Softimage SDK Programmer's Guide > Customizing Softimage using the SDK > Building and Deploying Customizations >

# Using Workgroups

Workgroups are the recommended way to build and deploy customizations such as shaders and self-installing plug-ins. You can develop your plug-ins and other customizations in a workgroup and then make the workgroup available to users, or copy the customizations to an existing workgroup.

When a user connects to a workgroup, Softimage automatically loads the plug-ins and other customizations stored in the workgroup (no restart required, with only a few exceptions). You can also programmatically connect to workgroups so, for example, you can make it easier for users to connect to workgroups located in predefined locations.

No restart required, except for...Layouts, UFOs, devices, non-self-installing commands and operators, and keymaps. Softimage automatically loads all other types of customizations (including shaders).

Shaders are loaded once, for the duration of the render During rendering, shaders installed in workgroups are loaded once from the network drive into memory on each render machine, for the duration of the render.

## What is a Workgroup?

A workgroup is a set of folders with a specific structure. For example, when you create a workgroup in the Plug-in Manager (or by calling CreateWorkgroupDirectories), you get this default folder structure, which is the same folder structure as in the User location.

Workgroups can be local or shared network folders, and you can have multiple workgroups.

Using workgroups is a simple, effective way to distribute plug-ins and tools that consist of more than just a single file. For example, a custom tool may include a self-installing plug-in, a toolbar, and a custom preference. and so on.

The Softimage SDK distribution includes an example workgroup that contains most of the SDK examples. You can try out the examples by connecting to the workgroup at %XSISDK_ROOT%\examples\workgroup folder.