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

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A one-click solution for setting up XSI for smooth/relax weightmap painting. Start painting by selecting either the menu item Modify Deform m.Slide Relax Brush or the item with the same name inside an object's context menu. From the si-community thread: This is a simple tool that uses a combination of Shrink Wrap, Relax, Gator and Weight Maps to relax a mesh without changing its shape, or at least, not by much. Something similar to slide edges. It also has an option to preserve UVs using Gator. It is very simple, but very useful for my modeling, I wish I had done this a long time ago.

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. Any custom rig will keep working for the duplicated model if the rig was part of the master model. Other commands available: (Note these might not work when using a custom rig - use stored actions on the controllers instead) Add Preview Pose from Base Pose: Creates a preview pose using the mesh base pose Preview Pose zero out: Sets the preview pose to the neutral position Preview Pose from Master: Changes the selected preview pose so it matches the master Preview Pose to Master: Changes the master pose so it matches the selected preview's For more infomarion, see the thread in the link section below. Local backup: (drag-and-drop). Updated Oct 2016 with a Houdini rewrite by Julien Carmagnac.

XPOP Menus popup menus that are fully customizable via scripts, and can be used with all scripting languages available in Softimage / Houdini New features for XPOP 3.2: Underlined items Some new icons Icon caching Greyed out menu items Icon support (including Checkmark) Icon collection from included Object oriented API (similar to Patrick Boucher's python extension for XPOP2) Section headers for more linear grouping than submenus Visual customization options: margins, spacing, font, fontsize, coloring Julien's brand new XPOP for Houdini is available. 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). It could be used for example as a notification after some lengthy process is finished. After my last freelance job, with a lot of objects and materials, i decided to develope a Python/PyQT plugin to organize PuzzleMatte IDs in Softimage with Redshift. This can organize ObjectIDs (on meshes, pointclouds, groups), MaterialIDs and AOVs as well This script works with Redshift v1.3.15 and above This is not production approved.

If you found some critical bugs feel free to contact me. — Features: organizing MaterialIDs, ObjectIDs, PuzzleMatte AOVs automatic generation of IDs and AOVs check functions (IDs AOVs) selection of objects/groups over IDs local backup: 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!

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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? 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. 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.). 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 Manager local backup.

(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). (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. From the plugin demo video: 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 Softimage2015 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. 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. 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.

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The first and currently only »Keller Shader« from Munich based vfx studio Keller.io. Arprodshadow 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. 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 — Fully 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.

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. 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 namedfrom 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. ExtractAllSubCurves - Extract all subcurves from a curve.

FlipBookRendered - Nice tool for capturing fast to a folder structure named from scene. GoToFrame - Go to Frame and set loop range easily. IncrementalSave - As the name says.

InspectControls - Maybe the most used by me. Inspection custom parameters by one key press. Action depends on selection type: Passes - explore arnold / mental ray. Show if shared / Object - find controls on it / Partition - find override on it / Models - find child controls ( custom par. ) / Camera Root, Light root - inspect its obj / Group - find members custom parameters / Object with Momentum / etc. If you do not select anything but you stand on a camera view with the mouse pointerit inspect the camera itself. The same with the spot lights.

It should be assigned to a keyboard shortcut to call it fast. InspectFrameBuffers - If you select a pass it inspects (and walk trough all) its framebuffers.

InspectMaterial - For example select a pass and toggle trough inspection of materials on its partitions. InvertInHierarchy - Select invert on the same parenting brunch level Load2Photoshop - As its name says. Multiplicate - An old script I hope it works. Select the obj to duplicate / 2.

Pick the group of the duplicate places / 3. Every controls.duplicates params of the obj duplicate places / will determine which object where will be placed of the selected objects. Press CTRL left mb to make instances! Pass2ImageClipViewer - Maybe not working. ReCountSimulation - Sometimes very useful.

If you simulate and do not want to go to frame 0 and go to frame X again for see what the change is on the simulation. RemoveAllAnimation RenderCurrentFrame - As its name says but on selected passed and with time info. RenderCurrentFrameAllPasses RenderMissingFiles RenderPassSelected SelectSimilarNamed SetArnoldDefaultScene - Useful to test an object with light in Arnold. SetBonesKey - Set more bone keys at the same time.

SetCameraKey - Useful with the current view or the selected camera too. SetSelectionToCurrentPass - Easy. SetTranslationKeys - Check it. SetViewToHiddenline SetViewToOpenGL SetViewToRealTime SetViewToShaded SetViewToTextured SetViewToTexturedDecal SetViewToWireframe Subcurve2Mesh - I don't remember.:) ToggleAllViewQuality - Useful for setting all views to coarse ( subdiv level zero ) when animating. It show a small sign 'C' at the corner of views. ToggleBackFaceCulling ToggleCameraView - Good one.

Select one or more camera and go over one view. Other good thing: select a pass an check it's camera on a view. Toggle more cameras by selecting them, for example check the difference on them. GOOD ToggleInstanceMasterHidden - Good tool for toggling the instance master properties of the objects. ToggleOptionalPanels - Working with the similar layouts like xsi default.

It shows and hides the main layout panels under the mouse pointer. For example if you stand with the mouse on the right side of the xsi window it hides the toolbar panel and if you stand on the middle it hides and shows all but the four view panels and so on. It must be assigned to a keyboard shortcut to work well. ToggleRegionDisplay - Toggles Region render RGB, RGBA, ALPHA Flags. ToggleRotoEnable - Good stuff. Switch off Roto by one press under mouse pointer. Or double press to inspect.

ToggleTrails - Toggles an animated object path. ToggleUsedMaterial - Good stuff for example selects a model all materials if a model is selected. Or if you select a Pass it selects those. ToggleView3DGeometry - Maybe the coolest but the easiest. You want to see only all the curves, or nulls, chainswithout the geometries in the view under the mouse.

ToggleViewControls - Similar but hides the curves, nulls, etc but not the 3D geometries. ToggleViewTrace - Toggles Mental Ray render region raytracing. Local backup.

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 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. Evaluation Derive Primitive Type Force Per Element Value - Set a value and choose the output you require. Force Single Attribute Evaluation - Force attributes to be cached. Redundant in 2015 (you can use the attribute editor instead) Session Control Plugin and Compounds The Session Control plugin adds a menu entry 'Create Session Ctrl' to the Get - Property menu. This creates a Custom Property on the scene root which exposes various useful parameters that can then be accessed from an ICE Tree. The key one is the 'Session is Interactive' parameter. You can then use these compounds: Set Value by Session Type Set Value Percentage by Session Type Execute by Session Type to set different values to use when in an interactive session or in batch.

Good if you want test some values but not screw up if you forget to turn them up again before you render for example. Generate Generate Cars Along Curve - A little thing I made years ago to fill distant roads with moving cars. Bit crap really. The 'Speed Lane Factor' does nothing as far as I can tell. What can I say, I was young, I was naive. Math Calculate Distance to Line Calculate Distance to Plane These are very useful.

Strands Build Evenly Spaced Strand Positions - Took Julian Johnson's compound for curves and adapted it for strands. Deform Strands by Strands - WIP, too long to explain. Emit Pulse Particles Along Strands - WIP, non-simulated, quite fun. Fill Strand Profile with Points - Will create points that fill the shape of the strand.

Fix Strand Orientations - Create a nice non-flipping strand orientation. Waaaay back, there was an issue we encountered with Redshift where if the shape was set to any kind of tessellated primitive (cylinder, capsule etc.) and there was a lot of flips or twists in the strand orientations Redshift would chew for ages on the tessellation where it tried to resolve these surface inconsistencies. My compound may fix this. Generate Strands from Curves - Can use a group of curves as an input. Rray has a more evolved version that supports the Strand Dynamics Framework attributes (although I think I may have changed a couple of things since the version his is based on, not sure what though.) Move Strands Outside Geometry - Just the factory 'Move Points Outside Geometry' node adapted for strands.

Resample Strands Split Strand By Condition - Will split strands based on a change of condition from the previous point. If you plug in a Point in Volume node using StrandPosition for Position, your strands will be split at the boundaries. You can have multiple splits.

Split Strands at Closest Point - Will split strands based on distance to a position. Options to reverse the away facing strands and filtering out split candidates based on some conditions.

String Generate Simple Name Hash - Will create a simple unique hash integer per object. These can be used to drive seeds so when you duplicate something that uses it to drive the seed in its ICE tree it'll always get a unique seed. WeightMap Per Object Random Weight - Uses the 'Generate Simple Name Hash' node to generate a random 'weight' attribute per object (well, per point, but uniform) local backup: (workgroup). From the:. 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. A sample scene file for LK Fabric (find LK Fabric directly below). From the accompanying: 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. A large toolset of over 50 nodes for creating/animating the creation of fabric down to the threads and even to the fiber level. 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: /. Updated to V1.1, information about the update can be found — From the: I am releasing the ehRSCamera addon v1.0 for Softimage to use with. 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:. Here's with a description/property pages.

Local backup. 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. 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. Full documentation available. Testimonials from: 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 for all pricing information. 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 — Ed'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). 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.

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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: For some of the features, see LKL 2.0's — also worth mentioning is which shows step-by-step how British channel 4's was created. Local backup.

This scripts creates a realtime depth shader/OpenGL viewport, configurable with two interactive controllers. Usage: Execute Render Pass Edit DepthPass. After picking a camera and clicking »Apply«, the command sets up the shaders, the controllers, and then switches to OpenGL viewport output. Grouped under the camera, you'll find the two controllers which you can move along local Z to modify the near/far settings. Inside the RT Material properties, you can also edit the near/far colors. The author credits jojoba as the creator of the original CGFX shader which he optimized. Local backup: (restart required).

A new gaseous fluids (fire and smoke) simulator from Ukraine based company Blackcore tech. This product features dynamic voxel grids, a CPU accelerated raymarched preview, OpenVDB export, the »render from camera« feature — (see videos) — all build around an ICE node-based workflow.

From the product page: ExplosiaFX is a fluid dynamics simulation tool currently integrated in Autodesk Softimage. It is constructed based on a dynamically resizing voxel grid with a modern multigrid solver and thus provides high quality results in reasonable time. Intensive usage of AVX instructions when available makes it extremely fast without any compromises. By supporting the OpenVDB volumetric format, ExplosiaFX removes the need to render simulated data in Softimage, makes easy pipelining possible, as well as external cache processing on the Softimage side. cont'd on the product page (link at bottom). For demo videos, see the and the channel.

Price is $499 for an individual seat license. Updated to work with HDRI Light Studio 4 and 5.

The HDR Light Studio Connection is an independently developed plugin that provides a live connection between Softimage and HDRI Light Studio. HDR Light Studio provides lighting for your shot via the creation of a spherical HDRI map. As you light your shot in HDR Light Studio see the results in Softimage update interactively. The plugin works with Redshift 3D, Mental Ray, and Arnold. It does not currently work with 3Delight. For documentation and in order to support Ben's plugin development with a donation, follow the author link.

Local backup: (documentation). AlShaders provides a suite of shaders, procedural textures and utility nodes that forms a complete, production-oriented shader library for SolidAngle's Arnold renderer. From Stephen Blair. The collection includes surface shaders: alSurface: alSurface is a physically plausible, energy-conserving, general-purpose surface shader — suitable for any dielectric or metallic material including skin, plastic, wood, metal, glass, etc. This document is a reference guide to the parameters. AlLayer: Shader to layer two surface shaders together alHair: Dual-scattering, multiple-importance-sampled hair shader — create believable hair shading with a plausible direct lighting model and approximate multiple scattering. The scattering from a hair fibre is a complex interaction of multiple lobes, often referred to in the literature as R, TT and TRT.

Those related to the Specular 1, Transmission and Specular 2 lobes, respectively. The Diffuse lobe represents multiple scattering between hair fibres.

This document is a reference guide to the parameters. Texture shaders: alFractal: Fractal noise pattern generator — The classic shading artist's best friend with support for both fractal Brownian motion and turbulent noise types. AlCellNoise: Cell noise pattern generator — fractal cell noise with support for both distance-based effects and chips can be useful for a variety of procedural effects. AlGaborNoise: Gabor noise pattern generator — an advanced noise type alFlowNoise: Flow noise pattern generator — Useful for creating noise patterns that feel similar to fluid flows. AlPattern: Simple pattern generator — generate different periodic wave signals to be used as the basis for other effects. AlTriplanar: Projects a texture orthographically in three axes — useful for quickly adding bombing patterns of texture to objects to add variation and breakup.

AlBlackbody: Generates a Rec709 color from the blackbody spectrum for the given temperature — useful for fire, lava, light colors and any self-illuminated object. AlFlake: Generate a normal map of randomly-oriented flakes — useful for car paint shaders, granite and other polished minerals. To use, connect it as a tangent-space normal map to alSurface, making sure Gamma is set 1.

Then connect a smooth normal (alInputVector set to Ns) to the Diffuse and Specular 1 Normal parameters. This will use the flake normal for Specular 2 only and the original smooth normal for Diffuse and Specular 1.

And utility shaders: alCombineFloat and alCombineColor: Utility shaders to combine float and color types in various ways (multiply, mix etc.) alRemapFloat and alRemapColor: Utility shaders for remapping and adjusting float and color values. AlLayerFloat: Layer multiple floats together with alpha blending — This can be handy for stacking multiple image or procedural channels together and blending between them in different areas, for example for a displacement shader. AlLayerColor: Layer multiple colors together — layer up to eight color channels together with a variety of Photoshop-style blending modes.

AlSwitchFloat: Eight-way switch between input — use this to select between multiple float values based on the value of a float input. AlSwitchColor: Eight-way switch between inputs — use this to select between multiple color values based on the value of a float input. AlCache: Caches the input value for optimization of multple shader calls — useful for optimizing complex networks where you know that multiple evaluations of a particular subnet are slowing your render down.

AlCurvature: Measure the local curvature of the surface — can be used to create effects such as stretch maps and dirt maps, or to simulate wear and tear. For best results remap and combine with a noise function then use it to drive layering effects in your surface shader. AlInputVector: Grab useful vectors from the shader state and use them in a network — combining these vectors can be useful as building blocks for more complex effects. AlInputScalar: Grab useful scalar values from the shader state and use them in a network — combining these vectors can be useful as building blocks for more complex effects. AlJitterColor: Applies random color variation within a range — use this in a network attached to multiple objects to add random color variation to each object. V0.7.2 updated Apr 4th 2015.

This plugin is called Mitsuba and Softimage synchronizer (shortly MaSs). I start to develop it for understanding how the works. So, some tool for export scenes needed. Of course, there are some other exporters from Softimage to Mitsuba. I try to understand how it works, but then decide to create my one exporter with Python and GUI. The latest update includes the abilty to render volumes. For that purpose, the package includes ICE compounds that create 3D-grids which can be manipulated further in ICE, exported with the 'Store VOL' compound, then rendered using Mitsuba.

So a large 'A' by itself inside a circle in not the date code. If the serial # starts with an 'A' that is not the date code. All the other marks you see are there to make sure pieces that may have been separated inside the factory find each other again. 'O' and 'Q' were not used because of similarity to a zero. Thanks I think that is quite helpful. Savage serial number dates

Supports rendering of OpenVDB volumes through Oleg Bliznuk's OpenVDB ICE package. More in the si-community thread.

Slava Shumikhin made a fork of an older version of Angel 07's plugin available. Local backup: (compatible version of Mitsuba). Fabricio, one of the most notable Softimage plugin developers, just released the »FC TD Pack«, a productivity toolkit with over 150 ICE compounds, scripts and commands which he developed and uses for his daily work. The tools are targeted towards TDs/generalists and cover every aspect of the software like modeling, animation, rigging, particles, interoperabilty, layers, groups, CrowdFX, math, weightmaps, strands, utilities, tracking etc.

Have a look at a, a video demo he created showcasing just some of the tools included. For the full listing, see. Available for $15 (plus voluntary amount).