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    Nov 15th 2015: update rray.de/xsi #Softimage resource website

    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

    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:


    pb_BendSetAuthor: Pedro Alpiarça dos SantososAll, ICE, private, deform, bend
    A very versatile bend compound that can do bend, a lathe, taper, shear, twist, etc.

    Demonstrated here. You can also find a lot of information in the si-community thread linked below.

    Make sure to look at Pedro's TD reel Nodal Setups and Utilities Reel 2015.

    local backup: pb_BendSet.xsicompoundp   bend_DemoScene_2014_web.scn

    author site: http://probiner.xyz / author @ vimeo / -community thread
    LK Lightning 2.5Author: Leonard KochosAll, strands, ICE, vegetation, FX
    Updated November 2015 — LK Lightning is now free. Version 2.5 is a major update of LK Lightning. LK Lightning is a toolset which gives the artist deep but user-friendly control over the creation of many types of strand systems (not only lightning effects but many things which can be created procedurally using strands like trees, algae, feathers, ivy). Even though it is a fully ICE based system, it is designed in a way so no previous knowledge of ICE is needed. From the product page about the 2.5 update: The headlining feature for version 2.5 is Stages which allows you to create much more complicated behaviours by assigning different sets of controllers to particles based on which stage they are in. With these stages also comes a new category of compounds. Triggers that allow you to move particles between them.

    You can assign a new stage to strands that have been split off as well and thus give them a different set of rules. This is something that was requested many times by 2.0 users and is indeed super useful. Additionally there are a bunch of other useful tools for particle effects in here that stem from an awesome job I got to do at Digital Golem: Detroit Electric - SP01

    For some of the features, see LKL 2.0's changelog page — also worth mentioning is this LKL 2.0 tutorial which shows step-by-step how British channel 4's 4seven ~ On Screen Presentation was created.

    local backup: LK-Lightning-250.xsiaddon   LKL_25_SampleScenes.zip

    author link: http://leonardkoch.com / product page: /blog/ ... -now-free / mailing list thread @google groups / -community thread for 2.0 / 2.5
    Vertex Color from Polygon ClusterAuthor: Matt LindosAll, workflow, texturing, js
    The 1000th plugin added to rray.de! — Matt recently shared this one on the Softimage mailing list. Running »VertexColor from PolygonCluster« fills each polygon cluster using the cluster's display color inside a newly created Color at Vertices map.

    Usage: Drag-and-drop the link below into XSI to install, select a mesh, run Render > Property > Map Paint Tools > ML VertexColor from PolygonCluster.

    local backup: ML_VertexColorsFromPolygonCluster.xsiaddon

    autor @LinkedIn / mailing list thread @google groups
    PlayblastVR for SoftimageAuthor: Andrew Hazeldenwin64, commercial, renderer, virtual-reality
    A new renderer from Domemaster3D author and Dover Studio co-founder Andrew Hazelden — PlayblastVR is a new renderer for Softimage that creates hardware rendered panoramic 360° images using OpenGL. The PlayblastVR renderer allows you to create immersive previz renderings of Softimage scenes in LatLong, fulldome, cylindrical, and cubic panorama formats. PlayblastVR supports panoramic rendering output directly to YouTube 360 and Facebook 360 format movies with automatic metadata embedding, and to Google Photosphere spherical panoramas. PlayblastVR can render Softimage scene elements such as animated polygon and NURBS geometry, lights, ICE, hair and fur, cloth sims, and procedurally generated shading networks.

    After a PlayblastVR panoramic batch sequence rendering is complete it can be sent to an Oculus Rift or viewed using a video playback tool like DJV Viewer, Adobe SpeedGrade, Amateras Dome Player, Assimilate Scratch and Scratch Player, Kolor Eyes, Whirligig, VLC, VLCwarp Player, RV, Live View Rift, and the Softimage Flipbook
    [..] Continue reading here. The full documentation is available here.

    Supported panoramic formats: Angular Fisheye Angular Fisheye With 4:3 Ratio Background Angular Fisheye with 16:9 Ratio Background Equirectangular / LatLong / Spherical Cube Map 3×2 Cylindrical Cylindrical 270° Vertical Cross Cube Horizontal Cross Cube Vertical Tee Cube Horizontal Tee Cube Vertical Strip Cube Horizontal Strip Cube Mental Ray Horizontal Strip Cube1

    Testimonial by NSC Creative Supervisor Max Crow: I can assure you PlayblastVR is the VR tool for Softimage you have always wanted!

    Price is $249 USD for a single user license. For other licensing options see the download page.

    DepthPass ViewportAuthor: Thomas MartegoutesosAll, python, realtime
    This scripts creates a realtime depth shader/OpenGL viewport, configurable with two interactive controllers. Usage: Execute Render > Pass > Edit > DepthPass.

    After picking a camera and clicking »Apply«, the command sets up the shaders, the controllers, and then switches to OpenGL viewport output. Grouped under the camera, you'll find the two controllers which you can move along local Z to modify the near/far settings. Inside the RT Material properties, you can also edit the near/far colors. The author credits jojoba as the creator of the original CGFX shader which he optimized.

    local backup: DepthPass.xsiaddon (restart required)
    Explosia FXAuthor: Blackcore tech / Oleg Bliznukwin64, topo, ICE, particle, commercial, fluids
    A new gaseous fluids (fire and smoke) simulator from Ukraine based company Blackcore tech. This product features dynamic voxel grids, a CPU accelerated raymarched preview, OpenVDB export, the »render from camera« feature — (see videos) — all build around an ICE node-based workflow.

    From the product page: ExplosiaFX is a fluid dynamics simulation tool currently integrated in Autodesk Softimage. It is constructed based on a dynamically resizing voxel grid with a modern multigrid solver and thus provides high quality results in reasonable time. Intensive usage of AVX instructions when available makes it extremely fast without any compromises. By supporting the OpenVDB volumetric format, ExplosiaFX removes the need to render simulated data in Softimage, makes easy pipelining possible, as well as external cache processing on the Softimage side. [..] cont'd on the product page (link at bottom).

    For demo videos, see the vimeo and the youtube channel.

    Price is $499 for an individual seat license
    company page: www.blackcore.technology / product page: /softimage_efx / CGChannel article / -community thread
    wh3DViewerAuthor: Wolfgang Hurstwin64, modeling
    wh3DViewer is a fast and simple 3D Model Viewer for the following 3D formats OBJ: Wavefront OBJ ICECACHE: Softimage ICEcache files mzd: Mootzoid Geometry Cache Files stl: Stereo Lithography Ascii smd: Valve Studio MDL bsp: Valve Binary Space Partition

    Also have a look at Wolfgang's whNvInfo tool which allows you to monitor the temperature / load of several available NVidia cards.

    local backup: wh3DViewer-Windows-2014-09-23.zip
    ICE Topo Symmetry AnalyserAuthor: Alexander M.osAll, ICE, ICE, deformer, symmetry
    Updated. This ICE compound analyzes the topology of an input polygon mesh and resymmetrizes it / transfers ICE attributes from one side to the other.

    local backup: Topo Symmetry Analyser1_5.xsicompound
    author site: n/a / author on vimeo
    HDRI Light Studio ConnectionAuthor: Ben Rogallwin64, workflow, interop
    updated to work with HDRI Light Studio 4 and 5. The HDR Light Studio Connection is an independently developed plugin that provides a live connection between Softimage and HDRI Light Studio. HDR Light Studio provides lighting for your shot via the creation of a spherical HDRI map. As you light your shot in HDR Light Studio see the results in Softimage update interactively.

    The plugin works with Redshift 3D, Mental Ray, and Arnold. It does not currently work with 3Delight.

    Demo video: HDRI LS RX8 3B. For documentation and in order to support Ben's plugin development with a donation, follow the author link.

    local backup: SItoHDRLS.xsiaddon   HDRLSForSoftimage.pdf (documentation)
    Group Meshes by ModelAuthor: Tim CrowsonosAll, python, workflow
    Gathers all the polymeshes for affected models and places them in model-specific groups (i.e. one group for each model). This can be done on all the models in the scene at once, or on a selection of models.

    local backup: GroupMeshesByModel.xsiaddon

    author site: http://www.timcrowson.com / download: /tools/ / tim's git repository
    Redshift Proxy ManagerAuthor: Tim CrowsonosAll, python, redshift, rendering, workflow
    As the name implies, this is a tool for managing Redshift proxies in your scene.

    Features: Identify unresolved proxies (will appear in red) Repath proxy files Run Find-and-Replace operations on paths Manage display modes Manage mesh linking for custom preview meshes Manage material modes Set custom prefix for material name matching Quickly rename meshes to include a custom suffix

    local backup: RedshiftProxyManager.xsiaddon

    author site: http://www.timcrowson.com / download and instructions: /redshift-proxy-manager/ / thread @redshift3d.com forums
    Loop Redshift Proxy SequenceAuthor: Tim CrowsonosAll, python, redshift, rendering, workflow
    Compound for looping Redshift proxy sequences, with offset, and support for various behaviors (Loop, Bounce, etc). Add a non-simulated ICE Tree to your proxy mesh, wire up the compound, point it to your proxy sequence, then configure the values. The Start Frame and End Frame parameters are analogous to a Clip's start and end values, defining the maximum range. These will usually be the first and last frames of the proxy sequence you exported.

    local backup: Loop Redshift Proxy Sequence.xsicompound

    author site: http://www.timcrowson.com / download and instructions: /loop-redshift-proxy-sequence/ / thread @redshift3d.com forums
    FESRetopoAuthor: Angel 07 @si-communityosAll, js, workflow, fabric-engine
    A retopology tool built with the Fabric Engine - meaning it will run in other applications like Maya and Houdini as well. Note that it's using a Softimage specific initialization plugin (installed in Create > Polygon Mesh > FESRetopo), so in other applications it would have to be initialized manually.

    Angel 07's description from the si-community thread: There are three parameters: Reference - The path to the hi-poly file. Hide reference - when checked, the hi-poly reference is not drawn in the viewport. Hide HUD - when checked, edges and points are not drawn in viewport in case the splice manipulator is disabled (for example, when rotating the camera).

    In fact, the global purpose of this tool is to build the analogue of Topogun for Softimage and take the retopology process of some small models inside one 3d-program without import-export actions.

    An interesting timelapse is available on his Angel07's channel: Ear retopology sample, as well as installation instructions: FESRetopo tool.

    local backup: FESRetopo 0.7.zip
    author on vimeo / -community thread
    QuickThicknessAuthor: Konstantin KovalenkoosAll, py, thickness
    This addon which adds thickness to the surface layer of a polygon mesh. Compared to existing solutions like the built-in push or InteractiveThickness, it offers some enhancements: multiple selection progress bar multi inspect parameters invert normals if value is negative Doesn

    local backup: quickThickness_v1.6.xsiaddon

    author's youtube channel / -community thread
    Snow CompoundAuthor: mufunya @youtubeosAll, ICE, private, FX
    This is a snow generator compound posted on Russian softimage.ru forums. The thread links these two youtube videos: Softimage ICE snow build and Softimage ICE Snow V2.0 compound

    I'm not sure about the actual author of this plugin — mufunya is the youtube account name — if you have more information, post it using the form above -rr

    local backup: Snow_V2_0.xsicompoundp

    author site: n/a / softimage.ru thread
    In|Framez Tools (2002-2004)Author: Homam Bahnassi / In|Framezcompilation
    A better description for rray.de is needed - if you have any kind of information about these plugins, please submit it using the form above

    Blast from the past — a big grab bag with a number of scripts and plugins from the earlier days of XSI: addrandomanim.vbs averagenormals.vbs behaviorinstanceactors.vbs bones2chains.vbs buildnullhier.vbs clusters2objs.vbs createdefaultlighting.vbs curvelength.vbs envdatamove.vbs fcurvesopt.vbs fillsrtchannels.vbs ik2fkplot.vbs legacyparticles.xsiaddon mergestaticclips.vbs normalizedweightscheck.vbs rangefromobject.vbs replaceimageclips.vbs replacemats.vbs roundparams.vbs roundpointspos.vbs scaleref.vbs srtkeysmatch.vbs togglepass.vbs transactionsource.vbs visualoffset.vbs recordingsamples renderpassesqueriespack rtincidence rtreflectionmask swfi_xsi64 transpblend xsimessengerpack

    local backup: inframez.zip
    author link: http://www.inframez.com/ / company @facebook
    Fabric Engine 2Author: Fabric SoftwareosAll, deformer, customtool, rigging, interop, workflow, fabric-engine, commercial
    Fabric Engine is a common framework for extending 3D applications like Maya, Modo, Houdini, Unreal Engine and Softimage. Fabric wraps the base functionality of each of these programs in the same programming interface — this extra »layer« makes it possible that the same code (or visual node graph if prefered by the user) can be used to extend any of these programs.

    At its core, Fabric is a combined CPU/GPU visual FX computing engine that comes with a set of tools built around it making it accessible for a wide range of uses. The python-like programming language (KL) forms the basis. On top of that there's a visual programming interface ( »Canvas« ) and plugins for several DCC applications (formerly »splices«, now »integrations«). These tools work in a complementary fashion - they can be used separately, together, as part of a pipeline or not. The Fabric team focuses on ease-of-use, performance and portablity between applications. Fabric is modular by design so existing modules like for Oculus Rift, MIDI, Leap Motion, »fabric vegetation« or the »rigging toolbox« can be used to shorten development cycles. Users can wrap and share their own modules - a growing public library of extensions already exists (see company link).

    Have a look at the main site linked below as well as the Fabric vimeo channel to get a first overview. For the Softimage installation instructions and first usage steps, see Installing Fabric for Softimage — similar videos exist for the other applications.

    For the unofficial japanese documentation please visit here: 日本語版

    Fabric Engine is free as a 1-per-person license (named »evaluation« even though it can be used commercially), and studios can also apply for »Fabric 50«, a starter program with 50 free licenses. For anything beyond, Fabric Software offers a tiered pricing model.

    company link: http://fabricengine.com / -community thread
    Kraken rigging frameworkAuthor: Eric Thivierge / Fabric Engine IncosAll, js, workflow, rigging, fabric-engine
    From Eric's release announcement on the Softimage mailing list:

    I'd like to announce the first release of Kraken, an open source cross DCC rigging framework. The framework is built using Python and Fabric Engine's KL language. The system is targeted towards Rigging TDs with a solid knowledge of Python programming concepts. This framework allows for creating custom components and procedural rig builds for quickly prototyping and iterating on your assets. It's been a 2 year endeavor between Phil Taylor and myself. We're really happy with the features we've put in and look forward to continuing to push new features moving forward.

    I'm currently at Siggraph but will be making tutorial videos in the coming weeks to help people get up and running. For those of you feeling adventurous, you can dig in by getting more information at our Github page here: http://fabric-engine.github.io/Kraken/.

    And clone the repo from Github here: https://github.com/fabric-engine/Kraken/
    A big thanks goes out to Hybride Technologies and Fabric Engine without whom this collaboration would not have been possible. Also a shot out to Steve Caron, Sylvain Berger, Jentzen Mooney, and Phil Taylor for getting the PyQtForSoftimage going for PySide.

    Kraken provides a flexible, customizable and extendable framework that leverages Fabric Engine’s Splice API. Kraken deploys across 3D applications and because of its use of Fabric Engine Splice, maintains functionality no matter what DCC is used to build a rig.

    Documentation is available here.

    Squash & Stretch with Volume PreservationAuthor: Julien SilvestreosAll, ICE, deformer
    From the video description of Squash Stretch Volume Preservation Softimage ICE:

    Squash stretch and volume preservation like the fstretch plugin on Maya. Example of use during the video : deform a mesh drive tension and compression point position to rendering (via weightmap) deform mesh with volume preservation deform by blendshape or custom pointposition...

    for this video, i've use malcom rig from animschool.com

    Available for $/€0+ here at gumroad.
    Foam EffectAuthor: Nika RaguaosAll, ICE, scene
    Soap bubble effect using ICE which simulates a dynamics system in which few large bubbles push away many small bubbles. Based on TDSurvival's video Spherical push with ICE.

    Video Demo: Foam effect in Softimage ICE Promo

    local backup: ice_foam1.scn   ice_foam2.scn

    author on vimeo / tutorial on vimeo
    BOm Rule of Thirds ICEAuthor: Cristiano PolicarpoosAll, workflow, ICE
    This was posted on the mailing list a while ago: [..] A simple approach to camera rule of thirds using ICE particles. Thanks to Andy Moorer for sharing your Example – Camera Planes and Projections in ICE.

    How to use it: Create an empty pointcloud create an unsimulated Ice Tree drag your camera to Ice Tree connect to BOm Particle Rule of Thirds compound.
    Tip: you may want to change the thickness of the lines. For this, change Point Size (pixels) in pointcloud Particle Display. Enjoy!

    local backup: BOm Particle Rule of Thirds.1.1.xsicompound

    autor @LinkedIn / mailing list thread @google groups
    Redshift RendererAuthor: Redshift Rendering Inc.osAll, renderer, redshift, commercial
    Version 1.3.08 updated Nov 12th 2015 From the company's website: Redshift is a GPU-accelerated biased renderer offering the ultimate in flexibility and control at incredible speeds. [..]

    Biased Rendering: Redshift is a biased renderer. Redshift uses approximation and interpolation techniques to achieve noise-free results with relatively few samples, making it much faster than unbiased rendering. Redshift supports several biased global illumination techniques including: Brute Force GI Photon Mapping (with Caustics) Irradiance Cache (similar to Irradiance Map and Final Gather) Irradiance Point Cloud (similar to Importons and Light Cache). You choose the techniques that work best for your particular scene.

    Out-of-Core Architecture: Redshift uses an out-of-core architecture for geometry and textures, allowing you to render massive scenes that would otherwise never fit in video memory. A common problem with GPU renderers is that they are limited by the available VRAM on the video card — that is they can only render scenes where the geometry and/or textures fit entirely in video memory. This poses a problem for rendering large scenes with many millions of polygons and gigabytes of textures. With Redshift, you can render scenes with tens of millions of polygons and a virtually unlimited number of textures with off-the-shelf hardware.

    Proxies and Instances Redshift supports geometry instancing allowing you to render massive scenes with large numbers of repeating objects, like grass or trees
    [..] Follow product link to continue reading.

    Pricing information: Price is $500 for a node-locked or $600 for a floating license (5 lic. minimum for floating). Both options include 1 year of maintenance. For other options, see the purchase page.

    author link: http://www.redshift3d.com / product page / download: ..forums/viewforum/23/ / -community announcement- and render tests thread
    Arnold RendererAuthor: Solid AngleosAll, arnold, commercial, renderer
    V3.11.0 updated Nov 4th 2015. 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.

    company link: http://www.solidangle.com / download: ..download/
    alShadersAuthor: Anders Langlandsupdated, osAll, shader, arnold, compilation, cppsrc
    Updated Nov 15th 2015alShaders provides a suite of shaders, procedural textures and utility nodes that forms a complete, production-oriented shader library for SolidAngle's Arnold renderer.

    Installation tips from Stephen Blair.

    The collection includes surface shaders: alSurface: alSurface is a physically plausible, energy-conserving, general-purpose surface shader — suitable for any dielectric or metallic material including skin, plastic, wood, metal, glass, etc. This document is a reference guide to the parameters. alLayer: Shader to layer two surface shaders together alHair: Dual-scattering, multiple-importance-sampled hair shader — create believable hair shading with a plausible direct lighting model and approximate multiple scattering. The scattering from a hair fibre is a complex interaction of multiple lobes, often referred to in the literature as R, TT and TRT. Those related to the Specular 1, Transmission and Specular 2 lobes, respectively. The Diffuse lobe represents multiple scattering between hair fibres. This document is a reference guide to the parameters.

    Texture shaders: alFractal: Fractal noise pattern generator — The classic shading artist's best friend with support for both fractal Brownian motion and turbulent noise types. alCellNoise: Cell noise pattern generator — fractal cell noise with support for both distance-based effects and chips can be useful for a variety of procedural effects. alGaborNoise: Gabor noise pattern generator — an advanced noise type alFlowNoise: Flow noise pattern generator — Useful for creating noise patterns that feel similar to fluid flows. alPattern: Simple pattern generator — generate different periodic wave signals to be used as the basis for other effects. alTriplanar: Projects a texture orthographically in three axes — useful for quickly adding bombing patterns of texture to objects to add variation and breakup. alBlackbody: Generates a Rec709 color from the blackbody spectrum for the given temperature — useful for fire, lava, light colors and any self-illuminated object. alFlake: Generate a normal map of randomly-oriented flakes — useful for car paint shaders, granite and other polished minerals. To use, connect it as a tangent-space normal map to alSurface, making sure Gamma is set 1. Then connect a smooth normal (alInputVector set to Ns) to the Diffuse and Specular 1 Normal parameters. This will use the flake normal for Specular 2 only and the original smooth normal for Diffuse and Specular 1.

    And utility shaders: alCombineFloat and alCombineColor: Utility shaders to combine float and color types in various ways (multiply, mix etc.) alRemapFloat and alRemapColor: Utility shaders for remapping and adjusting float and color values. alLayerFloat: Layer multiple floats together with alpha blending — This can be handy for stacking multiple image or procedural channels together and blending between them in different areas, for example for a displacement shader. alLayerColor: Layer multiple colors together — layer up to eight color channels together with a variety of Photoshop-style blending modes. alSwitchFloat: Eight-way switch between input — use this to select between multiple float values based on the value of a float input. alSwitchColor: Eight-way switch between inputs — use this to select between multiple color values based on the value of a float input. alCache: Caches the input value for optimization of multple shader calls — useful for optimizing complex networks where you know that multiple evaluations of a particular subnet are slowing your render down. alCurvature: Measure the local curvature of the surface — can be used to create effects such as stretch maps and dirt maps, or to simulate wear and tear. For best results remap and combine with a noise function then use it to drive layering effects in your surface shader. alInputVector: Grab useful vectors from the shader state and use them in a network — combining these vectors can be useful as building blocks for more complex effects. alInputScalar: Grab useful scalar values from the shader state and use them in a network — combining these vectors can be useful as building blocks for more complex effects. alJitterColor: Applies random color variation within a range — use this in a network attached to multiple objects to add random color variation to each object.

    author link and download: http://anderslanglands.com/alshaders/ / repository @bitbucket
    Mitsuba ExporterAuthor: Angel 07 @si-communitywinAll, interop, renderer, cppsrc
    v0.7.2 updated Apr 4th 2015. This plugin is called Mitsuba and Softimage synchronizer (shortly MaSs). I start to develop it for understanding how the Mitsuba renderer works. So, some tool for export scenes needed. Of course, there are some other exporters from Softimage to Mitsuba. One of them here. I try to understand how it works, but then decide to create my one exporter with Python and GUI.

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

    Slava Shumikhin made a fork of an older version of Angel 07's plugin available here on github.

    local backup: MaSs plugin 0.7.2 package.zip   Mitsuba 0.5.0 x64 Win.zip (compatible version of Mitsuba)

    author @ vimeo / -community thread
    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
    aka QuickShutter. 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
    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
    Domemaster3D Lens ShaderAuthor: Andrew HazeldenosAll, cppsrc, shader, mentalray, scene
    Updated January 2015 with LatLon Stereo Rendering — The Domemaster stereo shader for Softimage is designed to create 2D & 3D fulldome renderings for use in planetariums and other fulldome theaters, and spherical/equirectangular renderings with the latlong_lens shader. Roberto Ziche created the domemaster stereo shader for 3D Studio Max and I added the Autodesk Maya and Softimage support. [..]

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

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

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

    local backup: domemaster3D.xsiaddon   domemaster3D_sample_projects.zip   src.zip (source code)

    author site: http://www.andrewhazelden.com / download: blog/downloads / project @github / -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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