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updated   ICE   compilation   cppsrc   scene   shader   shadercompound   workflow   interop   win64   linux   python   vbs   js   curves   modeling   rendering   deformer   rigging   commercial   deformer   kinematics   topo   strands   customtool   hair   sort by plugin name   sort by author   sort by date added   invert displayed
txManagerAuthor: Vincent Ullmannupdated, osAll, rendering, workflow, arnold
A texture converter for Arnold's tx format. Arnold will accept almost any texture format, but prefers its own tx format which supports tiling and mipmaps. This addon provides a simple interface for managing and converting the textures in your scene in a non-destructive way, inspired my MtoA's original txManager. Installed in Main Menu > File.

local backup: (copy to any Plugins folder)
author site: / download: /tools.html
FuraxAuthor: Benjamin MalartreICE, strands, hair, modeling
From the documentation linked below (red.): Furax is a set of ICE compounds for grooming hair using the surface/volume of a polygon mesh guide. Furax was originally developed at Ellipsanime Studio and used on the TV series »The Linkers and Boulle & Bill«. A Furlax setup is composed of four objects: a polymesh emitter, a polymesh cage, a guide point cloud and a render point cloud. In the end, at rendering stage, only the render point cloud is used. We animate the hair strands via simulation and/or rigging of the cage object. It's a solid but not accurate framework for the animation of hair as it will be moved in packets instead of per fiber.

Demo video

local backup: FuraxWorkgroup.rar   Furax.scn (demo scene)

author link: / download: /pages/docs.php?id=Furax / -community thread
Braid SetupAuthor: Anto MatkovicosAll, ICE, hair, scene, modeling
Quote from the forum thread (see link section below): Here is typical rope braids ICE setup, if anyone is interested. I've used strand extrusions from Melena to get polygons. Added a 'manual' setup with clones too, one yarn is enough to define the pattern - should be interesting modeling exercise.

local backup: rope3yarns.emdl (drag and drop from netview)

author site: / -community thread
m|SlideRelaxBrushAuthor: Martin Yaraupdated, osAll, js, modeling
A one-click solution for setting up XSI for smooth/relax weightmap painting. Start painting by selecting either the menu item Modify > Deform > m.Slide Relax Brush or the item with the same name inside an object's context menu.

From the si-community thread: This is a simple tool that uses a combination of Shrink Wrap, Relax, Gator and Weight Maps to relax a mesh without changing its shape, or at least, not by much. Something similar to slide edges. It also has an option to preserve UVs using Gator. It is very simple, but very useful for my modeling, I wish I had done this a long time ago.

Video demo on Youtube.

local backup: (copy to any Plugins folder)
author blog: / -community thread
Preview PosesAuthor: Reinhard Clausupdated, osAll, workflow, animation, modeling, deformer
A helper for envelope weight painting and modeling for animation. »Preview Poses« lets you preview your mesh live in different poses while weight painting, modeling (including topo changes) or shape editing. Installed in Sidebar (MCP) > Edit.

Usage: First make sure mesh and joints are inside a model structure Select the mesh you wish to preview, then run the command Add Preview Pose. This duplicates the model and creates an ICE deformed clone of the mesh inside the new model Move or branch select/isolate the duplicated model in a different viewport and pose as you wish. Any custom rig will keep working for the duplicated model if the rig was part of the master model.

Other commands available: (Note these might not work when using a custom rig - use stored actions on the controllers instead) Add Preview Pose from Base Pose: Creates a preview pose using the mesh base pose Preview Pose zero out: Sets the preview pose to the neutral position Preview Pose from Master: Changes the selected preview pose so it matches the master Preview Pose to Master: Changes the master pose so it matches the selected preview's

For more infomarion, see the thread in the link section below.

local backup: AddPreviewPose.xsiaddon (drag-and-drop)
author site: / -community thread
XPOP v3.2Authors: Reinhard Claus / Julien Carmagnacupdated, winAll, python, workflow, custommenu
Updated Oct 2016 with a Houdini rewrite by Julien Carmagnac. XPOP Menus popup menus that are fully customizable via scripts, and can be used with all scripting languages available in Softimage / Houdini

New features for XPOP 3.2: Underlined items Some new icons Icon caching Greyed out menu items Icon support (including Checkmark) Icon collection from included Object oriented API (similar to Patrick Boucher's python extension for XPOP2) Section headers for more linear grouping than submenus Visual customization options: margins, spacing, font, fontsize, coloring

Julien's brand new XPOP for Houdini is available here. Junkie's japanese version of the documentation is available here..

local backup: XPOP32.xsiaddon (drag-and-drop)
author link: / -community thread (XSI) / -community thread (Houdini)
PlaySoundAuthor: Reinhard ClauswinAll, py, workflow
This xsiaddon installs the custom command »PlaySound« which plays a sound when called from a script (any language). It could be used for example as a notification after some lengthy process is finished.

Possible Arguments for the command (argument type string): "Adara", "Alya", "Andromeda", "Aquila", "Arcturus", "Argon", "Atria", "Blip", "camera_click", "camera_focus", "Capella", "Carbon", "Centaurus", "Cesium", "CetiAlpha", "Chime", "Chord1", "Chord2", "Chord3", "Clear", "Click", "Dock", "Effect_Tick", "Element", "Error", "Girtab", "Good", "Helium", "Hello", "Hojus", "Hydra", "Ivory", "Keypress", "Krypton", "Light", "Lock", "LowBattery", "Machina", "Mira", "Modular", "Momentum", "Moto", "Natural", "Organic", "Orion", "Osmium", "Oxygen", "Pegasus", "Ping", "Platinum", "Pluck", "Pollux", "Procyon", "Pyxis", "Scarabaeus", "Shaula", "Snap", "Soft", "Solarium", "Sonar", "Spica", "Syrma", "Talitha", "Tejat", "Undock", "Unfold", "Vega", "VideoRecord", "WirelessChargingStarted", "Zeta" (collected by user kanttii on

local backup: PlaySound.xsiaddon

author site: / -community thread
ns_VersionAuthor: Niclas Schlapmannupdated, osAll, python, workflow
v0.51 - updated Jan 2016 — The successor of Niclas' popular Simple Version Managerns_Version is a python script that allows you to version your scene related data. That includes the XSI scene itself, renderpictures, captures & ICE caches. You can organize it with a bunch of subfolder possibilities which placed it in the common XSI scenefolder structure. There are also some handy tools/scripts included.

local backup: ns_Version_v051.xsiaddon (drag-and-drop)   usage screenshots: 1   2   3

author site: / author portfolio: /wp/?page_id=40 / download: /wp/?p=682
ns_SpiderWebAuthors: Niclas Schlapmannupdated, osAll, ICE, strands
Softimage ICE Compound to generate spiderweb-like strandforms (non-simulated).

Related plugins: Aging cobwebs, ICE IK Solver Spider.

local backup: ns_SpiderWeb.xsicompound (drag-and-drop)   usage screenshots: 1   2

author site: / author portfolio: /wp/?page_id=40 / download: /wp/?p=676
ns_FlowerThingAuthor: Niclas Schlapmannupdated, osAll, ICE, strands, vegetation
A tiny spare-time project with some strand and particle parts. I rendered it in Redshift with some little comp-work in Fusion..

See the result here: Flower….thing.

local backup: ICE tree screenshot (DIY! - no download)

author site: / author portfolio: /wp/?page_id=40 / download: /wp/?p=1209
ns_NurbsToWireAuthors: Niclas Schlapmannupdated, osAll, ICE, strands
ns_NurbsTo Wire compound is a solution to generate wire like structures (strands) from a nurbs object.

Related plugins: LK Fabric, Knit Strand Pro, ICE Knitting, Strands Grid/Fence Mesh. Instruction video: ICE - ns_RayGun, Demo video: lizard Test

local backup: ns_NurbsToWire.xsicompound   usage screenshot

author site: / author portfolio: /wp/?page_id=40 / download: /wp/?p=674
ns_RaygunAuthors: Niclas Schlapmannupdated, osAll, ICE, strands
ns_Raygun shoots "rays" (strands) with controllable bounces from a given emitter geometry torwards a obstacle. Note: i recognized there is a issue if the environment-geo has no thickness and correct normals.

Instruction video: ICE - ns_RayGun, Demo video: lizard Test

local backup: ns_RayGun.2.0.xsicompound   RayGun_Lizard.scn (demo scene file)

author site: / author portfolio: /wp/?page_id=40 / download: /wp/?p=672
ns_LegolizerAuthors: Niclas Schlapmannupdated, osAll, ICE, particles, voxelize
ns_Legolizer compound generates, from a given geometry, a instanced pointcloud with some variation of legopieces. You can transfer textures/vertexcolors to instanced legopiece color.

local backup: ns_Legolizer.emdl   usage screenshot

author site: / author portfolio: /wp/?page_id=40 / download: /wp/?p=670
ns_Redshift ID HandlerAuthor: Niclas Schlapmannupdated, osAll, python, rendering, workflow, redshift
After my last freelance job, with a lot of objects and materials, i decided to develope a Python/PyQT plugin to organize PuzzleMatte IDs in Softimage with Redshift.

This can organize ObjectIDs (on meshes, pointclouds, groups), MaterialIDs and AOVs as well This script works with Redshift v1.3.15 and above This is not production approved. If you found some critical bugs feel free to contact me. — Features: organizing MaterialIDs, ObjectIDs, PuzzleMatte AOVs automatic generation of IDs and AOVs check functions (IDs <> AOVs) selection of objects/groups over IDs

local backup: ns_RedshiftIDHandler_v01.xsiaddon
ns_GatherTexturesAuthors: Niclas Schlapmannupdated, osAll, workflow, rendering
A little Python/PyQT script that gather & copy Texture(s) from your Softimage/XSI scene to specific folder. Some notes for ns_Gather Textures Version 0.1:

supports Sources in Materials, Sources in TextureMaps-Properties & Sources in Lightshader (Sources on Camerashaders, Volumeshaders, Environmentshader & Rotoscopes will follow) supports Texture Sequences with any kind of Padding supports UDIM Sequences in .1001. Format (like in Redshift) unused ImageClips will be ignored unused Materials with Sources will be included can causes redudances from copied textures/images per MODEL and OBJ mode needed installations/descriptions for PyQT - do you have installation problems with PyQTForSoftimage -> Softimage Mailinglist

Install the ns_GatherTextures_v01.xsiaddon in your favourite workgroup.

local backup: ns_GatherTextures_v01.xsiaddon   usage screenshot

author site: / author portfolio: /wp/?page_id=40 / download: /wp/?p=1406
ns_BruteForceVrayRenderAuthors: Niclas Schlapmannupdated, osAll, rendering, vray
Workaround for some bugs (like animated-textures, obsolete with Vray 3.0)

local backup:

author site: / author portfolio: /wp/?page_id=40 / download: /wp/?p=512
ns_SelectParentsAuthors: Niclas Schlapmannupdated, osAll, workflow, py
Selects parent objects of selected objects (supports multiple selections). Installed in Sidebar (MCP) > Edit.

local backup:

author site: / download: /wp/?p=512
ns_TopNullAuthors: Niclas Schlapmannupdated, osAll, workflow, py
ns_TopNull_To_ObjectSRT - Add parent nulls to the selected objects at the position of each object's center, ns_TopNull_To_WorldCenter - Add parent nulls to the selected objects at the world center (both scripts support multiple selections). Installed in Get > Primitive menu.

local backup:

author site: / download: /wp/?p=512
Strand Collision FrameworkAuthor: Mathias Nordskogupdated, osAll, ICE, strands, scene
updated for Softimage 2015. This set of ICE nodes simulates inter-strand collisions as well as strand self-collisions. Fwiw the author declares it to be in a »useable enough« state — see the demonstration video to get an impression of its speed and stability.

[..] Usage should be largely self-explanatory, with the zip containing a number of example scenes. The length correction factor before collision takes place corresponds to the bidirectional length correction in the original strand dynamics framework. Think of it was a wobbliness factor. A lot of the compounds have a Range input. These compounds are driven by various values, usually the collision force. We divide the input by the range value and clamp it between 0 and 1, so a range of 10 and an input value of 1 would give you 0.1, or a 10% effect. The lower the range the stronger the effect, with 0 disabling it completely.

Read more in the thread linked below, including usage and the limitations

local backup: StrandCollisionFramework_2015.xsiaddon (includes patch from si-commmunity thread) (demo scenes)

author site: / -community thread
Concatenate Per-Point Attribute ArraysAuthor: Mathias Nordskogupdated, osAll, ICE
was updated back in 2013 to v1.2Custom ICE node that concatenates per-point attribute arrays into a single object-context array. Similiar to the Build Array From Per Point Data node, but gives you the per-point arrays for any given attribute in a single array — It also outputs IDs that can be used with the factory 2D Array nodes, so you can select sub-arrays for specific points.

Supports all data types other than string and custom data. Will return an error if the attribute plugged into it is already in the object context. I haven't tested the 32bit build, but it's probably fine. Haven't come across any other way to do this, so hopefully I'm not reinventing the weel here.

Note this plugin is already included in »Strand Collision Framework«

local backup: Per_Point_Array_1.2_64.dll (copy to a Plugins directory)   usage screenshot

XSI Multiple EPS/AI Files ImporterAuthor: Christian Dallingerupdated, win64, interop
This tool appears to work like this — The tool is started while XSI is running. Next use XSI to import one EPS/AI object, then press F9. The tool detects the key press, connects to XSI and batch imports all EPS/AI files that are in the same folder as the first imported file.

Note: This is a windows executable. Use at your own risk.

local backup: XSI Multiple EPS AI Files Importer v0.1.exe
author site:
Softimage Survival Pack 1.6Author: variousupdated, win64, compilation
updated for the final versions 2015_SP2/2015_R2_SP2 — Softimage Survival Pack wraps a number of add-ons that can only be applied by patching factory files. See the thread in the link section below for a preview.

Replaces the green Autodesk app icons with the old black 'X' icons XSI 5's splash screen graphics for Softimage 2015 (other versions are getting different splash screens) top-right toolbar logo replaced with the old version added feature for ICE: Menu item »select object(s)« in the context menu of get data scene reference nodes now supports multiple selection added feature for ICE: Executable compounds added to the lists in Preferences > Custom > ICE Operators (AKA »Custom ICE operators«) can now be applied to multiple selected objects at once using the specified menus.

Note: This is an installer executable which patches files inside the Softimage application directory. Backups of the original files are created (named *_original) and can be restored manually or using the included uninstaller (via Windows Control Panel > Software). Supported versions: Softimage 2013 SP1, 2014 (all SPs) and 2015. Not tested on Windows 8. Uses the Nullsoft NSIS Installer/VPatch addon. Use at your own risk.

local backup: Softimage_Survival_Pack_v1.5.exe
-community thread
Blur Studio API's, Libraries and ToolsAuthor: BlurwinAll, rigging, compilation, workflow, python, fabric
New Version from August 2016. Blur kindly published their inhouse XSI and MAX toolset for public use.

If someone has information on the content of this toolkit, please submit it using the form at the top of this page.
author link: / download @sourceforge / installation info @/wiki/ReadMe/
BlurBeta toolkitAuthor: BlurwinAll, rigging, compilation, workflow, python, fabric
The BlurBeta plugin suite from the earlier days, which was developed by a different team than the »Blur Studio API's, Libraries and Tools« above, not directly related to Blur Studio anymore.

XSI MAIN TOOLS - Blur Script Distribution, an explorer like interface where you can run scripts. - 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 - Export of Caches from objects in the scene. Can export Pc2 (PointCache) and Tmc (TransformCache) - Rename objects in blur's naming convention - 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. - Import of many different kinds of assets, Meshes, Rigs etc. Some functionality requires the Production Resources install

show more...

local backup: blurBeta_XSI.exe
author link:
PlayblastVR for SoftimageAuthor: Andrew Hazeldenupdated, win64, commercial, renderer, virtual-reality
V1.3 updated June 2016 with support for cropped LatLong image output (Full Version History) — 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 product page.

Rolling Carpet RigAuthor: unknownupdated, osAll, rigging, scene
This rolling carpet rig of unknown origin was recently posted on the Softimage mailing list. It uses a null controller to roll/unroll the carpet.

Related plugins: pb_BendSet

local backup: roll_rug.scn
author site: n/a / mailing list entry @google groups
Irregular Shape RollAuthor: Julian Johnsonupdated, osAll, ICE, animation, rigging, rollrig
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. Let me know if you have any suggestions, improvements or performance tweaks or if you find any bugs.

Thanks to Helge and Martin Chatterjee for their resources on similar operators.
(see entries directly below)

Short demo clip available here.

local backup: Roll_Object.xsicompound   roll_object_v001.scn

Advanced FootrollAuthor: Helge MatheeosAll, js, animation, rigging, rollrig
Dates back to 2006, confirmed working in Softimage 2014.In this post I would like to demonstrate a technique using a scripted operator to roll something along its edges / boundary. The post includes the full code as well as images / movies for further explanation.

I created an object, and extracted a curve from the boundary edges. Of course, you can always go the other route and create the curve first, and then afterwards create the mesh off the curve. What I now want to do is roll the object along this curve, like a footroll.

Continue reading on the Softimageblog page.

local backup: rollScriptedOperator.txt (.js - use as a scripted operator)   adv_footroll.scn (demo scene - rotate the pointed box null)

author link: n/a / entry
Rolling Ball RigAuthor: Martin ChatterjeeosAll, animation, rigging, rollrig
2007, confirmed working in 2014 — This rig model by Softimage TD Martin Chatterjee shows how to automatically rotate a ball depending on its X/Z position. See also this 2012 tutorial by Paul Smith on the same subject.

local backup: BALL_RIG.emdl (drag and drop into 3D viewport)

author site: / mailing list @google groups
RollObjectKineAuthor: Sajjad AmjadosAll, ICE, kinematics, animation, rigging, rollrig
This addon works similar to Julian Johnson's ICE »Irregular Shape Roll« above but uses a pure ICE kinematics approach. Spotted by si-community user NNois who notes: Create a simulated ice tree on your geometry with this compound plugged in, just input an animated null position in to drive your geometry.

local backup: RollObjectKine.0.7.xsicompound (drag and drop into simulated ICE tree)
author site: / -community thread
Dynamic Pivot TumblingAuthor: Pedro Alpiarça dos SantososAll, ICE, private, rigging
These compounds enable Softimage riggers to use arbitrary shape pivoting. They support arbitrary and even actively deforming polygonal objects.

Video instructions are available: ICE Dynamic Pivot Compounds.

local backup: pb_2DHullTumble.xsicompoundp   pb_2DHull.xsicompound

author site: / reel / vimeo channel / download / -community thread
emTreeAuthor: Eric Mootzupdated, winAll, topo, modeling, vegetation
A very interesting tool Eric recently released as freeware. Given a set of polygonal objects that have holes (open edges), emTree will conjoin copies of these objects using the open edges. Depending on how you constructed your geometry and on the given parameters, it can not only generate trees but all kinds of objects that have some sort of hierarchical structure, like seaweed, stylized hair, even 'greeble'. For usage instructions and an quitck overview, see emTree 1.00 - Release / Teaser. For a tutorial, see emTree 1.00 - Tutorial - Elements and Rules + Basic Setup.

author site: / product page: /plugin/emtree / author @ vimeo / -community thread
Bubble ShaderAuthor: François GastaldoosAll, shader, mentalray, shadercompound
A blast from the past (2010) that's never found its way on From the download page — Bubbles are really simple to do. A little bit of soap, some water, and voila! Unfortunately, it’s not so easy in 3D. Bubbles are so thin that light is interfering and a lot of colors are visible. But interference colors are not rendered by MentalRay… So I’ve made this Bubble Shader Compound for Autodesk Softimage 2011! It renders very well on spherical ICE particles.

Bubbles are visible just because there is an environment. They are mix of transparency and reflections. To see bubbles, you have to connect an environment shader or have one plugged in your pass. To have bubbles render fast, you must have a low number of reflection rays (2 to 4 is enough), the number of refraction rays depends on the numbers of superposed bubbles in your picture.
[..] (cont'd on download page)

For a demonstration of this shader, see Bubble Shader Compound for Autodesk softimage 2011.

local backup: Bubble.xsirtcompound

Electron Microscope ShaderAuthor: François GastaldoosAll, shader, mentalray, shadercompound
Another item from the past (2010). From the download page — Do you like nanotechnologies or microscopy biology? What I really like is the look of those wonderful Electron Microscope images showing the nanoworld. There are noisy, strangely lighted, and seem to be from another world, strange and frightening…

So, I’ve made a shader compound for Autodesk Softimage 2011. The main interest of this compound is, of course, to simulate the electron microscope look, but also to show how to make it ready for passes, compositing, and easy to use.

This Shader Compound is made for Educational purpose, and it is fully commented. It’s really easy to make Electron Microscope look. It’s simply an incidence and an ambient occlusion. But to make this usable and adaptable is not so easy. That’s the goal of this compound. Have a look inside it!
[..] (cont'd on download page)

For a demonstration of this shader, see Electron Microscope Shader Compound for Autodesk Softimage.

local backup: ElectronMicroscope.1.1.xsirtcompound

POLYAuthor: Olivier JeannelosAll, ICE, compilation, array
A motion graphics toolkit for procedural manipulation of polygons. For a demo/introduction, watch POLY manipulating polygons.

Its core functionality is about applying per polygon transforms such as scale, rotate and translate, in either global or local space, using a pivot on either on one of the edges, or at the polygon center. From the vimeo page: A set of ICE nodes I developed during a recent job. A lot of this techology is taken from Christian Götzinger and Cesar Saez. I just rewired together and compounded to ergonomic- easy to use purpose. If someone is interested, I can share the compound and some demo scene, just drop a line below.

local backup: OJ_POLY.xsiaddon

author's vimeo page / download: @google groups / -community thread
BodycloudAuthors: Oleg Bliznuk / Rob ChapmanosAll, ICE, scene
si-community user anhungxadieu inquired about how to create an effect like Vladimir Jankijevic used in his popular Bodycloud video. Oleg and Rob posted two solutions, Oleg's (vdbaccum.scn) solution using his OpenVDBtoSoftimage plugin. A video demo of Rob's solution (mocap_kick_test.scn) can be seen here: volume_shell_over_time5

local backup: vdbaccum.scn   mocap_kick_test.scn

oleg's youtube channel / rob's website: / -community thread
GroomtoolsAuthor: Reinhard ClausosAll, ICE, strands, hair
A set of compounds for creating hair (ICE strands) by using groups of curves as guides (By using groups, guides can be easily duplicated/removed). The generated strands can themselves be used as guides, which allows to generate a number of effects including clumping.

Hair can be styled using a layered approach, a layer represents a simple 'groom' that can be blended with other layers into more complex shapes. Blending of different layers can be done using a simple weight slider, or parametrically using guide distance, painted weightmaps or distance nulls. Each layer can have its own guide group, also guide groups or individual guides can be shared between layers. The provided sample scenes shows most of the available options.

See the si-community thread for more examples.

Requires: ICE Array Nodes

download: Hair Emit.2.0.xsicompound   Hair Layer.2.0.xsicompound   Morph To UV.xsicompound

author site: / -community thread
Kraken rigging frameworkAuthor: Eric Thivierge / Fabric Engine IncosAll, js, workflow, rigging, fabric-engine
updated to V1.1 — From the announcement on the new fabric engine forums: I'm excited to announce that we have released version 1.1.0 of the Kraken Rigging Framework. This is our second release which mainly focused on UI / UX work and also updating the system to work with Fabric Engine 2.0 and higher.

Kraken is a cross-platform Rigging Framework that provides a flexible, customizable and extendable framework. Kraken leverages Fabric Engine’s Splice / Canvas API to maintain consistent evaluation of solvers and deformers. Kraken’s abstracted Python graph provides a layer where complex rigs are defined, with which DCC plug-ins translate into DCC specific build instructions then scene elements are output.

With the update to use Fabric 2.0, users are now able to construct solvers using the Canvas interface. Users who are familiar with Softimage's ICE interface should feel at home using Canvas for creating solvers using a nodal interface.
[..] (cont'd in the announcement post)

Documentation is available here. Also available: Installation Tutorial and the release notes.

To quickly get started, watch the videos Eric posted in this thread

author link: project @ github / download @ github / kraken subforum on / -community thread
FESRetopoAuthor: Angel 07 @si-communityosAll, js, workflow, fabric-engine
updated to 0.75, information about update can be found here — 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
author on vimeo / -community thread
Fabric Engine 2.1Author: Fabric SoftwareosAll, deformer, customtool, rigging, interop, workflow, fabric-engine, commercial
updated, read about the new features here — 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: / fabric engine forums / -community thead for 2.0 / 2.1
jpbMultiExtrusionAuthor: Juan-Pablo BrockhausosAll, js, topo, deformer, curves, extrusion
Replying to a request on the mailing list by Olivier Jeannel: Simple one: Do we have something to extrude a curve along multiple curves at once (a group of curves or multi selected)?

Juan quickly replied with: no... but I have a script for that. ;-) actually two scripts. one creates polymeshes, the other a nurbs surfaces. select all the curves you want to extrude on run script pick the curve you want to extrude. hope that helps.

local backup: (also contains a python script by Gareth Bell who posted his solution a short while later.)

author site: / mailing list entry
Convert to Redshift ProxyAuthor: Tim CrowsonosAll, python, redshift, rendering, workflow
Adds a new command to the context menu for objects in the Scene Explorer: 'Convert to Redshift Proxy'.

Features: Exports the selected items to a Redshift Proxy, then re-imports the result back into the scene Optionally maintains parenting, but only to the parent of the first selected item Appends a suffix (defaults to '_RSPROXY') to the name of the proxy mesh, to distinguish it from other polymeshes Locks the Construction stack on the proxy mesh to prevent it being frozen by accident Optionally lets you specify a display mesh for GL previewing Options for handling the source items: 1. Group the source items in a group called '[proxyname]_SOURCE_ITEMS' and hides the group / 2. Delete the source items / 3. Do nothing with the source items. (From the plugin source code)

Related: Redshift Proxy Manager

local backup: ConvertToRedshiftProxy.xsiaddon

Disable Viewport Vertex Color DisplayAuthor: Tim CrowsonosAll, python, workflow, snippet
(From the github page) Set the 'Vertex Color' display option to 'Never Show' for all cameras and 3d viewports (lights excluded). This can be very useful when working with normal maps, due to the crazy performance hit from Tangent properties.

from win32com.client import constants

for camera in [cam for cam in Application.ActiveSceneRoot.FindChildren2("", constants.siCameraPrimType)]:
    Application.SetValue("%s.camdisp.vcdisplay" %camera, 0)

for viewport in Application.Desktop.ActiveLayout.Views.Find("View Manager").Views:
    Application.SetValue("Views.View%s.UserCamera.camdisp.vcdisplay" %viewport, 0)
    Application.SetValue("Views.View%s.TopCamera.camdisp.vcdisplay" %viewport, 0)
    Application.SetValue("Views.View%s.FrontCamera.camdisp.vcdisplay" %viewport, 0)
    Application.SetValue("Views.View%s.RightCamera.camdisp.vcdisplay" %viewport, 0)

Run annotation as PythonAuthor: Tim CrowsonosAll, python, workflow, snippet
(From the github page) A quick snippet for running the text in an Annotation property as Python code. This allows you to store Python code in an Annotation property, as part of a scene or model, and run in later. Running this will drop you into a pick session, asking you to choose an Annotation property whose text it will then run as Python code. No special error handling for now, it's brute-force…

from win32com.client import constants

annotation = Application.PickElement(constants.siPropertyFilter,'Choose an Annotation Property','Choose an Annotation Property')[2]
exec annotation.Text.Value

Gather FramebuffersAuthor: Tim CrowsonosAll, python, shadingworkflow, workflow, snippet
(From the github page) Searches for 'Store_Color_In_Channel' nodes and adds their channels to the scene channel list. Loops through shader nodes in the scene, identify 'store_color_in_channel' nodes and adds them to the scene globals. Avoids duplicate channnels.

for x in Application.FindObjects("", "{6495C5C1-FD18-474E-9703-AEA66631F7A7}" ):
    if str(x.ProgID) == "Softimage.sib_color_storeinchannel.1.0":
        chanName = Application.GetValue(x.Channel)
        addChan = Application.CreateRenderChannel("%s"%(chanName), "siRenderChannelColorType", "")
        newChan = (addChan[-1])
        if newChan.isdigit():

m|CameraFOVAuthor: Martin YaraosAll, js, interop, workflow
From the plugin demo video mCameraFOV: Softimage: A simple script to change FOV values. You can convert Maya Focal Length or ZBrush Field of View Diagonal to Softimage Field of View Horizontal / Vertical. It is only for Softimage(*), but the converter function code is pure Python, so it can be easily applied to any Python compatible software as long as you create a GUI.

Installation: Copy this file into your Plugins Directory, Ex: %USERPROFILE%\Autodesk\Softimage_2015\Application\Plugins Or your Workgroup Plugins Directory. You'll find a button called [mCamera FOV] in your Get > Primitive > Camera menu.

(*) Since then, Martin wrote mCameraFOV: Maya.

local backup: (script) (copy to a Plugins folder)

author blog: / download: /blog-entry-199.html / -community thread
UV netalignAuthor: ringpull and Martin YaraosAll, shadingworkflow, vbs, workflow
Updated with new demo video: mXB_UVnetalign — VBS script that aligns a UV island's rows and columns horizonally/vertically. Island should have quad topology. Spacing is sampled from the first row/column, alternatively a custom constant row/column spacing can be specified (Which of btw. the default value is the average row/column distance - meaning the total island size wouldn't change using the default settings).

Usage: Select the samples (= polygon UV corners in the texture editor) you wish to affect - usually Ctrl+A will work unless you want to affect only a part of an island. Then run the script, which asks you to pick the top left sample. For irregular UV layouts, the UVs have to be broken up as demonstrated here by the author. Find more information on the author download page linked below (japanese - english translation by google here). Martin Yara's modified version of the script (which adds the option to modify rows only or columns only) is available in the local backup. Note that the script freezes the object's modeling stack before operating.

local backup:

author blog: / download: ../UVnet.html / author @ vimeo / -community thread
m|Skin_WeightSpectrumAuthor: Martin YaraosAll, python, rigging, workflow
From the video page of mSkin_WeightSpectrumI wrote this as a test while writing a weight tool (that I haven't finished yet), but the test GUI turned out to be somewhat usable as it is, so I'm releasing it. The goal: I wanted to have something like the Maya Weight Painting tool (but without using a painting tool) to have more control of where a deformer weights are spread.

It is a simple ICE compound that colorize the object according to it's weights, the more weight it has, the warmer the color. One thing I like about it is that even if the weight is 0.0001 the point will be blue, so it will be easy to spot. It's not a Plugin or addon, but a simple script file. Create a button, drag it to your Script Editor or whatever and run it.

You'll need to specify the xsicompound path in the PPG, or you can edit the .py file (The third line is the xsicompound path, and is very easy to edit, just write your own local path)

A video of a test session by furiakez: mSkin test

local backup:   mSkin_WeightSpectrum.xsicompound (needs to be installed for the plugin to work)

author blog: / download: /blog-entry-203.html / -community thread
m|SI2MayaAuthor: Martin YaraosAll, js, interop
Martin releases this converter as 'untested' so some restrictions may apply — In any case it should serve as a template/starting point for writing custom Softimage/Maya converters.

From the vimeo page mSI2Maya
Converts Softimage to Maya, using FBX and Mayabatch. I had to convert a lot of character data from SI to Maya so I wrote this. [..]

I tried to make it usable for general usage but I'm not sure if I'll be updating this because the version we are using has a lot of project specific code in it.

What it does: Exports FBX Creates a Maya project folder and copy the textures that are being used in Softimage Copies the workspace.mel that is in the documents folder to the Maya Project folder Creates a Maya mel script for the automatization Open Mayabatch, load the FBX and runs the script Saves as .ma and close Mayabatch

What it doesn't: You can't specify FBX settings through the GUI you'll need to edit the code if you want to. Look for the string "FBX Settings" in the code It comes with a mel script that fixes name spaces and textures paths You'll need to code your own mel script to automatize more complicated things It only copies textures that are in the Pictures folder.

Warning: It has been tested only in our environment so it may still have some bugs here and there that I couldn't find. I'm not responsible if your PC explotes, but if you report me a bug, I'll try to fix it.

local backup: mSI2Maya.xsiaddon

ar_prod_shadowAuthor: Stefan Galleithner / keller.ioos64, shader, arnold, src
The first and currently only »Keller Shader« from Munich based vfx studio

ar_prod_shadow is designed to help integrate CG elements into live shots. It offers the following features: uses tracesets to manage object visibility masking ability to avoid double shadowing (needs accurate env geo) independent sample settings for Diffuse, Glossy and AO limits for ray cutoffs and falloffs catches diffuse light both from env geo and CGI writes AOVs for all outputs user definable AOV names zip includes example scenes for Softimage and Maya

Linux build by Marc-Antoine Desjardins
DirectTrans (Viewport Transform Capture)Author: hgosAll
This gem, sharp-eyedly spotted by si-community user FXDude, [..] directly captures/records any transforms of an object in the viewport without messing with device capture or mouse range remapping. Also great for realistic camera anims.

See this video for a demonstration. Japanese-to-english translation of the download page provided by Microsoft Translator.

local backup: DirectTrans1.0.0.xsiaddon

author site: / download: /DirectTrans.html / -community thread
Collision Generator ToolAuthor: Homam Bahnassi / In|Framezcompilation
This tool allows to quickly find optimally oriented bounding boxes for objects using a genetic algorithm. Finding bounding boxes poses an interesting technical challenge which Homam describes a bit deeper in his blog article linked below.

Demo available: Collision Generator Tool.

local backup: boundingBox.js (plugin)
Universal JointAuthor: Paul SmithosAll, scene
si-community user Grubber asked the board for a method of setting up a rig for a universal joint (For an explanation, see TechArtAndStuff UniversalJoints). User pooby promptly replied posting the scene file found below. Additional instructional screenshots provided by Hirazi Blue, see the linked thread below.

local backup: universal joint.scn

author site: / vimeo channel / download @dropbox / -community thread
csGlueAuthor: Cesar SaezosAll, bind
Another item from the pre ICE era that's never found its way here. This snaps selected objects to a surface. Either along a world axis or the view plane axis. Optionally aligns snapped objects with the surface normal.

Also features a »Draw Mode«. From the instruction video's page csGlue revisitedFully rewriten in Python using raycast algorithm (much faster). Fatures: Project into a surface the selected objects using Global or Screen space New Draw Mode! the drawed object is a clone/instance of the original object/model New "Follow surface normal" option in all modes.

local backup: csGlue_v1.xsiaddon

author site: / old blog / vimeo channel / download @creativecrash
gm Script BrowserAuthor: si-community user geminicgiosAll, compilation
geminicgi shares his custom scripts, most of which wrap commonly used UI steps for the purpose of hotkey binding. The scripts can also be accessed using the provided popup menu. Quoted from geminicgi's si-community thread:

ApplySelectedAction - The selected action clips can be applied to models which they stored from. Bkw5Frames Frw5Frames - Jumping by 5 Frames on the Timeline BreakCurve2Tubes - I really don't remember what I used it for.. :) Maybe one can use it.. BreakCurveAtIsoPoints CaptureView -Nice tool for capturing fast to a folder structure ( _Captures ) in your project. A Note for it you can hide the PPG view by call the script again.. CreateGridFromClip - Select an image clip in the xsi explorer and call this script. Useful for setting the grid from the resolution of the image.. CreateGroupModel - Select a model and then select a pass(es) it creates a partition for it.. Sorry this tool is not ready. And maybe won't be.. :( CreateMeshFromEps CreateNull - Select a point, object, cluster, etc. and create a null for it.. Similar like create transform group. Curve2MeshMultiSelection - If you create a mesh with Cuve To Mesh it creates one mesh only, this creates separated meshes.. Curves2Tubes - Tools for creating tubes from curves more than one. DecrementTool IncrementTool - If you find hard to move something in space by a small amount of value. Use this. Tools for decreasing the transform increment easily by steps. It show small signs '+-' at the corner of views. It should be assigned to a keyboard shortcut to call it fast. DeleteAllMaterials - Deleting all material from the scene. DeleteUnusedSources - Deleting all unused sources. ExportFbx - Exporting the selected mesh, model automatically ( without any dialog ) to a folder named from the scene itself ( without version number) for easier to find and load to other apps. ExportMultipleType ( CTRL+E ) The most used by me. Depending on the selection, exports Selected Actions, operators from stack, Shader, Passes to dspreset and to Fusion Settings, models to Project Model folder and dfmo (I used it so long ago) .. maybe Digital Fusion motion path was this format. The easiest thing is every export is one key press. It should be assigned to a keyboard shortcut to call it fast.

show more...

local backup: GM_ScriptBrowser_1_01.xsiaddon

author site: n/a / -community thread
DanyToolsAuthor: Dan YargiciosAll, ICE, strands, compilation
A grab bag of of tools Dan developed for his professional work; Here they are grouped into categories, as quoted from the si-community thread:

Array: Pick Random Value from Array Per Point Self explanatory! Pick Random Value from Array - Same as above, but exposes the ID (can be per poly or whatever you like) Build Weighted Value Array' & 'Pull Value from Weighted Value Array - Please see Julian Johnson's excellent post here for a full explanation (he created it, I just made some compounds based on his idea).

Conversion Nodes Boolean to String Integer to String Scalar to String Kinda redundant. These were just an exercise to see if I could do this with the native nodes (I also use them in my Debug Pointcloud compound iirc). emTools already has these...

Deformation Bind Matrix from Object' & 'Bind Matrix to Object Use these to bind geometry or pointclouds from a static source to a deforming target. The 'Bind Strands' option will bind each strandposition (very slow if you have lots of strands, obviously, but not terrifyingly so). When off, the whole strand is transformed by it's point. Blend to Line

Debug Debug Pointcloud - just displays data about a pointcloud Debug Strand Orientation - displays StrandOrientation axes *in place* on strands Debug Vector on Strand - displays a vector array *in place* on strands

show more...

local backup: (workgroup)

author site: n/a / -community thread
Automatic Cubic Texture ProjectionAuthor: si-community user moinwinAll, shader, mentalray, shadercompound
From the si-community post: [..] It sets up the same Cubic texture Projection in World space for all objects that share the shader. It saves you the time to connect and update your texture projections manually, and it makes complex shaders with lots of different texture projections easier to handle.

How it works: use it just like an image node in the render tree. It lets you set up the size of the Texture in scene units, Rotate the texture simultanely on all three axis and lets you apply a gamma correction to the texture(set this to 1 for no gamma correction)

I do architectural Visualisations and I use this or a similar shader mainly for abstract materials like concrete, asphalt, plaster etc. that i have in a predefined library and can put on any scene object without having to think too much about texture projections, wrapping and updating projections after changes to the objects.
[..] cont'd in link above

local backup: AutoCubeTex_101.xsirtcompound

author site: n/a / -community thread
NN_SItoAEPluginAuthor: si-community user nnoisosAll, interop, importexport
A plugin for exporting Softimage cameras and nulls to After Effects. See the si-community thread below for other solutions of getting Softimage scene data into After Effects.

local backup: nnSItoAEPlugin.pytxt (plugin, rename to .py)

author site: n/a / -community thread
LK Fabric early test sceneAuthor: Andy MoorerosAll, ICE, strands, scene, particle
A sample scene file for LK Fabric (find LK Fabric directly below). From the accompanying blog article : This scene demonstrates: A basic setup of a single evolving swatch of fabric, with the most basic pattern and the modifiers we used most often Using the "slide profile over U/V" compound and other techniques to shape the leading edge of fabric growth Using the "offset" core parameter to make the leading strands animate and form a shape for the thread tips Using a second ICE "post" effect to add per-strand variance and "frizz" effects.

local backup: LKFabric_AMexample1.scn

author link: / download: /archives/1252
LK FabricAuthor: Leonard KochosAll, strands, ICE, compilation, fabric
A large toolset of over 50 nodes for creating/animating the creation of fabric down to the threads and even to the fiber level. introduction video.

[..] it supports motionblur, strand-texturing directly in ICE, fabric flowing over multiple surfaces and many more things. This tool has come out of a series of commercials for Nike, which I got to work on at Royale this summer. They have graciously allowed me to share this tool-set with the community. Major thanks for that! Big thanks also go to Billy Morrison, Ciaran Moloney, Steven Caron and Andy Moorer who provided pages and pages of feedback during production and then used the tools to create all the pretty images.

Andy did a nice write-up about the production on the Softimage-mailing-list
[..] (continue reading on the download page)

Watch these two spots on vimeo which are extensively featuring this plugin: Nike Tech Fleece / Nike Evolution.

ehRSCameraAuthor: Emilio Hernandez (TechStudios)osAll, python, workflow, rigging, redshift
updated to V1.1, information about the update can be found here — From the si-community thread: I am releasing the ehRSCamera addon v1.0 for Softimage to use with Redshift. The addon will allow you to use real camera parameters in Softimage along with the combination of RSPhotographic Exposure, RS Bokeh and Motion Blur, to get accurate real world DoF and cinematographic motion blur. These parameters are driven by the f/stop, lens focal length and shutter speed.

DoF is calculated using the lens focal length and lens apperture with very accurate results. Visual aids for focus target, near distance focus and far distance focus are visible, and change interactivly when you drive the camera parameters, or change the distance to focus to place your objects inside or outside the focal range.

A rotary shutter speed option is available as well to set the degrees of the rotary shutter. This will drive the time the shutter exposes the 'film' to light in terms of the actual frame rate, and do the math to set the Redshift motion blur parameters. A white balance option in °K has been implemented. You can set your RS Physical Light and RS IES Light to color temperature, and have accurate white balance in the camera with no more guessing of what the RGB values should be.
[..] (cont'd in the thread)

With the 1.1 update, Emilio made a video introduction available: ehRSCamera Intro. Here's a screenshot with a description/property pages.

local backup: ehRSCamera.xsiaddon   ehRSCamera_UsersManual.pdf

author site: n/a / -community threads for version 1.0 / 1.1
Redshift RendererAuthor: Redshift Rendering Inc.osAll, renderer, redshift, commercial
Version 1.3.36 updated Apr 27nd 2016 / many new features added recently including rendermap support and a new skin shader — 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: / product page / download: ../viewforum/23/ / -community announcement- and render tests thread
Arnold RendererAuthor: Solid AngleosAll, arnold, commercial, renderer
V3.13.0 updated Mar 7th 2016. 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: / download:
Unit UVAuthor: Pedro Alpiarça dos SantososAll, ICE, shadingworkflow
This ICE compound creates UVs so each polygon is spread over the whole UV range. It has options to maximize all polyons, or just the largest and scale the others accordingly. Also offers options to orient the polygon UVs. See this screencast for a quick overview.

Related: UV Mapping Per Face

local backup: UnitUVPolygon.xsicompound
Stargrav BCSAuthor: STARGRAV GmbHosAll, workflow, commercial
From the product page: The BCS (BlendShape Combination System) is a plugin available for Autodesk Maya and Softimage XSI. It enables you to create high-end setups for facial animation.

The main features include: Combination-Sculpting: You can place deformation knots (called dataPoints) anywhere in the n-dimensional weight space. This means you get vertex-level control over the facial expression in every situation Smooth Inbetweens: A flexible inbetweening system with linear, spline and arc interpolation, among others Automatic Left-Right Separation: Fast left-right workflow with editable falloff curves for automatically created individual shapes.

Link to the manualEd's note: This plugin seems to have been written for Softimage 2013 but stargrav would have to be contacted to see whether it is still available for purchase (Price per license: €299.00 / free for non commercial use)

author site: / plugin page: /bcs.php
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: / 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

author link: / 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! — 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
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: / 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:
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: / 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

Requirements: PyQt4

local backup: RedshiftProxyManager.xsiaddon

author site: / download and instructions: /redshift-proxy-manager/ / thread 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.

Requirements: EMTools

local backup: Loop Redshift Proxy Sequence.xsicompound

author site: / download and instructions: /loop-redshift-proxy-sequence/ / thread forums
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 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 / thread
In|Framez Tools (2002-2004)Author: Homam Bahnassi / In|Framezcompilation
A better description for 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:
author link: / company @facebook
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

Available for $/€0+ here at gumroad.
Simple Self CollideAuthor: Julien SilvestreosAll, ICE, deformer
Julien's take on Paul Smith's Skin Collide concept. This deformer attempts to avoid self intersections by using ICE raycasting to push »inside« points to the outside.

Demo: selfCollide softimage ICE

local backup: SelfCollide_JS.xsicompound

author site: / -community thread
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

author studio:
alShadersAuthor: Anders LanglandsosAll, shader, arnold, compilation, cppsrc
alShaders 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: / 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   Mitsuba 0.5.0 x64 (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: / product page @gumroad / -community thread
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