@sitweets.
Apr 13th: http://rray.de/xsi #softimage resource website update Feb 8th: Some fixes to the Netview display of rray.de. Still not great but at least the search box should now work. Feb 8th: http://rray.de/xsi #softimage resource website update click for older news |
|
local backup:
TR_Preciese_V1.1.xsiaddon
Scntoc Res Manager v 1.02 Standalone /
Scntoc Res Manager Softimage Addon
local backup:
srm.xsiaddon (Addon version - Standalone not needed)
scntocResManager-master.zip (Standalone version)

Redshift is, to our knowledge, the world's first fully GPU accelerated biased production-quality renderer. Redshift supports multiple biased global illumination techniques: Brute-Force GI, Irradiance Cache (aka Final Gather), Irradiance Point Cloud (aka Light Cache) and Photon Mapping (GI and Caustics) - all fully GPU accelerated and performing many times faster than similar CPU-based solutions. As a biased renderer, Redshift provides you with the flexibility to tune your settings where it counts to achieve noise-free results faster when compared to unbiased renderers. People familiar with Mental Ray or VRay will feel right at home with Redshift.

this video for an introduction of the new version features.
Big changes:
A new animation engine. Combining a more classical particle system workflow with LK Lightnings non-simulated nature.
Completely revamped emitters. Housing most of the parameters for the new animation engine. Now allow for continuous emissions. Have much deeper control over the look and motion of the particles.
Orientation controls added. The Orientation for Strands is now calculated. Gives you control over the Orientation for both particles and strands.
Most values now per point instead of per object. This allows you to take control over behaviour on a per particle basis. A lot of randomization compounds specifically for LKL have been added to aid you in this.
Mesher added. Gives you the ability to mesh strands or particles of any pointcloud. Allows you to render LK Lightning with any renderer, regardless of the depth of it's ICE support.
Parameter and node renaming across the board. The naming scheme is now more in line with Softimage's usual terminology and also more internally consistent. [..]

Based on a part of the »Create Copies along Curve« Compound of Felix Geremus, I try with this tool to cover many possible situation as possible with copies on curves. It work with multiple curves, even merged, and generate as many point cloud as necessary. We can easily edit all of then with the Multi Edit PPG.
Exposed »accuracy« parameter
Adjust scale with real space in X,Y Or Z
Delete Last Instance on open Curve
Delete Neighbors with distance
Random scale on X,Y,Z independently
Offset scale on X,Y,Z independently
Create from preset
Save preset
Randomize
Update instances
here (V1.0) and
here (V1.1) and
here (V1.2).
local backup:
InstanceOnCurve_v1.2.xsiaddon
This is my own Bend deformer. agBend simulates 3D Studio MAX's bend deformer.
local backup:
agBend 2.1.xsiaddon
Here is the XSI teapot. This is an example of an polygon primitive operator.
local backup:
agTeapot 1.2.1.xsiaddon

Legolize 0.2 is a particle system inside Softimage ICE, created as a hobby. List of features ::
Auto Construct slider, at random or uniform height
Hollow trigger
Transforms constraints
Randomize rotation by 90o (useful when only one edge of the piece is beveled)
Slight turbulence
Offset in X and or Z
Debug mode for the hollow effect
You can change the input geometry's topology and the pieces won't jump around.
Define a color for the pieces from texture maps, vertex colors or randomize it by a gradient
Delete pieces inside a null. UPDATE :: I've just made some modifications and released version 0.2.1, including the "Generate 3D Point Grid from Center" compound
here. Also, a
Gloob (Children's channel) bumper created with this compound.
local backup:
Legolize.0.2.1.xsicompound
Generate 3D Point Grid from Center.xsicompoundp (needs to exist for the first compound to import correctly)
demo reel
You've probably heard of ICE keywords like "self", "this" or "this_model"... but did you know about "this_parent"?
local backup:
Draw Line To Parent.1.0.xsicompound
Debug Parent Position.1.0.xsicompound

Another project of mine was to create an ICE Node using the HOT (Houdini Ocean Toolkit). The HOT is a very stable implementation of the Tessendorf algorithm for ocean waves.
local backup:
xocean_XSI2012_x64.xsiaddon (works on 2013+)
XOcean_Basic_Setup.scn
how-to screenshot

Exocortex Technologies, in collaboration with CG Artists Chris Covelli and Eric Thivierge, is pleased to introduce Exocortex Species. Exocortex Species simplifies the process of human character creation from designing your character's unique attributes, integrating sculpting results, to rig creation, even animation. With Species, you will create higher quality animated characters faster and at a lower cost, while avoiding the generic look that often come when purchasing off-the-shelf models. [..] We'd also like to give credit to all of our awesome beta testers for the great feedback which helped us make an amazing plug-in. A special thanks goes out to Mitch Lotierzo for creating the custom Species synoptics [..]
Species Introduction /
Species 1.6 new features
This is a custom Project Manager plug-in for Softimage. This is a more stable project manager UI for Softimage though it does not integrate with the built in file browsers. It uses an .sqlite database to keep track of the project names and file paths.
local backup:
ET_ProjectTools.xsiaddon

Vertex Colors
UVs
Envelope weights (with a remapping option)
weight maps
tangents
point positions (local »shape« of the selected area). Works across different maps of the same type and across scenes inside one instance of Softimage. Other new features are a topology based mirror/flip selection and a couple of new settings for the custom filters like point position compare components, edge on UV border, edge orientation.
The RCTools plug-in is a collection of workflow helpers and filters for Softimage. The supplied popup menu (Script command »rcToolsPopup«) gives you quick access to all the tools. [..] List of features:
Peek (Align camera along selected edge/facing selection @90°)
TopoClipboard
Flip Selection
Mirror Selection
Fill Selection
Walk
Patterned Loop selections
Apply Pattern
Customizable Filters (by polyon area, aspect ratio, orientation, edge length, point distance and 30 others)
subcomponent clipboard
subcomponent clipboard booleans (e.g. Select intersection of current and clipboard selection)
Cap holes
Repeat
local backup:
rctools.5.2.xsiaddon

local backup:
Edge Shading.xsirtcompound

part 1 and
part 2. The »secret recipes« page also features the turtorials »How to rig a train in 5 minutes« and »Midi Player Piano«
local backup:
Explosion Forces 3.xsicompound

local backup:
LuXSI_1.2_Release_7z_repackaged.xsiaddon (Does not include LuxRender binary files)
here. One of Oleg's first attempts at ICE from 2011
[..] but I did it a long time ago when I had no big ICE experince and also a new nodes from 2012 xsi, and some glitches are possible
local backup:
ICE Tetris.xsicompound

[..] you will obviously need the latest version of Holger's BA_essentials shader pack installed. Here is a render of this scene as well. think the fractal speed is too fast and the lookup table cell size could be lowered to reduce flicker but its just a simple setup to test the new feature of 'World drag'.
here.
local backup:
simplecloud_enhanced_plus.scn

You can get it at my site, under the SCRIPTING link: www.lalancelot.com. To Run:
Unzip the file (city_builder_3_03.py)
Copy this file into your plugin directory (Example: C:\Users\Lancelot\Autodesk\Softimage_2010\Applicat ion\Plugins)
Restart Softimage
In MODEL menu, GET -> PRIMITIVE -> POLYGON MESH -> CITY BUILDER
local backup:
city_builder_3_03.py (copy to USER/WrkGrp folder/Application/Plugins)
A python script for Softimage with an ICE compound to produce volume render images. — Un script python pour Softimage avec un "compound" ICE pour produire des images de rendu volumique.
Volume Rendering using ICE from Softimage /
FireFly 001 (also see next entry)
local backup:
BackGrid.xsicompound
Back_GridPlugin.py (copy .py file to USER/WrkGrp folder/Application/Plugins)
BackGrid-Instructions.zip
Two ICE compounds to produce firefly like movement inside a geometry. — Deux ICE compounds pour produire des mouvement de mouches a feu dans la geometrie.
Firefly 003 (howto screenshot) /
Firefly with master (howto screenshot)
local backup:
Firefly.xsicompound
Firefly with Master.xsicompound
Firefly-Instructions.zip
A JScript to be use with Softimage XSI to explode geometries. — Un 'Jscript' pour exploser une geometrie dans Softimage XSI.
local backup:
Bomb_1_01.js (run in script editor)
This is an elaboration of an approach described by Stefano and Mathieu on the SItoA mailing list, for creating instances on each strand point of a source pointcloud. The Arnold renderer always lofts instances along strands, so if explicit instances for each strand point are desired, this workaround is necessary. Additions: support for motion blur and size profiles.
local backup:
Add Points from Strand Source.xsicompound
example_explicitStrandInstances.scn

[..] I've banged together a Matcap shader (aka litsphere) in metaSL which works in the Softimage High Quality viewport. You know how in Zbrush models look kind of like clay or other materials as you work on them? That's Matcap shading.
local backup:
litsphere_packaged.xsiaddon"

Played a little with 'interactive playback' simulation environment mode. Some simple ICE Kinematics and some ICE mesh and nurb deformation – and here we have quite useful auto-rotated wheel rig. I used to do it with ScOps before, but it's much easy and comfortable to built such things with ICE.
Note. If you hide nulls in viewport, it becomes a little bit buggy (but doesn't stop working at all:) ) . Strange but true.
video by the author is available.
local backup:
Autorotation_wheels_ice.scn

[..] from an original SeExpr expression kindly provided by Taikomatsu form here. the whirlpool compound needs some deformation to the grid beforehand to see the effect. in the example video above I've used Amaan's AAOcean to deform the grid but in my example scene I quickly made some waves with turbulence node (attached) I've doubled it up and changed the global scales to make the waves more interesting. I think the actual maths involved is called a Logarithmic Spiral.
here. Local Backup contains the scene file and the Turbulence node mentioned above, and the main Wirlpool compound.
local backup:
Whirlpool.xsicompound
turb waves.xsicompound
whirlpool_seExpr_math_turbwaves2.scn
Rob Chapman posted a cool whirlpool deformer to the "Resource Dump" on SI-Community. Since I had been doing a lot with logarithmic spirals recently I decided to make one from scratch and compare the two. [..] Instead of using Rob's wave deformer, since it's fun to share it out there's a "ridged turbulence" compound in there. Here's what it looks like when used as a deformer: (Image)
local backup:
whirlpool.scn

Color Goal compounds: you can use texture map alpha, brightness or weightmap values to define your particle goal locations.
local backup:
Get Color Goal Position.xsicompound
Init Color Goal.xsicompound
Set Color Goal.xsicompound
how-to screenshot

only works on straight curves and generates perfect mirrored feather barbs. It has some neat PPG logic for toggling fcurves UI display on/off.
local backup:
Feather Builder.xsicompound

ICE Dart Throw scene: a very basic dart throwing algorithm in ice. The icetree is simulated, so one can easily to see and understand what's going on. Red particles are newborn particles..
local backup:
ICE_dart_throw.scn

Strandtree meshed model: strandtree compounds packed into a ready-to-go geometry model. It has the main compound parameters exposed on the "Tree Controls" property. A script is provided (as annotation property) if you want to freeze the model (mantain uvs + leaf color variation). Just copy/paste and run.
local backup:
StrandTree_Meshed.emdl

only works on straight curves and generates perfect mirrored feather barbs. It has some neat PPG logic for toggling fcurves UI display on/off.
local backup:
fake_vorticity.scn

As name says, it drives all deformations, using one scalar value. Here this is movement along X axis, of null called "timer". In setup, first step is getting a bounding box of book. Next step is a small procedural bend node, center and radius of bending is modulated, according to rotation of papers. Last step is rotation of papers.
local backup:
book_lister.emdl
Calculates volume of smallest possible closed mesh, or just a volume between four points, in somewhat ICE-ish way. For each point position, knowing positions of another three. Could be usable for filling the volume between by clones, or whatever else.
local backup:
tetrahedra_volume.emdl

ICE compound, emits particles evenly from each polygon, trying to keep the same particle size, also trying to fill polygon area as much possible. Number of rows and columns in one polygon, is determined by desired global count per mesh. In case of all rectangles, it should be able to do 1:1 covering. I made a prototype a while ago, for purpose of hair emitter - but emitting from triangles was a more robust solution for hair system.
1: polygon mesh, created only of quads (for triangles or five or more sides, it does something unwanted)
2: nice, unfolded UV projection on mesh - this is used for orientation. Let's say, "unique UV" in SI should be fine
3: ICE node on emitter mesh, with "initialize polymesh emitter" node - same as one from Kristinka Hair
1: it works properly only with quads
2: "polygons" in UV projection should be convex - usually they are with mentioned "unique UV", unfold, or like.
3: for now, in order to find vector for orientation, it interpolates between two sides of polygon. Taking a vector from possible tangent map, could do a nicer alignment.
local backup:
fill_quads.emdl
video demostration.
local backup:
workgroup_LuxRays.zip (workgroup)
lux_dans_softimage.zip (sources)
Here's a rather dreadful implementation of the "diamond-square" algorithm for generating terrain. It's painfully slow just at the point where detail gets interesting, in part because it has a big whopping repeat with counter node right in the middle of it. It might be a good example of how not to approach modeling stuff procedurally in ICE, other than that I can't see any use for it. :P
local backup:
example_diamondSquareTerrain.scn
how-to screenshot

Unlike most of the examples, I built this specifically to show how a deformer can be constructed with simple visual guides. So the good news is that it’s all nicely commented. This example shows the structure of a deformation, some tricks for making viewport guides, and the taper function itself (originally published by Alan Barr, it’s quite simple).
local backup:
Taper Deform Along Local Y.xsicompound
example_yAxis_TaperDeform.scn
example_TaperDeform2.scn

It works fine, so why am I putting it in a "public rubbish bin" rather than releasing it with fanfare? Well, I'm not particularly proud of it lol. Here are some reasons why this isn't awesome:
It's a "push" style deformer, meaning it doesn't create geometry it just deforms it. That kinda blows, it means you have to start with a very dense mesh. In fact, this is the main reason why I haven't released the loads of terrain stuff I've got hanging around – I haven't come up with a good way to make the geometry as I go and add detail only where it's needed that isn't too slow.
This is just worley noise hooked to a push deform structure and a repeat node. I was sure a zillion people were going to do it, in fact I'm amazed I haven't seen this compound done better from someone else. Surely we have some Star Wars fans somewhere messing with ice?
I never bothered to add in a control to decrease the amplitude of the noise per generation. This would be easy enough to sort out but I never got around to it.
The deformer respects normals, but the noise itself is spatial, in other words it doesn't "flow" along the surface, which would be nice. Note the sphere shape in the video, instead of looking like the death star it reveals this spatial, circular character of the worley noise.
video demonstration is available.
local backup:
example_worleyGreebles.scn
how-to screenshot
On another thread there was a question about using ICE to add random movement to a spotlight interest. Here's a scene which should help, it animates a camera interest to have random but smooth motion.
local backup:
example_ICE_AnimateCamInterest.scn
Compound Demonstration.
local backup:
gb Squash and Stretch.xsicompound

Compound Demonstration.
local backup:
gb Colide Deformer.xsicompound
Compound Demonstration.
local backup:
gb Tornado Force.xsicompound
local backup:
ExportMDDFromObjects.xsiaddon

I've tried to clean it up as much as possible. There's some very agricultural ICE hacking in there. Possibly someone might find some use for it. I never had the time to explore it further. It's based on the paper: Meshless Deformations Using Shape matching here: MeshlessDeformations_SIG05.pdf
Compound Demonstration.
local backup:
shape_matching_resourcedump.scn
A compound that gets ONLY the closest points in the current pointcloud/geometry that have a »true« boolean. It's much much faster than rifling through arrays. Hopefully someone will find this useful. It works by temporarily moving the filtered points up and away on the Y axis, then the remaining points look in the area where the filtered ones got moved to. Then filtered ones are moved back to their original location. The temporary moving of them is nothing to be concerned about because you wont see it and it doesnt affect simulation.
local backup:
Get closest filtered points.xsicompound

This is the result of my adaptation of the exporter of Softimage to LuxRender (LuXSI) to export scenes of Softimage to Mitsuba. It even has more code of LuXSI that needs to be cleaned, but it is already functional. Exist compiled versions for win32 and win64* and, it has been proved with SI2012 win32 and Mod Tool 7.5 win32. https://bitbucket.org/povman/mitxsi/downloads
Just answering a question on how to rotate polygons, using one of their edges as the pivot.
Demonstration
local backup:
Rotate Polygons.xsicompound
End of result list.
In general, use few and short search terms to get more results. Example: Searching for »Oren Nayar Wolff« will result in nothing, even though a »OrenNayarWolff« shader exists. Searching only for »wolff« in that case works better because it is a substring of »OrenNayarWolff« (which contains no spaces).
If you found something that's not listed here, consider submitting it using the suggest form at the top!