community web site. Brief feature summary follows: Syntax highlighting, Split screen editing, Code folding, Multiple tabs, Autocompletion etc.
author site: http://www.sajjadamjad.com/ - forum link (in development)
SJ_RadioAuthor: Stefano JannuzzoosAll, shader
sj_radio is a set of shaders that can be used to exchange data between different objects while rendering.
SJ_MultiMatAuthor: Stefano Jannuzzowin32, shader
sj_multi_mat is a standard diffuse/specular shader, but outputting a separate color for each of the lights in the Light List array.
SJ_SSS (Fast Skin Split)Author: Stefano JannuzzoosAll, shader
split skin shading using a shared lightmap
Sound AnalyserAuthor: Michael GangolfosAll, tool
It manipulates objects with the help of a sound file. Check the xsibase thread for newest versions
JJ_SmartQuadAuthor: Julian JohnsonosAll, python, tool
JJ_SmartQuad is based on the classic Lightwave SmartQuad plugin that would create a single planar quad from three selected vertices. JJ_SmartQuad extends the idea (with a huge nod to Seneca's SmartQuad modo script) so that you can create/recreate either a single quad or whole rows of quads from vertex or edge selections.
JJ_CatmullAuthor: Julian JohnsonosAll, python, tool
JJ_Catmull is a rudimentary Catmull-Rom curve tool for XSI. Unlike the built in curve types, this plugin constructs a curve from selected Nulls and ensures that the curve passes through each null directly - unlike the control points of regular cubic and quadratic beziers. A Catmull-Rom spline has local control. This means that modifying one control point only affects the part of the curve near that control point. It can't possibly match the functionality of in-built curve types but in certain circumstances it can be useful for rigging where you need a smooth, simple curve that always passes through specific points. For modeling tasks, the operator can evenly space points along the curve (unlike the parametric placement of points on the in-built curve types) which makes it useful for extrusions etc. where you might need regular spaced polygons.

Benefits: *** Create a smooth curve that passes through all control points *** Tangent controls for the start and end points *** 'Live', even spacing of control points - by length or by no. of segments

There's a screen capture of the plugin in action on Vimeo here
JJ_CamResizeAuthor: Julian JohnsonosAll, python, tool
JJ_CamResize is a tool to either overscan or underscan a pre-existing camera. With jj_CamResize you can add pixels to either the top or bottom of an existing camera whilst the original camera view maintains its resolution. A common use for an overscanned camera is if you need an oversized plate in order to composite some 2D camera shake etc.

Alternatively, you can 'underscan' your camera which enables you to zoom into any area of your camera's view retaining the same point of view as your original camera - great for checking smaller objects in the distance or simply checking up on textures from the camera's viewpoint but at a much higher resolution.

MoveNormalAuthor: Jarno GruppenosAll, js, tool
It moves/offstes the selected faces in the direction off the faceNormal. The left cube is witch a push operator, the right is with the scripted "moveNormal" operator.
TautAuthor: Andy Nicholaswin32, tool
straighten selected edges of a polygon mesh
BooltraceAuthor: Alan JonesosAll, sourcecode included, shader
render meshes as though they were an intersected boolean. Get Alan's shaders as 1 addon here.
DepthMirrorAuthor: Alan Joneswin32, linux, shader
DepthMirror is a reflection falloff shader. The strength of the reflectivity can be altered based on the object's distance from the reflective surface. Get Alan's shaders as 1 addon here.
GenieTailAuthor: Alan Joneswin32, linux, shader
This shader volumetrically renders particles. It can also create additional particles at rendertime. Get Alan's shaders as 1 addon here.
InciDentsAuthor: Alan Joneswin32, linux, shader
incidence shader that ignores displacement on a geometry. Can thus be used to modulate displacement height according to incidence. Do not use this to replace the standard XSI incidence shader in scenarios which don't required displacement as this shader is approximately 15% slower. Get Alan's shaders as 1 addon here.
OrenNayarWolffAuthor: Alan JonesosAll, sourcecode included, shader
OrenNayarWolff is an implementation of the Oren Nayar Wolff illumination model combined with a custom specular model which aims to make rim lighting easy. Get Alan's shaders as 1 addon here.
RayHistoryAuthor: Alan Joneswin32, linux, shader
This shader checks to see if the current ray was ever either reflected or refracted. The example above shows rayHistory being used to make a reflection only environment map. Get Alan's shaders as 1 addon here.
ThicknessAuthor: Alan Joneswin32, linux, shader
This shader returns the thickness of objects. It correctly handles intersections when used to create thickness passes. Get Alan's shaders as 1 addon here.
UVWblurAuthor: Alan Joneswin32, linux, shader
alpha version of a blur node. It takes a color input and will blur it. Get Alan's shaders as 1 addon here.
BHairyAuthor: Ben Rogallwin32, shader, tool
Complete hair setup system for xsi foundation.
BinderAuthor: Ben RogallwinAll, tool
rendertime bind hires models to lowres cages as a displacement alternative (animation)
ZBumpAuthor: Ben RogallwinAll, shader
Bump mapping shader. Just plug a texture or two into the inputs. Note: As of XSI 6.01, zbump is included with Softimage XSI as the new bump node.
SolidvolumeAuthor: Ben RogallwinAll, shader
render 3d texture as a solid model. uses procedural input or volumetric datasets (See volume loader below). It can do limited non-solid ray-marching but you probably want to check out Binary Alchemy Volume shaders if you want something production-worthy for that.
Volume LoaderAuthor: Ben Rogallwin32, shader
Loads 3D volumetric datasets (such as medical cross-sectional imaging data). This can then be rendered using Solid Volume ("Direct Volume Rendering").
ParallaxAuthor: Ben Rogallwin32, shader
fake displacement. fails on object edges (try alan/incidents on those). It seems like it's usually slower than displacement.
FramestampAuthor: Ben Rogallwin32, shader
output shader which will overlay text. Options include frame number, time, and render time; current date and time; XSI and MR versions; scene name; as well as arbitrary text input.
Vector DisplacementAuthor: Ben RogallwinAll, shader
generate and apply displacement maps which displace in arbitrary directions, not just along the surface normal.
Vertex Color ToolsAuthor: Andrea PadovanwinAll, tool
full control over objects vertex colors using a variety of tools
Viewport Controls 2.0Author: ChinnyosAll, vbs, tool
a wealth of viewport/camera/navigation related tools
Selection Sets 2.0.2Author: ChinnyosAll, vbs, tool
a wealth of viewport/camera/navigation related tools
Ctrl_Occlusion 1.6Author: Ctrl Studiowin32, shader
advanced occlusion shader. keywords: fg occlusion/light direction/color bleeding
Ctrl_Buffer 2.0rc2Author: Ctrl Studiowin32, shader
a shaderpack to work with framebuffers. keywords: tonemapping/virtual framebuffering/layering
Ctrl_Geolights 1.6Author: Ctrl Studiowin32, shader
emit (not fg!) light from mesh objects. utilizes vertex color properties
Ctrl_Irradiance 1.3Author: Ctrl Studiowin32, shader
compute irradiance shader (better description needed)
Ctrl_LProfile beta 1.0finalAuthor: Ctrl Studiowin32, shader
a mentalray shader to work with photometric (IES) light profiles in xsi.
Ctrl_MultidisplacementAuthor: Ctrl Studiowin32, shader
a shader pack to control multi displacements (chained displacement) interactively from within XSi.
Ctrl_Rays 1.2Author: Ctrl Studiowin32, shader
FG-optimized raytype switch (distinguishes fg phases)
Ctrl_SelectiveAliasingAuthor: Ctrl Studiowin32, shader
selective aliasing shader (better description needed)
Ctrl_XShadingAuthor: Ctrl Studiowin32, shader
a simple shader that can include/exclude lights. all xsi features still supported like light inclusive/exclusive and diffuse/specular toggle, pass.channels, ambience from interface.
Ctrl's SymbiontXSIAuthor: Ctrl Studiowin32, shader
symbiont darktree shading support
DL3D Cellular fractal Worley noiseAuthor: David LanierosAll, shader
This is a fractal Worley noise (F2-F1). Inspired by the book "Texturing and modeling a procedural approach" (Ebert, MusGrave, Peachey,Perlin,Worley) Values for DistanceType 1: Euclidian 2: Manhattan 3: Chessboard 4: Minkowski (r = 0.5) 5: Superquadratic
DL3D Wireframe ShaderAuthor: David LanierosAll, shader
This is a simple wireframe shader: To render quads, you have to do all possible combinations of edge1index and edge2index until it works fine. It may happen that it doesn't work if you have a special triangulation.
DL3D XRayTextureAuthor: David LanierosAll, shader
This is transparent shader, kind of xray shader. See the tutorial at : En Francais - In English
DL3D BlackspotsRemover Author: David LanierosAll, shader
Use BlackspotsRemover to remove black squares / spots problem when rendering (especially with final gathering) You are in this case if when you increase the filter size your black spots' size increases too. Related Tool: Swarfega
Plot Point TrajectoriesAuthor: Depol/SoftLab NovosibirskosAll, vbs, tool
for plot trajectories by object's (or curves, or particles, ...) points supports Shape & Transform animations
Deeble 1.0Author: Duncan Burchwin32, tool
distribute smaller object on other object's points. supports build-up (visibility) animation
Peltmapper v.051018Author: Fernando Navarro Gil win32, tool
Pelt mapping approach for UV unwrapping
DualQEnvelope v1.0Author: Fernando Navarro Gil win32, tool
Envelope operator that implements a dual quaternion approach for skinning.
Save RendermeshAuthor: Andy NicholaswinAll, importexport, tool
saves obj file of mesh as triangulated for rendering - useful e.g. with displacement
HistogramAuthor: Andy Nicholaswin32, tool
diagnostic tool for the render tree with photoshop levels type histograms
Soft EffectorAuthor: Andy NicholasosAll, js, tool
more natural behavior of max-stretched bone chains
ImageToWMAuthor: Helge Matheewin32, tool
This tool is able to convert an imageclip to a weightmap using a texture projection on a polygonmesh or a nurbssurfacemesh.
author link: http://www.mindthink.de - local backup
ScatterXSIAuthor: Helge MatheeosAll, vbs, tool
This script 'scatters' object onto a second object.
author link: http://www.mindthink.de - local backup
ICE Static InstancerAuthor: Helge MatheewinAll, tool, ICEparticle, scene
Replaces each particle of a point cloud with an instanced mesh object, also in OpenGL viewports. Very useful for previz purposes. Imortant information is included in readme.txt, also a few example scenes.
Solidify2Author: Helge Matheewin32, tool
It adds thickness to polygons. The new version supports normal-correction, weighmaps and a random feature.
author link: http://www.mindthink.de - local backup
SurfaceTextureSupportAuthor: Helge Matheewin32, tool
A texture projection that projects along the normals of a nurbs plane onto a polygon mesh
author link: http://www.mindthink.de - local backup
FormulaXSIAuthor: Helge MatheeosAll, vbs, tool
Generate Curves by formulas
author link: http://www.mindthink.de - local backup
RayLimiterAuthor: Helge Matheewin32, shader
It is a shader to limit the reflection / refraction level of a material with one single node, especially interesting for rendering fluids / depth intense rendering. With this you can still render interesting reflection effects without having to crank up the rendering depths like crazy.
Motiongraphics Addon 2.0Author: Helge MatheewinAll, compilation, tool
A whole suite of particle effects for motion graphic for pre-2010 particle system.
author link: http://www.mindthink.de - local backup
Binary Alchemy Shader Collection 22.3 - EssentialsAuthor: Holger SchönbergerosAll, shader
The Shader Collection - Essential is a FREE Mental Ray shader collection. It includes shaders of various types. From simple helpers like a clamp range shader up to a advanced fractal or DOF shaders.
Convert Sample pointsAuthor: j3st3rosAll, vbs, tool
plugin to convert samples to other components. Works like "Select adjacent"
local backup
Gray-Scott Reaction Diffusion SystemAuthor: Vladimir JankijevicosAll, ICEparticles, compound format
This compound simulates the gray-scott reaction-diffusion system.

Get more information about the system here: http://en.wikipedia.org/wiki/Reaction-diffusion_equation
author link: n/a - source: Ex-SI.NET - full readme - local backup
Anisotropic PatternsAuthor: Vladimir Jankijevicscene, shader
render realistic anisotropic patterns like metallic coffe table surfaces
JVMapMinerAuthor: Vladimir Jankijevicwin32, shader
visualize saved FinalGathering and Photon Maps.
JVSunflowerAuthor: Vladimir JankijevicosAll, ICEmisc, compound format
This compound produces sunflower seed like patterns
author link: http://xsi.jankin.com/ - local backup
JVSampleTimerAuthor: Vladimir Jankijevicwin32, shader
diagnostic shader for sample timing
Filter by Cluster Author: Buck RussellosAll, ICEmisc, compound format
Filters a particle emission by a cluster of polys, edges, and points. you also can invert the filtering inside the compound.
author link: n/a - local backup
Rotation to 3x3 Matrix Conversion Compound Author: SquizmekosAll, ICEmisc, compound format
Converts a Rotation to 3x3 Matrix. Use the "Multiply by Matrix" node to apply the output matrix to a given particle position.
author link: n/a - local backup
JJ LoopstepAuthor: Julian JohnsonosAll, python, tool
The major feature of the script is that it allows you to select multiple loops in one go spaced apart by a 'step' size that you choose - this is great for creating corrugations in geometry.
JJ SnapToPlaneAuthor: Julian JohnsonosAll, python, tool
JJ_SnapToPlane is a simple modelling utility to snap points to a 'virtual' infinite plane defined by a single polygon. The tool offers three distinct modes.
JJ VectorSnapAuthor: Julian JohnsonosAll, python, tool
JJ_VectorSnap is a simple modeling utility written in Python to snap tagged points to a vector defined by two 'picked' points. It's useful for quickly aligning rows of points or shearing them to a specific position.
MoJoKe Device DriversAuthor: Kai Wolterwin32, tool
The MoJoKe package provides three device drivers for Softimage XSI which enable you to use your joystick, mouse or keyboard to record movements and apply them to objects in 3D space.
KP_Tools V1.1Author: Kai Wolterwin32, tool
Set of commands implemented in C++ featuring MD5 hash and Zip support. Functions: KP_Hash_GetMD5, KP_Hash_CompareFiles, KP_Zip_Create, KP_Zip_CreateFromDir, KP_Zip_Extract
Slider ControlsAuthor: Kai WolterosAll, js, tool
This XSI Add-On implements Kai's version of the control sliders introduced in Jason Osipa's great book "Stop Staring".
MeshSliceToolAuthor: Kai WolterosAll, js, tool
The MeshSliceTool allows you to slice a polygon mesh in a way, that the polgons nearest to a bone or another specified object get extracted to a new polygon object. So you no longer have to manually create slices of a character to allow animation in realtime for instance.
KP_PlotObjectsAuthor: Kai WolterosAll, js, tool
The tool works like "plot curve" but allows you to specify a bunch size to divide the work load.
KP_CurveToolsAuthor: Kai WolterosAll, js, tool
With the KP_CurveTools plugin you can extrude objects (cubes) along multiple curves at once (figure A). The tool features several parameters to customize the extrusion (figure B) and has the option to create a new set of controls (figure C) for later animation of the extruded objects (subdivs, position along curve, thickness, etc.).
KP_PointCacheTools 2.5 for XSIAuthor: Kai WolterosAll, sourcecode included, tool
The Point Caching Tools allow you to record complex object deformations to a cache file and reapply those deformations. You can even interchange these caches with 3ds Max, Maya, Houdini or Blender.
RoadkillAuthor: Kim Aldiswin32, python, tool
Roadkill is a UV unwrapper heavily based on the unwrapper used in Blender. Roadkill For XSI is a plugin that interfaces with Roadkill to let you unwrap UVs directly in XSI. Cut lines are marked in XSI by selecting edges prior to unwrapping. You can unwrap UVs with a single click or have XSI have Roadkill start up in GUI mode and unwrap interactively.
Interpolated DuplicateAuthor: Kim AldisosAll, js, tool
will create any number of duplicates with transformations interpolated between 2 objects. In repsonse to a request made on XSIbase, it seemed like rather a good idea.
Tiny Mesh DeformAuthor: Kim AldiswinAll, tool
takes the basic principle of Deform by Surface, which uses the patch parametric uv coordinates to remap the coordinates of a geometry onto a patch, and extends it to use texture uv coordinates of a polygonal mesh to deform a geometry onto that mesh. More simply, it's a Deform by Surface for polygonal meshes. Download all of Kim's modeling tools as one 32&64 bit addon here
Tiny Curve ExtrudeAuthor: Kim AldiswinAll, tool
TinyCurveExtrude is an XSI plugin that extrudes curves along curves, much the same as XSI’s own curve extrude tool but with some added bells and whistles (see features below). Download all of Kim's modeling tools as one 32&64 bit addon here
Tiny ThicknessAuthor: Kim AldiswinAll, tool
Tinythickness is an XSI custom operator that takes a polygonal mesh surface and gives it thickness by sweeping a profile around it's boundary edges. The profile can be defined either by a curve or by adjusting profile parameters in the operator's property page.Download all of Kim's modeling tools as one 32&64 bit addon here
Tiny Cap (test release!)Author: Kim AldiswinAll, tool
This is a very early release of a capping tool for xsi. Many more bells to be added. The tool caps any holes in a mesh. A hole is defined as any boundary edge - so the outer edge of a grid is a hole by this definition and will be capped. Download all of Kim's modeling tools as one 32&64 bit addon here
Tiny PusherAuthor: Kim AldiswinAll, tool
Compiled, animated plugin operator for XSI. Use meshes, curves, surfaces or a centre to push points on a mesh with the mesh sliding over the deformer rather than sticking to it. Download all of Kim's modeling tools as one 32&64 bit addon here
BatchMakerAuthor: Kim AldisosAll, js, tool
1. For scenes that continually fails after a number of frames, optionally render in groups, minimising the likelihood of a crash and ensuring that subsequent frame groups will be rendered should any given group fail - 2. Save and run batch file directly from XSI in a separate process.
ParticleAlignAuthor: Kim AldisosAll, js, tool
The XSI built in align particles to path has a fixed up vector which will cause flipping as the particles cross the vertical axis. Most times this isn't a problem, particularly if you've a lot of particles in the cloud but if it is this scripted operator plugin should help. It aligns particles to the path but with a user picked up vector.
SlateAuthor: Kim AldisosAll, js, tool
Slate is a Text base slate for XSI. It creates a text object and applies a scripted op that replaces tokens in a text string with values or variables. Tokens, amongst others, include frame, date, time. Values are updated per frame allowing for accurate inclusion of time, date, etc at render or view time.
RBDChainAuthor: Kim AldisosAll, js, tool
RBDChain builds a rig of rigid body links linked by ball and socket joints. The initial shape of the chain is defined by a spline curve. A custom property is attached to the root of the rig with sliders controling RBD parameters of the links and their socket joints. Options for fixing both start and end of the chain are included. The rig is suitable for simulating chains and ropes attached at both, one or no ends. A spline curve is also created, cluster constrained to the curve, for creating ropes.
EPSExporterAuthor: Kim AldisosAll, python, importexport
exports meshes and UVs from XSI to EPS (Encapsulated Postscript) files. Meshes are exported as 2D projections as viewed from any perspective camera in he scene. UVs are exported as stamps.
LM_2DMVAuthor: LaMaisonwinAll, sourecode included, shader
output 2d motion vectors to be used for post motion blur
LM_WarpDistortAuthor: LaMaisonwin32, shader
The lmWarpDistort shader is a Mental Ray lens shader that changes the rays directions according to its distortion parameters. This shader can only apply the distortion. The main advantage of this shader is that it doesn't crop images when the distortion is applied: rays are just distorted (see Image B).
LM_WeightmaptoolsAuthor: LaMaisonwinAll, sourecode included, tool
full control over objects weight maps using a variety of tools
L-GlassAuthor: Lobberwin32, shader
A glass shader simulating various physical properties of glass
TrueGlassAuthor: LobberwinAll, shader
A glass shader simulating various physical properties of glass. Successor of L-Glass
LuXSIAuthor: Michael Gangolfwin32, linux, importexport
An exporter for the unbiased Lux renderer http://www.luxrender2.org/
XSIMetaBallsAuthor: Michele SandroniosAll, shader
metaballs system/shader (compiled operator, C++)
XSIPerlinNoiseDeformerAuthor: Michele SandroniosAll, sourcecode included, tool, deformer
perlin noise mesh deformer plugin (with offset/swimming)
XSIInstanceDisplayAuthor: Michele SandroniwinAll, sourcecode included, tool
Particle instance viewport display (compiled operator + display callback, C++)
XSIAmpAuthor: Michele Sandroniwin32, tool
WAV audio files to animation fcurves (compiled, Visual Basic)
XSIFlowPolygonsAuthor: Michele SandroniosAll, vbs, tool
Break polygon object into polygons at runtime (scripted operator)
XSIMirror / Side select v1 Author: Michele SandroniosAll, vbs, tool
Fast subcomponent selection / mirroring helpers
XSICameraConverterAuthor: Michele SandroniosAll, vbs, tool
Crossplatform camera converter (Xsi - Maya - Max)
XSIImageClipToWeightmapAuthor: Michele SandroniosAll, vbs, tool
Generate weightmaps from image clips (scripted operator)
XSIGeometryDisplacerAuthor: Michele SandroniosAll, vbs, tool, deformer
Displace geometry via image clips (scripted operator)
XSIWireAuthor: Michele SandroniosAll, vbs, tool
Rope/Cable/Wire simulator (scripted operator)
XSIShatterAuthor: Michele SandroniosAll, vbs, tool
Breakup polygon objects into 3D fragments
DeriverAuthor: Daniel RindwinAll, sourcecode included, shader
This shader generates U and V derivatives from a north pole/north direction to make it possible to easily use the Anisotropic shader on polygon objects.
DiffractionAuthor: Daniel RindwinAll, sourcecode included, shader
The Diffraction node is a replacement for the standard XSI refraction_diffuse node. It fixes the refraction bug, adds faster glossy effects, and the new ability to model the different refractions of different wavelengths of light.
DiffusionAuthor: Daniel RindwinAll, sourcecode included, shader
This is a sub surface scattering shader. Really, that's all it is :-)
DirtmapAuthor: Daniel RindwinAll, sourcecode included, shader
The Dirtmap is a procedurally generated occlusion map. Implemented in newer versions of XSI as the XSI_AmbientOcclusion shader.
Mix8VectorsAuthor: Daniel RindwinAll, sourcecode included, shader
makes mixing bump maps in Softimage|XSI a bit easier. It supports weighted mixing of up to 8 vectors and adjusting the bump mapping strength of each input separately.
MuhHairAuthor: Daniel RindwinAll, sourcecode included, shader
fast hair shader alternative. includes patches to xsi.exe by drakon rider
RealLens v1.5Author: Francois LordosAll, sourcecode included, python, tool
Converts real world lenses to XSI camera and vice versa.
MotionMap v1.0Author: Francois LordosAll, sourcecode included, python, tool
Creates a weightmap according to the movement of the vertices. Requires XSI 5.1 and up.
Dop2Xsi v1.0Author: Nicolas DelbecqosAll, vbs, importexport
bring your Houdini dop simulation into Xsi
Pop2Xsi v1.0bAuthor: Nicolas DelbecqosAll, vbs, importexport
bring your Houdini dop simulation into Xsi
City Generator v0.80523Author: Paolo Emilio Selvawin32, tool
This is a tool that creates a procedural city
Shaders_p v3.3b11Author: Pavel LedinosAll, compilation, sourcecode included, shader
large shader set oriented towards TDs. Includes p_MegaTK universal surface shader. Content includes:


*** p_constant - simple surface shader. Constant - shader of constant color without any shading and etc.
*** p_fg_light - simple surface shader like p_constant, with the exception of this shader visible only for final gather rays. Shader fully transparent for other ray type (like eye, transparent, refraction and etc).
*** p_fg_no_light - this shader is inverse of p_fg_light, shader visible for all ray type with the exception final gather rays.

show more...
Incremental Backup v1.0Author: Philipp Smolkawin32, tool
backup system for XSI scene files. zip contains swf tutorial movie.
XSIndigoExporter v1.0rcAuthor: Riccardo Gigantewin32, importexport
XSI plug-in to bridge the gap between XSI and unbiased renderer Indigo.
Rim Edge FilterAuthor: Reinhard ClauswinAll, tool
A selection filter for edges that are hard from the automatic discontinuity setting. If you want to select edges that were marked hard, use the built-in "Crease Edge" filter instead. Usage Example: For selecting all edges on a polygon mesh rim:

* Go into edge selection mode
* From the additional filters menu (little black triangle in the "select" panel), pick "Rim Edge"
* "Select all using filter"
author site: rray.de - download here
XPop v2.0Author: Reinhard ClauswinAll, tool
Customizable right-click popup menus that can be used in scripting
author link: http://rray.de/xsi/xpop.html - download here
CurvaturemapAuthor: Reinhard ClausosAll, shader, tool
Applies a weightmap to an object representing surface curvature. Updated with a compiled operator
author site: rray.de - download here
TensionmapAuthor: Reinhard ClausosAll, shader, tool
Applies a weightmap to an object representing surface tension between points. Updated with a compiled operator
author link: rray.de - download here
ScreeninfoAuthor: Reinhard ClausosAll, js, tool
provides screen XY coordinates of an object as a scripted operator. Export to various compositing applications.
author site: rray.de - xsibase discussion - download here
SaveRemindAuthor: Reinhard ClausosAll, js, tool
A simple install-and-forget plugin --- it does nothing but remind you to save your work after 1 hour of not saving. This is in case you don't want to use AutoSave.
author site: rray.de - xsibase discussion - download here
PixelreaderAuthor: Reinhard Clauswin32, tool
Reads color values from an image, applies them to parameters
author site: rray.de - download here
RCTools 4.1Author: Reinhard ClauswinAll, tool
advanced selection toolkit
author site: rray.de - download here
RRayTypeAuthor: Reinhard Clauswin32, shader
raytype render tree node with support for n-generation reflection/refraction rays
author site: rray.de - xsibase discussion - download here
WireDAuthor: Reinhard Clauswin32, shader
mental ray shader that outputs distance from rendered point to wireframe mesh. requires an xsi data operator to work
author site: rray.de - download here
Physical SSS ModAuthor: Reinhard ClausosAll, shader
Working mod of the defunct factory physical SSS. This one works with an old fashioned light list, also in addition exposes some previously unexposed parameters in the rendertree like scattering, absorption, IOR and scale.
author site: rray.de - download here
TracerAuthor: Reinhard Clauswin32, shader
Cast a ray into any direction you specify. You can also specify an origin point different from the rendered intersection point.

It's actually 2 shaders, #1 returns the traced ray's length, #2 the sampled color at the end of the ray. Can be used for computing thickness (trace direction=eye ray)
author site: rray.de - download here
Banty's Lightrig importAuthor: Reinhard ClausosAll, js, importexport
Imports Lightrigs generated with Francesco Banterle's HDRShop plugin. Version 1.2.1 (Sep 24 2009): ** bug fixes ** sets lights' photon energy values ** slider to dim photon energy for larger light rigs ** button for optimizing Photon Count base on overall light energy value ** "inspect all rig lights" button (removes the need for the "set global..." sliders) ** 1.21: "select all rig lights" button ** persistent layout

Quick Usage Walkthrough: Google for HDRShop, Banterle, install, load HDR image (lat/long format) in HDRShop, use median_cut plugin, ca 32 - 256 lights, lights.txt ends up either in the directory of the HDR image or in the HDRShop program dir. Open that file with the plugin. For convenience, make a collection of those files.


author site: rray.de - xsibase discussion - download here
TGenAuthor: simartomwin32, tool, commercial
Tree generator plugin. 119$, free limited version available for NC use.
GEMAuthor: Softimagewin32, importexport, tool
terrain generator/import. Related tool: Felix Gebhard's Terrain Importe.
XPertModeStuffAuthor: squidwin32, tool
maximizes xsi application window to overlap the taskbar, also hides the title bar. Note: Seems to have stopped working around 7.0.
LookThroughSpotAuthor: Steven CaronosAll, python, tool
it is a simple set of tools to make looking through a spotlight easier than ever before!
Krakatoa exporterAuthor: Steven CaronwinAll, python, importexport, tool
Render ICE particles with Frantic Film's Krakatoa. Currently this plug works only on Windows 32 bit and 64 bit platforms. Please contact me about Linux compilations.
ObjDnDAuthor: Steven CaronosAll, js, python, importexport
drag an drop obj files into xsi
DupalongAuthor: Felix Gebhardwin32, tool
Interactively duplicate polymesh objects along a curve to a single mesh. Vegas signs anybody?
DuplicatorAuthor: Felix Gebhardwin32, tool
Compiled operator to randomly distribute objects across a surface.
Water SurfaceAuthor: Felix GebhardosAll, ICEmisc, scene
This scene demonstrates how to use ICE to simulate water ripples on a polygon grid
GranulateAuthor: Felix Gebhardwin32, tool
construct/deconstruct meshes polygon-wise
Mountain shaderAuthor: Felix GebhardosAll, scene, shader
example scene/method of a mountain shader
Terrain ImportAuthor: Felix Gebhardwin32, importexport
importer/fxtree node that imports a variety of terrain data formats. Related tool: GEM terrain data import/generator.
VectorScreenConverterAuthor: Felix Gebhardwin32, shader
render tree node that converts a vector to screen XY coordinate
SwarfegaAuthor: unknownwin32, sourcecode included, shader
workaround for mental ray bug that produces random black spots in render. AKA AntiNaN shader. Related Tool: DL3D BlackspotsRemover
local backup
Whirly Noise shaderAuthor: Tachyonwin32, shader
A texture shader based on the flexible Worley noise, along with some custom tweaks.
Enhance XSI SEAuthor: The Graphics FactorywinAll, shader, commercial
A fully functional special edition of Enhance:XSI for both Windows 32 and 64. This version includes 15 free for any use texturing nodes. Included in this set are nine texture nodes: Agate, fBm, Cellular, Panels, WindayWaves, Coriolis, Parquet, Peened and Circular plus six support nodes: Kaliedoscope, Iridescent, Composite, NoiseWave, SmoothStep and RegionalHSV.

For more information about this version and the full 99$ (190 node) version go to the author link

T2S IlluminationAuthor: Tek2ShootwinAll, shader
T2S_Illumination is dedicated to CG artists looking for a single Illumination node to be used as a basic building block for a great variety of materials.. This shader brings together different illumination models, as well as some of the last Mental Ray functions for optimized glossy scattering. New features, such as Coating surface effects, custom Lafortune settings, or Fresnel Mask are proposed here.
T2S MentalRayAuthor: Tek2ShootwinAll, shader
previously unexposed mental ray shaders (Car Paint - Ambient and FG Occlusion - Sub-Surface Scattering - Glossy Reflection and glossy refraction - Physical Lights - D2S_Lights, which combines "physical_light" and "mib_cie_d" in order to reproduce realistic illumination)
T2S LaFortuneAuthor: Tek2ShootwinAll, shader
shader implementing the LaFortune shading model





This page created 08 2008 & maintained by Reinhard Claus