Install Arnold Softimage

  1. Arnold Node
  2. Arnold Support

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

The license server runs on a computer on your network and manages your use of Arnold through a license key. The license key (ascii text) typically defines the version of Arnold you can use and the number of computers you can use for rendering. It also controls how long you can use Arnold.

A one-click solution for setting up XSI for smooth/relax weightmap painting. Start painting by selecting either the menu item Modify Deform m.Slide Relax Brush or the item with the same name inside an object's context menu.From the si-community thread: This is a simple tool that uses a combination of Shrink Wrap, Relax, Gator and Weight Maps to relax a mesh without changing its shape, or at least, not by much.

Pro

Something similar to slide edges. It also has an option to preserve UVs using Gator. It is very simple, but very useful for my modeling, I wish I had done this a long time ago.on Youtube.local backup: (copy to any Plugins folder).

A helper for envelope weight painting and modeling for animation. »Preview Poses« lets you preview your mesh live in different poses while weight painting, modeling (including topo changes) or shape editing. Installed in Sidebar (MCP) Edit.Usage: First make sure mesh and joints are inside a model structure Select the mesh you wish to preview, then run the command Add Preview Pose. This duplicates the model and creates an ICE deformed clone of the mesh inside the new model Move or branch select/isolate the duplicated model in a different viewport and pose as you wish. Updated Oct 2016 with a Houdini rewrite by Julien Carmagnac. XPOP Menus popup menus that are fully customizable via scripts, and can be used with all scripting languages available in Softimage / HoudiniNew features for XPOP 3.2: Underlined items Some new icons Icon caching Greyed out menu items Icon support (including Checkmark) Icon collection from included Object oriented API (similar to Patrick Boucher's python extension for XPOP2) Section headers for more linear grouping than submenus Visual customization options: margins, spacing, font, fontsize, coloringJulien's brand new XPOP for Houdini is available. Junkie's japanese version of the documentation is available.local backup: (drag-and-drop).

This xsiaddon installs the custom command »PlaySound« which plays a sound when called from a script (any language). After my last freelance job, with a lot of objects and materials, i decided to develope a Python/PyQT plugin to organize PuzzleMatte IDs in Softimage with Redshift.This can organize ObjectIDs (on meshes, pointclouds, groups), MaterialIDs and AOVs as well This script works with Redshift v1.3.15 and above This is not production approved. If you found some critical bugs feel free to contact me.

— Features: organizing MaterialIDs, ObjectIDs, PuzzleMatte AOVs automatic generation of IDs and AOVs check functions (IDs AOVs) selection of objects/groups over IDslocal backup: shows how to automatically rotate a ball depending on its X/Z position. See also by Paul Smith on the same subject.local backup: (drag and drop into 3D viewport). 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.local backup. Another item from the past (2010). From the download page — Do you like nanotechnologies or microscopy biology?

Install Arnold SoftimageSoftimage autodesk

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 frighteningSo, 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.local backup. 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:download. Updated to V1.1 — From the announcement on the new: 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 )Documentation is. Also available: and the.To quickly get started, watch the videos Eric posted in. Updated to 0.75, information about update can be found — 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:, as well as installation instructions:.local backup.

Updated, read about the new features — 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 ( ) 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 to get a first overview.

For the Softimage installation instructions and first usage steps, see — similar videos exist for the other applications.For the unofficial japanese documentation please visit here: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. Replying to a request on the mailing list by Olivier Jeannel: Simple one: Do we have something to extrude a curve along multiple curves at once (a group of curves or multi selected)?Juan quickly replied with: no. But I have a script for that.;-) actually two scripts. One creates polymeshes, the other a nurbs surfaces. Select all the curves you want to extrude on run script pick the curve you want to extrude. Hope that helps.local backup: (also contains a python script by Gareth Bell who posted a short while later.).

Arnold Node

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 'proxynameSOURCEITEMS' and hides the group / 2. Delete the source items / 3. Do nothing with the source items. (From the plugin source code)Related: Redshift Proxy Managerlocal backup. (From the github page) Set the 'Vertex Color' display option to 'Never Show' for all cameras and 3d viewports (lights excluded). (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-forcefrom win32com.client import constantsannotation = Application.PickElement(constants.siPropertyFilter,'Choose an Annotation Property','Choose an Annotation Property')2exec annotation.Text.Value. From the plugin demo video: A simple script to change FOV values.

Arnold Support

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%AutodeskSoftimage2015ApplicationPlugins Or your Workgroup Plugins Directory. You'll find a button called mCamera FOV in your Get Primitive Camera menu.(.) Since then, Martin wrote.local backup: (script) (copy to a Plugins folder). Updated with new demo video: — 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 by the author. Find more information on the author download page linked below (japanese - english translation by google ). 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. From the video page of — I 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:local backup: (needs to be installed for the plugin to work). 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 — Converts Softimage to Maya, using FBX and Mayabatch.

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