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    Apr 23rd 2016: update rray.de/xsi #Softimage resource website

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

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

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

    more on http://twitter.com/sitweets

    Something missing?

    Suggest any new or updated plugin that you know of, old ones too. BTW authors! Submit a removal request if you don't want your plugin listed here.

    If you have something unfinished or similar on your HD, that might be of any use to others, consider submitting it to the »resourcedump« thread on si-community.

    Name of Plugin:


    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: http://probiner.xyz / reel / vimeo channel / download @app.box.com / -community thread
    emTreeAuthor: Eric MootzwinAll, topo, modeling
    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: http://www.mootzoid.com / 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 rray.de. 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   OJ_POLY_demo_scenes.zip

    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: https://sites.google.com/site/tekanoice / -community thread
    GroomtoolsAuthor: Reinhard Clausnew, osAll, ICE, strands
    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   groomtools_1.52_demoscenes.zip

    author site: rray.de / -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 forums.fabricengine.com / -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 0.75.zip
    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: http://fabricengine.com / 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: Model___extrusion_on_multi_crvs.zip (also contains a python script by Gareth Bell who posted his solution a short while later.)

    author site: http://www.timcrowson.com // mailing list entry @mail-archive.com
    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: mCameraFOV_Plugin.pytxt (plugin, rename to .py)

    author blog: http://myara.blog.fc2.com / 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: mXB_UVnetalign.zip

    author blog: http://xb1080.blog105.fc2.com / 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.pytxt (plugin, rename to .py)   mSkin_WeightSpectrum.xsicompound (needs to be installed for the plugin to work)

    author blog: http://myara.blog.fc2.com / 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 Keller.io.

    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: http://hgltool.com / 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: http://www.bustykelp.com / 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: http://www.cesarsaez.me / 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, 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: danyTools.zip (workgroup)

    author site: n/a / -community thread
    PlayblastVR for SoftimageAuthor: Andrew Hazeldenwin64, commercial, renderer, virtual-reality
    V1.2 updated Apr 2016 with support for UNC filepaths and improved compatibility with the Whirligig player and the HTC Vive — 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.

    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, 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: http://andy.moonbase.net / 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: http://www.redshift3d.com / 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: http://www.solidangle.com / download: ..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: http://www.stargrav.com / 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: http://probiner.xyz / author @ vimeo / -community thread
    LK Lightning 2.5Author: Leonard KochosAll, strands, ICE, vegetation, FX
    Updated November 2015 — LK Lightning is now free. Version 2.5 is a major update of LK Lightning. LK Lightning is a toolset which gives the artist deep but user-friendly control over the creation of many types of strand systems (not only lightning effects but many things which can be created procedurally using strands like trees, algae, feathers, ivy). Even though it is a fully ICE based system, it is designed in a way so no previous knowledge of ICE is needed. From the product page about the 2.5 update: The headlining feature for version 2.5 is Stages which allows you to create much more complicated behaviours by assigning different sets of controllers to particles based on which stage they are in. With these stages also comes a new category of compounds. Triggers that allow you to move particles between them.

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

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

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

    author link: http://leonardkoch.com / product page: /blog/ ... -now-free / mailing list thread @google groups / -community thread for 2.0 / 2.5
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