Last update: 14.05.2020

Description: This is the Cycles render integration into Softimage.


  1. Builded with Cycles ver. 1.12 (commited at 12.05.2020)
  2. CPU and GPU rendering support
  3. Allows to render ICE-attributes of polygon meshes with context per-point or per-object
  4. Renders ICE-instances and instance models
  5. Renders ICE-strands as hairs
  6. Renders standrad XSI hairs
  7. Renders all Cycles passes (Combined, Depth, Mist, Normal etc.) and custom AOV (Color and Float)
  8. Renders any volume objects (in particular OpenVDB, emFluid and Explosia FX)
  9. Saves output rendered images as multi-layer EXR
  10. Saves cryptomatte passes
  11. Custom light primitives
  12. Geometry caching system
  13. OpenColorIO color profilies support with pre-builded Filmic config from Blender 2.8
  14. Shaderballs previews
  15. OSL-shaders support
  16. UDIM textures support
  17. "How to..." manual with pictures
  18. HDR Master addon for manipulating by hdr-environments
  19. Shader packs
  20. SToon addon for cartoon rendering

Download: version 1.9.1

How to use: Install as usual addon for Softimage. Switch to the Cycles Renderer and you are ready to render. Use official Cycles manual for references to render parameters, shaders and other properties.

"How to..." manual contains short tutorials with description of main functions and features


  1. On some machines the addon additionaly requires vc14 runtime. Download the Visual C++ Redistributable for Visual Studio 2015 package from here and install it (or google by keywords "vc14 runtime").
  2. All copies of a light source shares the same shader. Make it local to tweak shader parameters independently
  3. Sometimes shaderball preview does not updated during you change the shader parameters. Simply close preview window and open it again
  4. Does not turn on the OSL-shaders support, if it is not necessary. This increase the render time
  5. Does not turn on the deformation blur of objects, if it is not really necessary. It can dramatically increase the render time
  6. For using UDIM-textures, select as input texture only the first one with the tile 1001, all other textures will be used automatically. The render find the tile of the texture by parsing it name from right to left, so the texture with the name 1001_diffuse_1002.png will be interpreted as 1002 tile