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  • @SITWEETS

    Feb 22nd 2014: EOL≠dead! http://www.3dwillneverbethesame.com / https://www.change.org/petitions/autodesk-save-softimage / btw rray.de/xsi will be updated for as long as there are new plugins

    Feb 22nd 2014: http://rray.de/xsi #Softimage resource website update - Arnold @arnoldrenderer

    Feb 21st 2014: @Mr_DC_3D @m0fe @softimage_tv @cgcris_com @JimBowers5 @HiraziB @cgjobs_tv... Thanks for Follows,Favs,RTs&MTs!

    Feb 20th 2014: http://rray.de/xsi #Softimage resource website update

    Dec 18th 2013: another little http://rray.de/xsi #Softimage resource website update

    Dec 7th 2013: Keep the unofficial #Softimage User Feedback site going.

    Sep 4th 2013: The web video gallery http://softimage.tv says 'hello world'

    click to see older tweets

    Something missing?

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    Arnold RendererAuthor: Solid AngleosAll, arnold, commercial, renderer
    Arnold has recently been released to the public/indivduals for purchase. 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 $1300/£875/€1000 or $200/£125/€160 (edu-institutional) for a license, also rental and trial options are available, see here for all pricing information.

    JF Nested DielectricAuthor: Jonah Friedman / PsyOpos64, shader, arnold, cppsrc
    Psyop and Psyopís Head of Lighting (NY) Jonah Friedman proudly present JF Nested Dielectric, an open sourced nested dielectric shader for Solid Angleís Arnold Renderer (Psyop blog entry).

    In large part, this initiative is an implementation of the 2002 paper »Simple Nested Dielectrics in Ray-traced Images« nested_dielectrics.pdf by Charles M. Schmidt and Brian Budge and is meant to solve one problem: efficient, physically-plausible rendering of nested dielectric surfaces in production. Itís also capable of spectral dispersion, direct refraction of light sources, production-feasible ray traced blurry caustics. It has a few different optimization techniques built in to improve render times, including Russian Roulette and energy tracking and clamping throughout the ray tree.


    Demo video: JF Nested Dielectric Demos. Illustrated documentation: jf_nested_dielectric_manual.pdf.

    Testimonial by user AlexanderM in the si-community thread: Amazing shader. Arnold is now able to render ANYTHING.

    author's site: http://www.jonahfriedman.com / download: ?p=1942 / vimeo channel / -community thread / repository @github.com
    vfxShaderPackAuthor: Platige Imageos64, shader, arnold, compilation
    From Platige Image's download page: VFXShaderPack is our in-house collection of various shaders for Arnold renderer. Keep in mind that they were never meant as universal shaders although some of them could be. Most of them were written for specific projects or to achieve specific effect.

    The collection includes: ThinFilm shader - creates Thin-film interference effects Scratches shader - creates scratches texture Sparkles - this shader mimics sparkling effect which could sometimes be seen on a snow surface or some floors. At the moment shader supports straight reflections (no falloff or Fresnel effects) Velvet shader - Velvet shader based on Stephen H. Westin's renderman shader.

    Oblique ShadersAuthor: Marc-Antoine Desjardins / Oblique FXos64, shader, arnold, compilation
    A collection of Arnold shaders created by Marc-Antoine Desjardins at Oblique FX. The collection is containing these shaders:

    Obq_AngularCamera - A camera shader that allows you to create angular maps of 3D scenes Obq_Atmosphere - a shader made for planetary atmosphere, but can also be used as a simple ray marcher Obq_Bend4Stereo - a passthrough node that changes the ray direction for camera rays. Used with stereo cameras, this allows the shading of the two cameras to be calculated from a single one Obq_ChangeRange - an upgraded version of the Scalar Change Range. It lets you remap a scalar parameter expressed in an old min/max range to a new min/max range and adds a clamp, a bias and a gain Obq_Environment - an upgraded version of sta_environment. You can also plug it in the environment port of a material to use with Phong, Reflection shaders and more Obq_Etching Obq_Fresnel - a texture node that outputs proportion of light reflected/refracted from a surface based on the refractive indices and the extinction coefficients Obq_Hair - a dual scattering hair shader implementation of Sadeghi et al. "An artist friendly hair shading system" using Ou et al. ISHair: Importance Sampling for Hair Scattering (also see alShaders below) Obq_IESLightFilter Obq_MeasuredMaterial Obq_Opacity Obq_RandomColor Obq_RGBComEmit Obq_RGBComLightFilter Obq_Root2Tip bq_Shadow Obq_Simbiont - a Darktree 2.5 loader node in Softimage that reads .dsts files for the Arnold Renderer Obq_StereoLens - renders a pair of stereo frames from the center camera of a stereo rig into a single frame Obq_SurfaceEnvironment - an upgraded version of sta_environment that you can use directly without using an environment port. This is usually mixed in the beauty or used with the AOV passthrough Obq_Thickness - measures the thickness of a pixel/surface in a chosen direction. It is not affected by opacity cutouts Obq_TransformUV Obq_UVRemapLensDistortion Obq_VolumeThickness - a particle density shader ideal for rendering smoke or other volumes

    Kettle ShadersAuthor: Jules Stevenson / Kettle Studiowin64, shader, arnold, compilation, cppsrc
    Kettle Shaders is Kettle Studioís in-house package of workhorse shaders and related utilities. Primarily developed by Jules Stevenson, the project has been open sourced in acknowledgement of contributions of many other individuals to this project, and in the hope of drawing more talent to its ongoing development. The Kettle Shaders package currently consists of:

    Kettle Uber - Kettle Uber is a generic physically plausible 'uber' shader. It is designed to form a 'base shader' for all shaders used in a scene to give you a consistent set of scene wide AOVs, yet is not prohibitive - you can still use whatever shaders you like by using it as the end node in your shading graph. Uber has various BRDFs (including refraction and anistropy), coloured transmissive shadows, multiple fresnel modes and a powerful and flexible AOV setup. It also implements MIS for all reflective BRDFs Kettle Mix - The Kettle Mix shader is an efficient mixer designed specifically for the Kettle Uber shader. It is particularly well-suited to creating layered effects, such as scratched paint over metal. It will correctly mix the AOV outputs for Kettle Uber shaders, offers a bump slot for each individual layer, and will not process any layers which are 100% hidden under further layers, which can significantly speed up rendering. It offers the ability to mix up to four layers with the base input, but in contrast to the Softimage mix2layer/mix8layer shaders, only offers the default mix mode Kettle Bump - A special bump node that can be daisy-chained and plugged into the Kettle Uber bump slots. The standard Softimage bump nodes will not evaluate correctly when plugged into Kettle Uber, as they are designed for a reverse evaluation order Kettle Bake - The Kettle Bake lens shader was designed to bake data lighting information on an object to a texture. It integrates well with Softimage's rendering workflow, but does have some very specific requirements, so be sure to follow the usage instructions closely.


    See the download page for detailed instructions.

    author link: n/a / company: http://www.kettlestudio.co.uk / download: @bitbucket
    alShadersAuthor: Anders Langlandsos64, shader, arnold, compilation, cppsrc
    alShaders is a work-in-progress production shading library for SolidAngle's Arnold. It currently contains a surface shader and a few utility shaders, and the aim is to slowly build it into a full-featured production-quality shader library. As it is in constant development it is liable to change at any time and there's a good chance plenty of stuff is broken. The library is developed by me, Anders Langlands, as a personal learning project and should in no way be associated with my employer.

    The collection includes: alSurface - A general-purpose, physically plausible surface shader. It supports diffuse, backlighting, emission, subsurface, two layers of (glossy) specular and (glossy) transmission including single scattering alHair A (very) WIP implementation of ISHair: Importance Sampling for Hair Scattering by Ou et. al. alBlackbody - A blackbody radiation shader that generates a plausible emission colour given the temperature of the material. Intended for hot things and light sources alCombine - Utility shaders to combine float and color types in various ways (multiply, mix etc.) alColorSpace - Node to convert sRGB and log images to linear for use in rendering alLayer - Shader to layer two surface shaders together alCellNoise - A cellnoise pattern generator with various different options for distance metrics and their combination alFractal - A fractal pattern generator capable of generating fBm, turbulence and (ridged) multi-fractal patterns. alGaborNoise - A gabor noise pattern generator alFlowNoise - A flow noise pattern generator alPattern - Basic 1D pattern generation - sine, saw etc. alPhotometric - Light filter for photometric light data. Currently supports IES files only alRemap - Utility shaders for remapping and adjusting float and color values alInputVector - Utility shader for grabbing certain vector and point-like attributes from the shader globals (e.g. N, P, uv etc) for use in your shader networks

    See the bitbucket repository for downloads and a few other of Anders' Arnold related projects.

    download: @bitbucket
    aaOcean SuiteAuthor: Amaan Akramupdated, osAll, ICEmisc, shader, mentalray, arnold, shadercompound, cppsrc, fluids
    The Open Source aaOcean Suite is a collection of Softimage ICE nodes and a mental ray shaders that implements Jerry Tessendorf's paper on simulating ocean waves, which is currently the most widely used method for open water ocean surfacemodeling being used in the industry.

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

    local backup: aaocean.zip

    author site: http://www.amaanakram.com / download: /?page_id=131 / -community thread / repository @bitbucket.com
    Shader Collection - EssentialsAuthor: Holger SchönbergerosAll, shader, mentalray, arnold, compilation
    Version 25.0 — The »Binary Alchemy Shader collection - Essentials« is a free Mental Ray and Arnold shader collection. It includes shaders of various types. From simple helpers like a clamp range shader up to a advanced fractal or DOF shaders. Updated in the lastest release were: Texture coordinate: world drag Texture coordinate: arnold Point Reference Cell: New type »Smooth«. For more on the latest updates, see this page.

    Testimonial from ActionArt on si-community.com: I'd just like to comment on one of the shaders in this package - the balight shader. I've seem MASSIVE increases in render speed with the same quality of lighting (especially area light shadows), as much as 5x faster in some scenes! If you haven't tried it, I highly recommend it! It puts some new life in MR! Only one thing I've found to watch out for is on some occasions, shadows mysteriously appear too dark, usually when you have more than one area light using this shader. Not sure why that is but it doesn't happen too often and the speed increases are worth some time experimenting with it. In the description Holger says a possible increase of 20-30% but my usage has shown WAY more than that. Maybe he meant 300% :) I use it almost exclusively now.

    Holger requests that in case this shader is used in a production, send him some feedback, if possible in the form of renders/videos, maybe a few production details.

    OpenVDB ICEAuthor: Oleg Bliznukupdated, win64, ICEmisc, shader, mentalray, arnold, compilation
    This is a Softimage ICE integration of the OpenVDB suite, Dreamworks Animation's volumetrics toolset which has been built around a new data structure for efficient storage and manipulation of big volumes. See openvdb_dreamworks.pdf for slides of a OpenVDB feature presentation.

    Oleg Bliznuk, author of Exocortex's ImplosiaFX has created this ICE adapter which covers the essential features of the OpenVDB suite:

    Mental Ray/Arnold shaders included: VDBGridReaderScalar VDBGridReaderVec3 VDBGridReaderInt VDBVolumeShaderSimple VDBBlackbody

    Compounds included: Voxelize Geometry Voxelize Particles Get VDB Grid Set VDB Grid File Grid IO Add Noise Fogvolume Filter LevelSet Boolean Operations LevelSet Morphology VolumeFog Boolean Operations Advection Get Value at Coordinate Set Value at Coordinate Grid To Mesh Mesh To Grid Get Grid Data Particles To Grid Grid IO Fill Box Grid Change Grid Class Noise Advect Level Set Morphological Filters Rebuild LevelSet Resample Grid Transform Platonic Create Grid CSG Deep Copy Grid Morpher Polygonize Grid Solidify Level Set Create Velocity Field Display Grid Info Platonic Sphere Resize Container to Active Volume Visualize Grid Slice Visualize Scalar Grid Visualize Scalar Grid Slice Visualize Vector Grid Visualize Vector Grid Slice

    For feedback and questions, visit the si-community thread. There's also some info there on how to interoperate with emFluid. Here is a demo video by the author and another video from the thread, created by Rob Chapman using only OpenVDB ICE nodes and rendered using the included openVDB arnold shaders. Requirements: Microsoft Visual C++ 2012 Redistributable Package (x64)

    local backup: OpenVDB_to_Softimage_v0.8.rar
    author's youtube channel / -community thread
    Krakatoa for SoftimageAuthor: James Vecoreupdated, winAll, renderer, interop, cppsrc
    A Softimage custom renderer plug-in for KrakatoaSR built on KrakatoaSR's C++ API. It is featured on Krakatoa manufacturer Thinkbox Software's blog here. James has made video demos available on vimeo.com for the release and for the first update versions.

    Features as outlined on the release's vimeo page: [..] Works with ICE driven point clouds All Krakatoa supported channels are mapped and pulled from ice if they exist (Emission, Absorption, etc) All parameters in KrakatoaSR exposed in the renderer options Region render support Scene lights can be restricted with a group Occlusion mesh support Multi-channel exr output supported

    The Following ICE Channels are mapped for Krakatoa if they exist and are not being optimized away by ICE (see here for details on this): PointPosition Color Density Lighting MBlurTime Absorption Emission PointNormal Tangent PointVelocity Eccentricity PhaseEccentricity SpecularPower SpecularLevel DiffuseLevel GlintGlossiness GlintLevel GlintSize Specular2Glossiness Specular2Level Specular2Shift SpecularGlossiness SpecularShift


    This addon is Open Source and available on github.com. Note that there are no binary releases available right now. In case someone has a build ready, please consider submitting it using the »Something missing?« form above.

    local backup: KrakatoaForSoftimage-master.zip (repository snapshot from Feb 21st 2014)

    author's vimeo channel / repository @github.com / -community thread
    Partio Export for SoftimageAuthor: James Vecoreupdated, winAll, interop, exporter, cppsrc
    A particle export plugin using Disney's Partio library for Autodesk Softimage. Supports BGEO, BIN*, GEO, PDA, PDB, PDC, PRT file formats. Note that for BIN to work properly, you'll have to use James' fixed fork of the Partio library instead of Disney's original library release. For full installation and usage instructions see the github repo page. A video demo is available.

    This addon is Open Source and available on github.com. Note that there are no binary releases available right now. In case someone has a build ready, please consider submitting it using the »Something missing?« form above.

    local backup: PartioExportForSoftimage-master.zip (repository snapshot from Feb 21st 2014)

    author's vimeo channel / repository @github.com / -community thread
    phi distributionAuthor: Andy Moorerupdated, osAll, ICEmisv, ICEparticle
    Video demonstration. [..] Recently as I fiddled around I came across an interesting point about these kinds of distributions that caught my attention: they are a very efficient way to pack particles evenly on a surface. This is an important point to an effects artist, because not only is a large part of this job mimicking nature, but distributing points efficiently on surfaces lets us maximize the number of non-overlapping particles we emit.

    So, I built some compounds, first to calculate phi (or simply return it as a stored constant, depending on the accuracy needed.) Another to convert phi into angles in degrees and radians (the "golden angle"), and finally I took these and made an emitter. Hooray, it indeed did allow me to emit a sphere of particles packed efficiently, and even better since I didnít have to use a "generate sample set" it allows millions of particles to be emitted much faster than simply emitting particles from spherical geometry, and without any resolution-dependance on the LOD of a polygonal sphere. And this "phi" distribution has a nice, natural look.


    Related: Cesar Saez's »Fibonacci Golden Ratio compound« (moved below)

    local backup: Emit From Phi Distribution.1.1.xsicompound   Phi Distribution on Sphere.xsicompound

    author link: http://andy.moonbase.net / download: /archives/1128
    Fibonacci Golden RatioAuthor: Cesar SaezosAll, ICEmisc, ICEparticle
    This compound generates points arranged on a flower petal like structure based on the Fibonacci sequence of numbers. This sequence is a common property in biological growth and features derived from it (like the golden ratio) often seem to have a pleasing effect on the human eye.

    Demonstration video of an old simulated version is available here (New version available in the local backup doesn't require simulation)

    local backup: Fibonacci Golden Number.xsicompound

    author site: http://www.cesarsaez.me / old blog / vimeo channel / xsi-forum.com thread (spanish)
    Quicklauncher V0.1.3Author: Cesar Saezupdated, winAll, workflow, custommenu, python
    Updated Dec 18th 2013 Today I want to share a tool I've been using for a while, it's a simple menu to search and launch softimage commands and scripts (you can set the script directory on the preferences). In order to make it fast I'm caching the commands and script paths (just the paths, the script itself is loaded on runtime), so if you add a new script file or connect/disconnect workgroups please make sure that the cache is reloaded (there's a command just for that) and everything should be fine. The menu requires PyQtForSoftimage and it's avalaible here. Give it a try and let me know what you think :-) Cheers!

    video demo. Along with the recent update that introduces the concept of »script packages«, Cesar also shares a useful set of premade script packages including: animation, filter, misc, modeling, primitives, programming, rigging. Go here to browse/download the script packages repository on github.

    local backup: quicklauncher-master.zip   quicklauncher_packages-develop.zip (repository snapshots from Feb 21st 2014)

    author site: http://www.cesarsaez.me / download: ..launcher-v013.html / vimeo channel / repository @github.com / -community thread
    STL ExportAuthor: Vladimir Jankijevicupdated, osAll, exporter, interop
    This exporter for the popular STL mesh file format was recently shared by Vladimir on the Softimage mailing list. here is a plugin I wrote that you can use. It's all in python so there should not be any problems with it. You'll find it under File->Export->Export STL. Exporting through the menu allows only for binary STLs but the command itself has a switch to export in ascii format too. hope this helps

    local backup: STL_ExportPlugin.py

    author site: http://xsi.jankin.com / mailing list post @google groups
    Weighted ArraysAuthor: Julian Johnsonupdated, osAll, ICEmisc, scene
    From Julian's blog: Often you need to 'weight' the items of an array so that you can achieve a certain ratio e.g for a particle cloud 25% red, 25% blue and 50% green. The archive below contains a couple of sample scenes that show one specific technique (borrowed from Greg Turk's Graphics Gems algorithm for weighting triangles by area) for weighting an array and a couple of compounds kindly made by Dan Yargici making it easy to set up the initial weighted array and then pull data from it. The weighting doesn't have to be normalised - any ratios will work. Download the compounds and scenes here.

    local backup: Build Weighted Value Array.xsicompound   Build Weighted Value Array.xsicompound   weighted_array_sample_a.scn   weighted_array_sample_b.scn (demo scenes)

    Clone with IndexAuthor: Julian Johnsonupdated, osAll, ICEmisc, scene
    From Julian's blog: A few months back Graham Fuller posted a great tip about how to retrieve the clones of a given point on the xsi mailing list. In this post Gustavo asks how to enumerate the individual clones so you can handle them separately. This scene shows three methods - a couple of them use variants of Graham's method whilst one uses a simple loop. They're useful techniques for creating hierarchies of particles where numerous clones can act as 'children' of a master particle.

    local backup: clone with index.scn

    Ski LiftAuthor: si-community user caledonian tartanosAll, ICEmisc, modeling, scene
    Hello again Winter is coming! so be prepared and create Ski Lifts!!! This Compound doesn't need simulation. although the cabins are moving, it's in an unsimulated IceTree. No black magic involved, or at least not too much ;) Just create a Curve on your Terrain and Connect Instances if needed. [..] reports are very welcome

    Requirement: »mt_strandfitting« by Helge Mathee (included in »mt_strandNodes« directly below).

    local backup: skilift6a.scn

    author link: n/a / -community thread
    mt_strandNodesAuthor: Helge MatheewinAll, ICEstrands, compilation
    A blast from the past from Helge's MindThink days - this one was 'hidden' inside the ICE_tutorials project (directly below) and seems to be the predecessor/'light' version of Melena.
    mt_StrandNodes is a collection of strand manipulating compounds including a few compiled ones. From this mailing list post: It is an addon for simulating strands and much, much more. Basically it contains this: 1. a new custom icenode called "mt_strandFitting" which allows to reproject / refit a strand onto another one. You can use it for all sorts of things, such as refitting a curve or simply reprojecting a strand onto itself while maintaining length. — 2. a new geometry generator to create a mesh out of strands (cool!) with this you can create procedural geometry, such as a woven basket for example. — 3. a couple of compounds for creating strand effects. creating curling strands (strands curling around other strands), using strands as guides for other strands etc etc.. — 4. a project with sample scenes how to use this stuff...

    Included in the collection are: Add Forces for Strands Add Guide from Spline Blend Stand Groom Create Curl Strands Create GuideHair Strands Create Strands from Curvelist Create Stroke Particle Curve Flow Force Directional Force Fill Interpolated Array FlowLines Force Get Array Ratio Get Position on Strand Get Regular Curve Locations Get Single Particle Attribute Get Strand Length Init Strand Simulation Init Strands Keep Every Nth Strand Modulate Strands by Null Move Strand with Geo Original Shape Force Prepare Strands For Extrusion Project Strands To Surface Push Strands Outside Geometry Random Scalar Value Array Random Value Along Strand Random Values Resample Strands Set Empty Strand Simulate Hair Simulate Strands With Constant Length Strand FCurve Strand Null Force Strand Stiffness Force Strand Surface Force Strand Turbulence Force Style Strands By Guides Turbulence Force

    And some C++ compiled nodes and commands: HairSolver node strandFitting node hair2curves ice_strandExtrude strands2hair ice_strandExtrude.

    local backup: mt_strandNodes.zip (doesn't include mentioned demo scenes - those are inside the ICE tutorials project directly below)

    author's current company: Fabric Software Inc. / -community thread
    ICE TutorialsAuthor: Helge MatheewinAll, scene, ICEmisc, deformer, compilation
    A collection of ICE Demo scenes created by Helge Mathee for the 2009 Stuttgart FMX conference. It includes the sample scenes for mt_strandNodes. Scenes available are: Align Particle, Atomic Model, Camera Projection for Particles, Cob Web, Crowd: Procedural Crabs, Crowd: Two Wheelers, Filter Emission, FMX Folding Cubes, FMX Growing Flower, FMX Retro Trail, FMX Swarm, Hair Dynamics: Basic Setup, Hair Dynamics: Turbulence, Hair Dynamics: Turbulence Collision, ICE Bezier Deform, ICE Curve Deformer, ICE IK Solver, ICE IK Solver Spider, ICE Roll Deform, Increment Rotation, Instancer Copy UVs, Instancer Kolosseum, Plants Growing on Surface, RBD Bricks Cloning, RBD Cereals PostSimStack, Rolling Gate, Squares Randomly following Footage, States: Bees, States: Tree, Strands Abstract Formula Shape, Tank Chain, Text Dissolve to Particles.

    local backup: ice_tutorials_part1.zip (Note that the mt_strandNodes plugin which is part of this backup is not working with current versions of Softimage — use the one above)

    author's current company: Fabric Software Inc.
    dotXSI 3.0 Exporter (for 3DS Max)Author: Michael Lawler / Softimageupdated, osAll, exporter, interop
    Updated February 2014 - this is an exporter for 3DS Max R8 for the Softimage dotXSI format. Adds an export dialog option for custom scene root name Adds Export Options Dialog cancel button Adds some error trapping for Export Options Dialog inputs Adds Basepose transform export Updated SI_FileInfo template (now exports username, date/time, Max version used Fixes animation export for procedurally animated objects Fixes Export Options Dialog Cancel button Modified ProgressBar code to properly process the Cancel button Adds an animated XSI logo to the ProgressBar Fixes toggling between ASCII/Binary file types in Export Options Dialog Fixes 'Export Selected' feature

    local backup: Max6-7-8 dotXSIExport v1.8.zip

    whWallAuthor: Wolfgang Hurstupdated, win64, modeling
    Video demo. whWall lets you create detailed house walls. The walls, holes and frames including the glass polygons are generated procedurally based on user defined parameters. Includes the option to duplicate the result on all four sides, in which case you can setup further variations of the user defined parameters. Finally you can create polygon clusters for the elements, allowing you to select groups like all frames on the right side, or other element groups.

    Requirements: Microsoft Visual C++ 2012 Redistributable Package (x64)

    local backup: whWall.xsiaddon   whWall_OtherVersions.zip (for XSI 7.0/Mod Tool)

    Shallow Water SimAuthor: Gustavo Eggert Boehsupdated, osAll, ICEmisc, scene, fluids
    Disclaimer: This is from the resourcedump thread on si-community.com so »some restrictions may apply« (but usually don't)

    For those in the need to simulate SIMPLE water interactions FAST this is a shallow (2d) water simulator coupled with Lagoa, so it does not look toooooo cheap. It cant do curls and rolling waves, but it will spit some Lagoa particles for your viewing pleasure :D. It served quite well on a little student short, so maybe it can help others. I would love to keep working in it but no time for it, so here it goes [..]

    Continue reading in the resourcedump thread linked above. Related: »Water Surface« by Felix Gebhard (moved below).

    local backup: mFlow.scn

    Water SurfaceAuthor: Felix GebhardosAll, ICEmisc, scene, fluids
    This scene demonstrates how to use ICE to simulate water ripples on a polygon grid

    local backup: ripple.zip

    Curve to RibbonAuthor: Julien Carmagnacupdated, osAll, curves, ICEmisc, python, modeling
    Video demo. Curve to Ribbon generates polygon mesh strips based on input curves. There are settings for subdivision, thickness, center and offset as well as for the ribbon plane: XY, XZ, YZ or auto. Works with multiple curves and even merged curves. Requirement: »keyvis Curve Tools« by Eugen Sares (moved directly below).

    local backup: CurveRibbon.xsiaddon
    author's vimeo channel / -community thread
    keyvis Curve ToolsAuthor: Eugen SareswinAll, js, curves, workflow, extrusion
    V1.4. A set of curve-related tools with the recent addition of a curve tool panel PPG. From the download page:

    [..] This addon adds the most needed Curve Operators to Softimage, bringing it to a level of flexibility comparable to 3ds max. It does not make Softimage an »industrial strength« Curve modeller, like e.g. Rhino, but in many scenarios you won't need another application for Curve editing any more. Tools included: Attach Curves: attach one or many Curve(Lists) to the first in the selection. Blend Subcurves: connect Subcurves with a Segment (bridge) between every selected Curve Boundary pair. Delete Subcurves: delete one or many Subcurves. Duplicate Subcurves: duplicate one or many Subcurves, with Translate x, y, z parameters. Extract All Subcurves: »explode« a CurveList - every Subcurve becomes a Curve object. Invert (Sub)Curves: change curve direction. Like the factory tool, but with Subcurve support. Log Curve Data: for debugging purposes. Logs (Sub)Curve details in a Script Editor. Points, Knot vector, degree, etc. Merge Subcurves: connect Subcurves by »welding« selected Boundary pairs (2 endpoints -> 1 midpoint). Offset (Sub)Curves: draw an outline around selected (Sub)Curves. Open/Close (Sub)Curves: like the factory tool, but with a few more options and with Subcurve support. Scissor Knots/Isopoints: cut Subcurve(s) in two or more pieces at selected Knots or Isopoints. Curve Tools Panel: Custom PPG containing all Curve Tools plus options for Isopoint selection: Intersections and Subdivisions. Curve trims and booleans can be realized with it (although maybe not as comfortable as in 3ds max).

    After installation, all operators can be found under Model > Modify > Curve, except »Extract All Subcurves«, which is in Model > Create > Curve


    Related plugins: Power Extrude, TinyCurveExtrude, MX Loft, Custom Loft, KP CurveTools, ICE Rope Rig

    local backup: keyvisCurveTools v1.4.xsiaddon

    author site: http://keyvis.at / download: ..Softimage/curve-tools/ / xsi-forum.de thread (german) / -community thread
    GOTETZ Curve ToolsAuthor: Sakana-Ya aka GOTETZupdated, winAll, curves
    A set of curve related commands: merge curves attach curves detach curves. Demo avaiable on vimeo.com.

    local backup: gtCurveTools.zip

    Latlong_Lens ShaderAuthor: Andrew Hazeldenupdated, osAll, cppsrc, shader, mentalray, interop
    Updated January 2014. This mental ray lens shader renders a full 360° environment image using the standard cartesian projection (aka spherical mapping) which can be used as a HDR environment/reflection map. It is available for Softimage, Maya and Max and will output the same image in either of those applications. Related: »wrapAround« factory shader (Softimage only).

    local backup: latlong_lens_shader_for_Windows_x64.zip

    pb_EnvelopeByDistanceAuthor: Pedro Alpiarça dos Santosupdated, rigging, osAll
    Creates a flexible envelope based on the points' distances to nulls with control over falloff/shape/radius for each null. A group or groups are required and the group ID order must match the Deformers ID order [..] An update on pb_EnvelopeByRadius since I was feeling the need for more options per null. Also one to use with single Weights. Compounds and script attached. The script can be very slow to run (no idea why) and should be applied without the compound inputs and outputs being connected.

    Video demo for the current update as well as for the initial release.

    local backup: pb_EnvelopeByDistance.xsicompound   EnvelopeCPsets_1.0.pys (init script)

    author's vimeo channel / -community thread
    pb_WeightByDistanceAuthor: Pedro Alpiarça dos Santosupdated, osAll
    A simple version of the pb_EnvelopeByDistance script above outputting to a single weightmap instead of to an envelope map.

    local backup: pb_CopiesOnTarget.xsicompound

    author's vimeo channel / -community thread
    pb_TransformsFilterAuthor: Pedro Alpiarça dos Santosupdated, osAll, scene
    Demo video. From the si-community thread (link below): A utility to filter Matrices SRT transforms and use them on vectors. Only supports SRT Matrices for now :/.

    In another thread by Pedro on si-community.com there's some interesting discussion going on concering transformations and matrices.

    local backup: pb_TransformsFilter.xsicompound   pb_TFilter_ADD.xsicompound   pb_TFilter_SUB.xsicompound   TransformFilterSamples.scn (demo scene)

    author's vimeo channel / -community thread
    Redshift RendererAuthor: Redshift Rendering Inc.osAll, renderer, commercial
    This GPU accelerated renderer is now in public beta and available for testing in 1) a free 30 days beta programme (watermarked after that) or 2) in a paid beta programme which is going to be discounted from the release purchase.

    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 Ė 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, [..]


    Continue reading on the product page linked below.

    author link: http://www.redshift3d.com / product page / -community announcement- and render tests thread
    Positive Mean Value Coordinates DeformationsAuthor: Ahmidou LyazidiosAll, deformer, ICEmisc, workflow
    A new ICE based cage defomer utilizing positive mean value coordinates (PMVC) resulting in a deformation with superior quality to that of the factory/legacy cage deformers. (PMVC is described in this Eurographics paper by Yaron Lipman et al.).

    One requirements has to be met which is that the deformed object must be fully enclosed by the cage object.

    local backup: PMVC_deformer.xsiaddon

    author on vimeo / -community thread / An older but related thread on the »area«
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