XSI 5.0 Feature Review:
Written
by Ed Harriss
XSI 5.0
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64 Bit XSI !!! Possibly the best thing to happen to XSI users who work on giant scenes is the 64bit version of XSI. It dramatically improves performance. No more “Out of memory” errors or scenes that just don’t work because you are stuck with a 32bit piece of software. Tests show that the 64bit version of XSI can handle scenes with a billion polygons and thousands of textures. Not that you would want to work on a scene that large, but if you had software that could, imagine how well a typical scene would run. The windows version of 64bit XSI will be available first with the linux version out soon after the general release of XSI 5. |
Rendering Memory and Speed Improvements In addition there should no longer be issues with requiring large lumps of contiguous memory to achieve any of this, as XSI will break large objects up into pieces can be flushed when memory usage is low and call it back later. Complimenting this is a new tiling option (again mainly useful for very dense meshes) which will work for the render region as well as when rendering to disk. There might still be some issues with machines with only 500mb or 1gb of ram, anything higher than that should be sufficient. Also, in order to ensure the scene will render, additional offloading and callbacks might take place. This can add a small amount of time to some renders, but it will render! You might not notice the difference, but extremely demanding rendering scenes or scenarios which could give v.4.2 some trouble will render reliably in v. 5. Ultimately this now means when you can load it into XSI - it renders. All these new features are present in both the 32bit and 64bit versions of XSI. For more info, check out this video on the Gigapolygon core. |
As for .mi files, they are generally smaller (around 10 times) and now use subdivision geometry shading as well as the callbacks. This development work is almost all under the hood and does not require the user to fine tune, tweak and jump through hoops to simply render large scenes. It is a sensible and timely push to ensure XSI rendering and .mi file rendering is more reliable and faster. Again, all these new features are present in both the 32bit and 64bit versions of XSI. |
Rendering - Texturing XSI 5.0 has integrated mental ray 3.4.6 just about as closely as is possible. This is one of the reasons it's able to render so many polygons at once. (See rendering and memory speed improvements at the top of this article.) Faster Sub Surface Scattering. There is a new material port node for Fast SSS and Skin shader. It seems to render much faster than previous versions. Here is a video of those new shaders and more! Pass Channels Automatically generate standard or custom rendered channels such as specular or reflections. Easily speed up your rendering pipeline without being a TD. For more information, check out this Pass Channels video. Render options Some of the new render options include: Multiple final gathering bounces, final gathering density control and the ability to filter color for global illumination, caustics, and final gathering. There are also loads of new animatable functions in the Render PPG. Jitter Sampling now has a slider, not just on/off. Photon GI and Caustics now have an RGB filter. FG Bounces now has a slider and so doess Pre-Sampling Density, Automatic Compute now has a filter. Logged messages has check boxes rather than levels alowing you to show only errors or only progress etc… Export MI2 now has subdivision geometry shaders export options. Lightmaps Lightmap shaders can be attached to materials to sample the object that the material is attached to, and compute a map that contains information about the object. The most common application is sampling illumination, or just indirect illumination, and storing it into a writable texture file that can be texture-mapped later during rendering. This makes rendering much faster, although the illumination contribution is now frozen into the object and cannot change with changing lighting conditions. Modify>Projection There are come cool new projection tools like, inspect current UV, inspect All UVs, swim (allows editing geometry without distortion) and reproject. Check out the texture swimming video. Preview There is a New Preview Option called Active Camera. If no active camera is selected it will take the current pass camera. Making your life just a little easier. Ultimapper Going far beyond normal maps, the new XSI ‘Ultimapper’ tool can generate all kinds of cinematic-quality maps from arbitrarily complex models in just a few clicks – all the while taking full advantage of all the sophisticated rendering possibilities of the mental ray v3.4 rendering engine. Ultimapper can generate normal, ambient occlusion, difference, light, and albedo maps all with an instant mental ray, DirectX or OpenGL preview directly in the XSI view-ports. Easy to use, artist friendly and future-proof normal map generation. Check out this ultimapper video. Texture Editor There is a new Multi object display in the texture editor allowing you to see many objects UVs at the same time. The snap tools work across different UVs making lining up textures much easier. |
New Ambient Occlusion Shader Ambient Occlusion illumination shaders are now built into the package. No need hunt down one on the net. The Ambient Occlusion illumination shader uses a fast and computationally inexpensive technique to simulate the effect of global illumination. It works by firing rays into a predefined hemispherical region above a given sampled point on an object's surface in order to determine the extent to which the point is blocked - or occluded - by other geometry. Once the amount of occlusion has been determined, a bright and a dark color are used to scale the contribution of ambient light on unoccluded and occluded parts of the object surface respectively. Where the object is partially occluded the bright and dark colors are mixed in accordance with the amount of occlusion. This shader can also be used for reflective occlusion, which is similar to ambient occlusion, but scales the contribution of a reflection map to the object's surface. The Ambient Occlusion shader is available from the Nodes > Illumination menu in the render tree. |
RenderMap Updates |
Maya to XSI migration tools
Keys and Audio Waveforms in the Timeline |
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Misc
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Modeling
Zbrush Compatibility Options Softimage has realized that many users love to model in Zbrush. As a result, the OBJ importer has been enhanced with many new Zbrush specific options such as: Zbrush image file, Alpha Depth Factor, Vertical flipping option, View dependent refinement, Subdivision level. Because of the new work done to XSI it should handle any size file from ZBrush. (And we all know how big those files can get!) Of course, since XSI 5 can handle billions of polygons, even in 32-bit, just about any mesh you export from Zbrush will seem tiny in comparison. Want to see how it works? Watch this Zbrush/XSI video. Fold Deformation There is a new deformer tool called Fold. Fold wraps the extremities of an object towards an axis. You can control the axis, the type of fold (linear or spherical/cylindrical), and the degree of folding in the primary and secondary planes. This sort of tool makes creating paper airplanes or oragami out of grids pretty easy. No more “IK chain driven” folding! Drawing Bézier Curves There are new commands to draw cubic curves with Bézier knots. It is easy to break and align tangents on Bezier knots and manipulate curves in a Bézier-like manner. In addition to Bézier knots, you can manipulate non-Bézier knots, control points, and isopoints. You can also raise the degree of curves. For example, you can convert a linear curve to a cubic in order to add a curved segment to it. The existing trace is preserved when you raise the degree. Editing nurbs curves in XSI 5.0 has become almost freeform. In combination with the new tweak mode, you are no longer limited to editing curves only by moving CV's. In addition to directly manipulating knot points and bezier handles, click anywhere on a curve and an edit handle will appear giving you local bezier-style manipulation control. See the curves in action in this Bézier Curves video. Subdivision Rule |
Subdivision Surfaces - Loop Subdivision |
Tweak There is a new tool called emboss geometry that displaces geometry in the viewport rather than at rendertime. It is animatable and can take animated sequences. In fact, embossing geometry is just a part of the new possibilities; basically, all operators that could only connect to a weight map can now connect to any cluster property, including UVs+texture, color at vertices, user normals, or even shapes and envelope weight props Check it out: Emboss Geometry Video Link. DotXSI v.5.0 XSI ships with DotXSI v.5.0 source code. Misc Modeling tools There is a new tool called “View Plane Proportional Transform.” This is a proportional manipulation tool that allows proportional manipulation without proportional needing to be turned on. (Try saying that fast, five times in a row.) New bias and new ability to use with points, edges and polygons (R + Middle click to change radius). The bias controls the falloff which can help moving more points closer to the source selection etc. The Modify object pivot tool uses the alt key to move the pivot point. There is also a tool that transforms hidden objects. When you create a Polymesh or a Surface Mesh, there is a new option to generate automatic UV's. There are new options in the Merge tool for envelope\animation\ shapes\UV's\etc preservation. No more data loss! Shrinkwrap now has new closest point\surface options. (Check out this Shrinkwrap video.) Grow selection has a new counterpart, shrink selection. You can now generate automatic Uvs from lofts and extrusions. There is a new Use
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Animation The dopesheet now has a summary track that shows the keys for all objects displayed in the dopesheet. This makes it easy to branch-select a whole character to display the keys on all animated parts. Or branch-select the scene root or a model node to display all keys on all objects in the scene or model to retime the entire animation. As with other collapsed tracks, purple keys represent overlapping keys, and RGB keys represent the XYZ keys for the transformation parameters. See it in action in this Dopesheet video. This is important for many kinds of rigging setups where you might want to keep a head and tail locked down while you move the mid-section... which is not possible with the old style curve constraint.
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FCurve Editor There s a new snapshot curve function in the FCurve Editor where curves are persisted after an object change or a window closing. There is new color coding (in the dopesheet as well) and now a frame number right on the time cursor. Save Key There are new save key options for the “K” Key. Like, keyable parameters displayed in keying panel, save key using marked parameters (XSI Default), save key on all keyable parameters and save key on all marked keyable parameters. Keying panel Maya users will be familiar with this as their “channel box”. XSI had marking sets which are now replaced with this new, more powerful workflow. Check it out in this video. Removing Static (Flat) Fcurves The new Animation > Remove Animation > from All Parameters, Static Fcurves command (in the Animation panel) removes fcurves that have no animation on them anymore (fcurves that are flat or static). Offsetting the Audio While Scrubbing This option is a toggle that changes the audio behavior when scrubbing the playback cursor forward in the timeline, which can help you synchronize your audio with the animation. Locking Envelope Weights You can lock or “hold” the values of envelope weights to prevent them from being changed. If you need to modify them later, you must first unlock them. Locking prevents you from accidentally modifying points that you have carefully adjusted when you are working on other points. It is also useful for setting exact numeric values while keeping Normalize on so that points don’t inadvertently become partially weighted to no deformer. Note: There is more advanced control of locking weights in the weight editor than what's available in the envelope menu. Chain Element Display Size and Shadows There are several additions to how chain elements are displayed: You can change the display size of bones, roots, and effectors. There are several new display shapes available for these elements and their shadows. You can change the color of the shadows. You can add a shadow to any null object. |
GATOR
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Simulation This chip not only accelerates RBD, but also Soft Body, Fluids, Hair, wire and Cloth. The PhySx SDK also includes a Particles API . While XSI takes advantage of just the Rigid Body Dynamics portion of this technology, one can only assume that other areas of XSI will utilize it in the future. Its already there, why not use it? The PhySx engine includes new Convex Hull collisions, which is an intermediate step between primitive collision and actual shape collision and which provide better performance than actual shape. New PMap Actual Shape collision type. Options for actual shape resolutions. UI changes to collision layers. Setting initial states automatically at the first frame and UI changes to collision layers.
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Interface
Cool interface
stuff Nudging moves elements by one pixel in screen space. The exact amount in scene units depends on the view: the size of the window, the zoom setting, the dolly amount, and so on. |
Determining the License Required by a Scene |
Output Format Preferences |
Scripting/SDK
Script Editor
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MORE MISC Reference models persist constraints and there is a new RefModel_PreModSave option. Workgroup based toolbars are new editable and custom mental ray shaders can be installed on any workgroup with out restarting XSI after install. XSI 5 now incliudes Behavior 2.1 which is an updated version. Not really a feature of XSI, but the new version of mainwin seems to make XSI more Linux Friendly. (I.E. it seems to work much better with “unsupported” distros.) |
Face|Robot |
More features
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