SOFTIMAGE|XSI SHADERS





Many of these files have been compressed with winzip. (It's possible that, after downloading this file, you will need to add the extension .zip to the end of the file name in order for it to work properly with your de-compression program.)


XSINET Shader and Image Library - The XSI Net Library is one of the first places you should look for some of the coolest SOFTIMAGE|XSI shaders. These assets are available for free to the XSI community and there are a lot of theml.


Kim Aldis CGI Magazine Shaders - Created by Kim Aldis of Aldis Animation - These Shader files were created by the Aldis Animation Company for use with SOFTIMAGE|XSI. They are free for XSI owners to use with the program. A full description of their function appears in the XSI tutorial written by Kim Aldis exclusively for CGI Magazine.

Netview Friendly Shaders (drag and drop into SOFTIMAGE|XSI)
BENDER
RAINBOW SPOTLIGHT
TEXTURE BLEND
SIMPLE SPECULAR
EDGY SHADOW
X-RAY

X-Ray Shader - By Eric Poirier - This mental ray shader preset makes your object look like it's being x-rayed.

Netview Friendly Shader (drag and drop into SOFTIMAGE|XSI)
X-RAY SHADER

Glass Shader By Eric Poirier - This mental ray shader preset gives your object a glass surface

Netview Friendly Shader (drag and drop into SOFTIMAGE|XSI)
GLASS SHADER

Fire Horse Studio's Metal1 Shader - By Scotty Wilcox of Fire Horse Studios - This mental ray shader preset gives your object a metal surface. The information is meant to be accessed throught the NetView in SOFTIMAGE|XSI 1.5 using this link: http://www.firehorse.net.au/xsi/

Netview Friendly Shader (drag and drop into SOFTIMAGE|XSI)
METAL1

Gas Fire 1.7 Shader - By Anders Thönell - Website - This shader will create a 'gas fire' like look when applied as a material.

There are two things you have to do when applying this shader:
- open the fractal node in the render tree and choose a texture projection to apply displacement.
- turn up the displacement step in the geometry approximation of your object.

Other settings :
- A two colour mixer lets you control the colour ramp of the 'flame', so it could go from blue to white for example.
- Animating the 'time' parameter of the 'fractal node' will animate the 'flames'. a slow setting of .3 increment per 25 frames seems okay.

Netview Friendly Shader (drag and drop into SOFTIMAGE|XSI)
GAS FIRE

Water Fluid v2 Shader - By Rosa Roger - Website - This shader will create a 'clear transparent water' like look when applied as a material.

Netview Friendly Shader (drag and drop into SOFTIMAGE|XSI)
WATER FLUID V2 SHADER

Car blinn material - By Rosa Roger - Website - This shader will create a 'smooth car paint' like look when applied as a material.

Netview Friendly Shader (drag and drop into SOFTIMAGE|XSI)
CAR BLINN MATERIAL

Electron 1.0 - By Anders Thönell - Website - Instructions - This shader will simulate an electron microscope look on your objects. The shader uses incidence to darken areas that face the camera and lightens the edges.(similar to an electron microscope)

Netview Friendly Shader (drag and drop into SOFTIMAGE|XSI)
ELECTRON 1.0

Ocean Shader(1.7meg) - By Stuart White - Website -- This is a shader Stuart wrote for Softimage XSI as a research piece during the program's Beta Testing phase. The only geometry for the ocean is a flat NURBS grid. This grid is displaced by a series of animated fractal harmonics. The resulting surface is shaded with its' reflectivity determined by the angle at which the camera rays strike the surface. When the camera drops below the water a second shader is triggered that has no specular component.

Toon shader based on the Dave Lajoie Incidence Toon Rendertree tutorial - Created by James Rogers - This shader computes the angle difference between the camera and the object's surface, using an incidence to drive an color_interpolate node allows you to ink the contour of the object's surface.This shader has two incidence and flat light nodes wich means one can make black lines but still input the correct colour in both flat light nodes for the main colour.

Netview Friendly Shader (drag and drop into SOFTIMAGE|XSI)
TOON2

Red Smoke Preset - Created by Holger Schönberger - This is a preset that uses the cigarette smoke volume shader to create realistic smoke effects. If you are rendering in a high resolution, you have to change the marching settings. (besides the normal rise speed and thease little changes)

Get a new scene, add the smoke shader to the scene pass, load the preset and apply 2 expresions:
Fractal/Decay: cos( Fc/25 ) * 0.05 + 0.7
Fractal/Frequency Multiplier: sin( Fc/25 ) * 0.005 + 1.1
In XSI 1.5 you can load the XSI logo smoke. Netview/ Library/ Simulate Haven't tested it, only know it's there.

Netview Friendly Shader (drag and drop into SOFTIMAGE|XSI)
SMOKE

Spherical Environment Preset - This is a preset that allows you to adjust the tiling on spherical environment maps.

Drag this preset into a rendertree window that has your material in it. Connect the blue node (repeat_tile_spherical_env) to the Environment connection on the material node. The "Texture Edit" node controls the tiling. The default is 2.

Netview Friendly Shader (drag and drop into SOFTIMAGE|XSI)
SPHERICAL ENVIRONMENT

XSI Toon Shaders (Preview) by Michael Arias - This library of shaders is a complete rewrite of the Softimage|3D Toon Shaders, and is meant to replace the legacy versions of those shaders currently distributed with XSI. The new versions address performance issues of previous Toon Shaders, and implement a variety of feature enhancements, many based on user requests. Softimage|3D-compatible versions may be provided, but their feature set will be necessarily limited due to constraints inherent in Softimage|3D and its custom-shader interface.

Speaker Material by Nick Petit - Website - A preset shader for speaker cones.

Netview Friendly Shader (drag and drop into SOFTIMAGE|XSI)
SPEAKER MATERIAL

Subsurface Scattering Shader - by Dave Lajoie - Website - Click here for a tutorial on how to use this shader. This shader will "Simulate" Subsurface Scattering in SOFTIMAGE|XSI.

Netview Friendly Shader (drag and drop into SOFTIMAGE|XSI)
SUBSURFACE SCATTERING SHADER

Reflection Control - by ? - This material preset will control the intensity of raytraced and non-raytraced reflections. Simply tune the nodes called raytraced_strength and non_raytraced_strength to see the effect.

Netview Friendly Shader (drag and drop into SOFTIMAGE|XSI)
REFLECTION CONTROL

Sky Presets - by Lepo - Create your own procedural skies with these Sky presets. Download all of them here: Skies.zip

Netview Friendly Shaders (drag and drop into SOFTIMAGE|XSI)
BellaGiornata
Pecorelle2
Pecorelle
Panorama
Mattinata
Tramonto

Wax Subsurface Scattering Shader -Tom Sporer - Website - The “Subsurface Scattering Shader” is just a way to simulate Subsurface Scattering. It is a combination out of a standard Phong material and a standard Volume shader. It´s just a “fake” of Subsurfe Scattering so it will not be good for every situation. The download includes scenes that contain a sphere carrying the Subsurface - Fake Shader. For a detailed tutorial on how to use these shaders, click here: Subsurface Scattering Fake Shader description Tutorial

ATTENTION: Due to a bug in the volume shader you have to delete the scattering lights from the scattering lights list before you save a preset of the shader - otherwise XSI will crash if you want to apply the preset in another scene. If you want to copy and paste the material containing the volume shader to another object in the same scene - you also have to clear the scattering lights list before.

Netview Friendly Scenes (drag and drop into SOFTIMAGE|XSI)
FAKE_SUBSURFACE_1.5.scn
FAKE_SUBSURFACE_2.0.1.scn

Blue Glass Subsurface Scattering Shader -Tom Sporer - Website - The “Subsurface Scattering Shader” is just a way to simulate Subsurface Scattering. It is a combination out of a standard Phong material and a standard Volume shader. It´s just a “fake” of Subsurfe Scattering so it will not be good for every situation. The download is a scene containing a sphere carrying the Subsurface - Fake Shader. For a detailed tutorial on how to use these shaders, click here: Subsurface Scattering Fake Shader description Tutorial

ATTENTION: Due to a bug in the volume shader you have to delete the scattering lights from the scattering lights list before you save a preset of the shader - otherwise XSI will crash if you want to apply the preset in another scene. If you want to copy and paste the material containing the volume shader to another object in the same scene - you also have to clear the scattering lights list before.

Netview Friendly Shaders (drag and drop into SOFTIMAGE|XSI)
FAKE_SUBSURFACE_BLUE_2.0.1.scn


Environment ball mapping shader By Fake3D - Website - A Mental Ray Environment "Ball - Mapping" Shader and Its "Add-On" Package for SOFTIMAGE|XSI 2 on WinNT/2000 and Linux.


Phoenix Tools Tesselation Shader By Stefano Jannuzzo - Website - We're doing some tests on displacement, so we've put together this small texture node that will show the geometry's final triangulation. You can connect directly to the Surface node. (Connecting it to the transparency node is fun too) The only parameter is the 'wireframe' width. Better if used with a decent AA Min Level (at least 1).


Phoenix Tools Color Per Poly Shader By Stefano Jannuzzo - Website - This shader assigns random colors to each polygon. For non mesh models, you'll have to use the 'tri' option. This shader is an addon. Drag and Drop this link into an XSI viewport to install


Phoenix Tools mental ray Timer Shader By Stefano Jannuzzo - Website - This will return the time (frame/fps). I guess with some basic math in the rendertree you can get the other things. It should be in release config, today I have no time to check. This shader is an addon. Drag and Drop this link into an XSI viewport to install


Soapbubble "Thinfilm" shader - by Adrian Wyer - Website -Create a "soapbubble" effect with this shader. All the fractals use a spatial support with default scaling. You could animate the time slider in each fractal to make the pattern evolve.


Cold Planet shader - By : Lepo - Website - A Mix of 3d txt for simulate a planet .....a cold planet. Give an uv txt support to each textures and increase the displacements steps.


Ice-Cube shader - By : Lepo - Website - I've created this shader to simulate the ice effect but how you can see with a bit of fantasy you can use it in a lot of ways.


Free Shaders from Phoenix Tools! - By : http://www.phoenixtools.com - PT_AColorPerPoly, PT_mrTime, PT_NDisplace, PT_ShowEdges and PT_TrigoMath.


Incidence Target - By Graham D Clark - Website - Use an object as a target for the incidence shader. Import the model, render region, move the null around. Thanks for the math Martin. Click her for: Incidence Target explained


Cloud_shader - - By Rosa Roger - Website - A new Fast cloud shader
It is a basic first quick version, a custom ppg and maybe the use of the sprite shader would make it better.
You can basicaly create any custom geometry and apply the shader. It relies on transparency so you will have to increase the refract ray depth. It is very fast and customisable via the Cloud node PPG in the render tree. Modifying the complexity parameter will go from very smooth cloud to very puffy. The color parameters of the material aloow for all sorts of presets. FG, GI and others can also be applied. You can as well intersect objects and rotate around, if you have your UV`s set ( usually a sphere with spherical coordinates and then deformed) it will look nice as well.


TransVol2 shader - By Andy Hayes - Website - Tranvol uses raymarching procedures combined with a Lambert illumination model to generate subsurface lighting. Plug into the volume input of a material node and set any illumination model transparency to 100%. Objects must be complete polyhedra to prevent errors(i.e. a whole volume). A beta of Tranvol2 (a sub surface illumination shader) is now available for download. Its now inside a full material node in the rendertree - a cooke-torrance model, with bump and texture support, along with final gathering implemetation and transparency/reflection as per usual.


HDR IMAGES COLLECTION - IMAGEZONE - Lots of HDR images!



Have you got a cool shader that you think might be useful to others? Want to get it posted here? Just mail it to me (EdHarriss@EdHarriss.com), and I'll put it up!




 

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