Category:Documentation
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Softimage User Guide Index
Softimage User Guide Contents
Softimage Portal
Getting Started
Games-Related Topics
Document Conventions
What’s New in this Version?
Interface and Tools
Autodesk Licensing
Data Management
Crosswalk 3.2
Modeling
Animation
Texturing
Indirect Illumination
Rendering
ICE
Customizations
Documentation Updates
Using HTML Help
Using the HTML Help Viewer
Finding A Help Topic
Creating A List of Favorite Help Topics
Copying A Help Topic
Finding Topics Using the Toolbar Buttons
Navigation Shortcut Keys
Using Advanced Full-Text Search
Searching for Words or Phrases
Defining Search Terms
Using Nested Expressions When Searching
Searching For Words In The Titles of HTML Files
Finding Words Similar To Your Search Term
Searching Only The Last Group Of Topics You Searched
Using HTML Help on Linux Systems
Troubleshooting HTML Help
Copyright and Disclaimer
Interface and Tools
Starting and Interacting With Softimage
Starting Autodesk Softimage
Softimage Startup Options
Softimage and Window Management
Exiting Softimage
Interface — Commands and Tools
The First Time You Start Softimage
The Autodesk Softimage Interface
Accessing Commands and Tools
Modifying Properties in Property Editors
Setting Values for Parameters
Sampling and Bracketing Parameters
Defining Color Properties
Displaying and Rendering Gamma Correction
Undoing and Redoing Edits
Synoptic Views
Views
Working with Views
The Explorer
The Schematic View
The Spreadsheet
The XSI Explorer
The Browser
The Preset Manager
Net View
Viewing 3D Objects
Viewports
Object Views
Types of 3D Views
Navigating in 3D Views
Setting Camera Visibility
Setting Object Visibility Properties
Setting Polygons/Polygon Clusters Visibility Options
Setting Display Options
Displaying Attribute Values
Customizing the Display in 3D Views
Improving Scene Display Performance
Troubleshooting Viewing Problems
Rotoscopy
Basics of Rotoscopy
Rotoscopy Tips
Scene Elements
Basic Scene Elements
What Are the Elements in Softimage?
Element Names
User Keywords
Selecting
About Selection
Overview of Selection
Using Selection Tools
Selecting Objects
Selecting Components
Selecting Properties in the 3D and Schematic Views
Selecting in the Explorer
Modifying the Selection
Selecting by Name
Defining Selectability
Selection Tips
3D Objects
What’s an Object in Softimage?
Geometric Objects
Grouping Objects
Duplicating and Cloning Objects
Deleting Objects
Properties
What Are Properties?
Default Properties
How Properties Are Propagated
Applying Properties
Creating Presets of Property Settings
Overriding Properties
Parameter Maps
About Mappable Parameters
Connecting Maps
Weight Maps
Texture Maps
Components and Clusters
Components
Clusters
Manipulating Components and Clusters
Hierarchies
Creating Hierarchies
Selecting Objects in a Hierarchy
Navigating in Hierarchies
Cutting Links in a Hierarchy
Scene Layers
Scene Layers Overview
Tools for Working with Scene Layers
Working with Scene Layers
Setting Scene Layer Properties
Transformations
Coordinate Systems
Global and Local Coordinate Systems
Softimage Units
Transformations
About Transforming Objects
Transformation Basics
Translating Objects
Rotating Objects
Scaling Objects
Transforming with the Bounding-Box Manipulator
Transforming Objects about the Mouse Pointer
Nudging Objects
Center Manipulation
Working with Object Pivots
Freezing Transformations
Resetting Transformations
Setting Neutral Poses
Matching and Aligning Transformations
Transform Setup
Transformations and Hierarchies
Object Velocity & Acceleration
Reference Planes
About Reference Planes
Using Reference Planes
Creating Reference Planes
Activating Reference Planes
Transforming Elements with Reference Planes
Reference Plane Options
Snapping
Snapping to Targets
Defining Targets
Setting Options for Snapping to Targets
Controlling Grid Size for Snapping
Incremental Snapping
Data Management
Data Management in Softimage
Where Files Get Stored
Setting a Workgroup
Setting Thumbnails
Scenes
Creating Scenes
Deleting Scenes
Opening Scenes
Opening Scenes with Auxiliary Data
Merging Scenes
Saving Scenes
Displaying Scene Information
Getting and Setting Scene Data with the Scene TOC
Backing Up and Recovering Your Work
Managing External Files
External Files Manager Overview
Working in the External Files Manager Grid
Modifying External File Paths
Search and Replace Strings in Paths
Copying External Files to Projects
Clearing Unused Image Sources/Clips and Materials
Projects
The Project Manager
The Project Structure
Creating a New Project
Opening an Existing Project
Maintaining Project Lists
Models
What Are Models?
Creating Local Models
Exporting Models
Importing Local Models
Using Referenced Models
Instantiating Models
Locking and Tagging Scene Elements
About Locks
Locking Scene Elements
Unlocking Scene Elements
Getting Information about Locks
Using Locks with Scripts
Tagging Parameters
Importing and Exporting
Supported File Formats for Data Transfer
Preparing to Import
Importing and Exporting Softimage Models
Importing and Exporting dotXSI Files
Importing SOFTIMAGE|3D Scenes and Models
Importing and Exporting IGES Files
Importing and Exporting Wavefront OBJ Files
Importing and Exporting DirectX Files
Importing and Exporting With Point Oven
Importing a Face Robot Shape Animation Rig
Using Crosswalk for Softimage
Scripting Crosswalk for Softimage
Importing and Exporting dotXSI Files
Supported Scene Elements and Attributes for dotXSI
Importing and Exporting COLLADA Files
Supported Scene Elements and Attributes for COLLADA
Importing and Exporting FBX Files
Supported Scene Elements and Attributes for FBX
Using Crosswalk for Maya
Scripting Crosswalk for Maya
Importing and Exporting with Crosswalk for Maya
Softimage to Maya: Supported Scene Elements and Attributes
Maya to Softimage: Supported Scene Elements and Attributes
Maya to Softimage: Camera Interoperability
Using Crosswalk for Max
Scripting Crosswalk for Max
Importing and Exporting with Crosswalk for Max
Softimage to 3ds Max: Supported Scene Elements and Attributes
3ds Max to Softimage: Supported Scene Elements and Attributes
Importing SOFTIMAGE|3D Scenes
About the SI3D Loader
SOFTIMAGE|3D Conversion Table
Working with Character Rigs
Preserving Envelope Weights on Patch Objects
SI|3D Expressions
User Preferences
Accessing Preferences
Migrating Preferences and Other Customizations
Importing and Exporting Preferences
Restoring Preferences
Changing Interaction Preferences
Setting the Language for the User Interface
Custom Preferences
Modeling and Deformation Basics
Modeling
Geometric Objects
Useful Tools for Modeling
Building 3D Objects
The Process of Modeling
Operator Stack
Modeling Relations
Immediate Mode
Attribute Transfer
Starting From Scratch: Primitives and Text
Primitives
Creating Text
Generating Objects from Curves
About Building from Curves
Using Birail
Using Curve Net
Extruding Curves along Axes
Extruding Curves along Curves
Extruding with Two Profiles
Picking Boundaries Using Four-Sided
Lofting Curves
Revolving Curves around Axes
Revolving Curves Around Curves
Manipulating Components
About Component Manipulation
Transforming Components and Clusters
Using the Tweak Component Tool
Using the Move Point Tool
Transforming Points by Brushstrokes
Transforming Components about the Mouse Pointer
Nudging Components
Using Proportional Modeling
Manipulating Components Symmetrically
Push Paint
Manipulating Points by Volume
Cluster Centers
Deformations
About Deformations
Simple Deformations
Footprints (ICE)
Curve and Surface Deformations
Lattices
Cage Deformations
Spine Deformations
Smoothing and Relaxing
Shrinkwrap
Quickstretch
Waves
Muting Deformations
Polygon Modeling
Fundamentals of Polygonal Modeling
Polygon Meshes
Selecting Polygon Mesh Components
Showing Normals on Polygon Meshes
Viewing and Rendering Polygon Meshes
Hiding Polygons
Polygon Mesh Tips & Tricks
Modeling Polygons & Polygon Meshes
Creating Polygon Meshes
Adding and Editing Polygon Mesh Components
Removing Polygon Mesh Components
Disconnecting Polygon Mesh Components
Extruding, Duplicating, and Insetting Polygon Mesh Components
Offsetting Polygon Contours
Knifing and Slicing Polygons
Dicing Polygons
Symmetrizing Polygons
Beveling Polygon Mesh Components
Inverting Polygons and Polygon Meshes
Bridging Polygons
Blending and Merging Polygon Meshes
Performing Boolean Operations on Polygon Meshes
Filtering Polygon Mesh Components
Polygon Reduction
Quadrangulating and Triangulating Polygons
Converting Curves to Polygon Meshes
Converting NURBS Surfaces to Polygon Meshes
Extracting Polygons
Subdivision Surfaces
About Subdivision Surfaces
Creating Subdivision Surfaces
Making Creases and Spikes
Tips & Tricks for Subdivision Surfaces
Surface and Curve Modeling
Fundamentals of NURBS Modeling
Introduction to NURBS
Degree and Continuity
Points, Knots, and Segments
Parameterization
Multiplicity
Open and Closed NURBS
Geometry Approximation on NURBS
Curves
About Curves
Drawing and Manipulating Curves
Modifying Curves
Creating Curves from Other Objects
Importing EPS Files
Curve Tips & Tricks
Surfaces
About Surfaces
Building Surfaces
Modifying Surfaces
Projecting and Trimming with Curves
Surface Tips & Tricks
Surface Meshes
About Surface Meshes
Overview of Building Surface Meshes
Considerations for Modeling Component Surfaces
Snapping Boundaries
Assembling Surface Meshes
Modifying Surface Meshes
Animation
Animating in Softimage
Levels of Animation
Animation and Models
Tools for Animation
Setting Animation Preferences
Selecting Types of Animated Objects
Finding Animation Elements
Playing Animation
Setting the Scene’s Frame Format and Rate
Setting the Playback Frame Rate and Format
Playing the Animation
Playing Back All Frames or Playing in Real Time
Optimizing the Playback Speed
Capturing Animation in a Viewport (Flipbook)
Previewing Animation in a Flipbook
Tasks for Any Type of Animation
Marking Parameters for Animation
Locking Animation for Objects and Parameters
Ghosting Animated Objects
Copying Animation
Scaling and Offsetting (Retiming) Animation
Plotting (Baking) Animation
Muting (Deactivating) Animation
Checking for Animation Dependency Cycles
Removing Animation
Animating with Keys
Overview of Setting Keys
Keying Keyable Parameters in the Keying Panel
Keying with Character Key Sets
Keying Marked Parameters
Keying Parameters in Property Editors
Setting Keys Automatically
Moving Between an Object’s Keys
Animating Transformations
Tools for Animating Transformations
Animating Local versus Global Transformations
Manipulation Modes versus Transformation Values
Marking Transformation Parameters
Keying Transformations
Animating Transformations in Hierarchies
Transform Groups (Parenting with Null Objects)
Animating the Transformation of Object Centers
Animating Rotations
Visual Cues for Animated Transformations
Editing Keys in the Timeline
Moving Keys in the Timeline
Scaling Keys in the Timeline
Cutting, Copying, and Pasting Keys in the Timeline
Deleting Keys in the Timeline
Editing Function Curves
The Animation Editor
Overview of the Fcurve Editor
Viewing Function Curves
Zooming, Panning, and Framing in the Fcurve Graph
Editing Safely with Snapshots of Function Curves
Selecting Function Curves
Selecting (Tagging) Keys
Moving Function Curves, Keys, and Regions
Adding and Deleting Keys
Removing Animation from Fcurves
Flipping Function Curves and Regions
Locking a Key’s Position
Snapping Keys
Scaling Function Curves, Keys, and Regions
Cutting, Copying, and Pasting Keys and Function Curves
Choosing a Function Curve Interpolation Type
Editing a Function Curve’s Slope
Extrapolating Function Curves
Creating Function Curve Cycles
Editing Quaternion Function Curves
Shaping High-Density Fcurves (HLE)
Cleaning Up Function Curves
Deactivating (Muting) Function Curves
Converting Between Raw and Standard Fcurves
Applying Preset Function Curves
Saving and Loading Function Curves
Editing Animation in the Dopesheet
Overview of the Dopesheet
Controlling What’s Displayed in the Dopesheet
Zooming, Panning, and Framing in the Dopesheet
Working with Tracks
Working with Keys
Moving Keys
Scaling Regions of Keys
Cutting, Copying, and Pasting Keys
Deactivating (Muting) Animation in the Dopesheet
Animation Layers
Overview of the Animation Layer Workflow
Creating Animation Layers
Animating in a Layer
Editing the Layer’s Animation
Muting and Soloing the Animation in Layers
Ghosting the Animation in Layers
Collapsing the Animation Layers
Animating along Paths and Trajectories
Setting Objects on Paths
Constraining an Object to a Curve (Path)
Setting Objects on Trajectories
Creating a Path from Path Keys
Converting an Object’s Translation to a Path
Modifying the Path Timing
Modifying the Path Curve or Trajectory
Substituting a Path’s Curve
Removing Path or Trajectory Animation
Animating with Constraints
Selecting Objects with Constraints
Viewing Constraints and Their Information
Position Constraints
Orientation (Rotation) Constraints
Direction Constraints
Distance Constraints
Scale Constraints
Pose Constraints
Symmetry Constraints
Constraints between Points
Object to Cluster Constraints
Surface and Curve Constraints
Bounding Volume and Bounding Plane Constraints
Up-vector Constraints
Tangency Constraints
Creating Offsets between Constrained and Constraining Objects
Blending Constraints
Activating and Deactivating Constraints
Removing (Relaxing) Constraints
Linking Parameters
The Parameter Connection Editor
Linking to a Single Driving Parameter
Linking to Multiple Driving Parameters
Linking to an Object’s Orientation
Copying and Removing Link Animation
Tips & Tricks with Linked Parameters
Animating with Expressions
Jumping into Expressions
The Expression Editor
Creating Expressions
Writing Expressions
Validating and Applying Expressions
Copying and Removing Expressions
Editing an Existing Expression
Activating and Deactivating Expressions
Saving and Loading Expressions
Expressions and Other Animation
Expression Examples
Tips & Tricks with Expressions
Device Drivers
Managing the Device Drivers
Setting Up the Device Driver’s Channels
Capturing Animation Information
Character Animation
What Is Character Animation All About?
Character Animation in a Nutshell
Setting Up Characters within a Model Structure
Tips and Tools for Working with Characters
Using Ready-made Characters
Building Character
All-Purpose Tools for Increasing Productivity
Organizing and Protecting a Character’s Elements
Tools for Easy Animation
Using the Animation Mixer for Character Animation
Building Skeletons
Creating Chains
Displaying Chain Elements
Creating Shadows and Changing the Chain Element Display
Selecting Chain Elements
Duplicating Chains in Symmetry
Adding and Removing Bones
Resizing (Scaling) Chains
Setting Up a Basic Skeleton
Envelopes
About Envelopes
Before You Envelope
Assigning Envelopes to Deformers
Modifying Point Assignment Using Bounding Volumes
Changing Deformer Assignments Manually
Modifying Envelope Weights
Changing Reference Poses
Adding and Removing Deformers
Modifying Enveloped Objects
Enveloping Tips & Tricks
Character Rigging
Overview of Creating Your Own Rig
Constraints and Rigs
Getting Started with Predefined Rigs
Setting Up the Biped or Biped Dog Leg Guides
Creating a Biped or Biped Dog Leg Rig
Creating Quadruped Rigs
Creating Character Hierarchy Setups from a Guide
Creating a Spine
Creating a Tail
Spring Operators for Tail, Ear, and Belly Rig Controls
Creating Control Splines for Facial Rigs
Animating Characters
Copying Animation between Characters
Animating with Forward Kinematics
Animating with Inverse Kinematics
Choosing How an IK Chain Reaches Its Goal
Setting and Blending the Effector’s Orientation
Changing the Joint’s Preferred Angle
Constraining the Chain’s Up Vector (Direction)
Constraining the Preferred Axis of Rotation
Rolling an IK Bone
Changing the Bones’ Order of Rotation
Animating Pivots for Characters
Setting Restrictions on Movement
Creating Subchains for Independent Movement
Blending Between FK and IK Animation
Creating Neutral Poses for Skeletons
Storing a Skeleton Pose in an Action Source
Motion Capture for Characters
Importing Motion Capture Files
Transferring the Mocap Data to Your Rig
Plotting (Baking) and Storing Mocap Data
Changing the Bone’s Axis Alignment for Mocap Data
Cleaning Up Mocap Data (High-density Fcurves)
Adding Offsets to Mocap Data
Converting a Biped’s Motion to Deformable Tracks
Softimage® Motor (Motion Transformation) for Characters
Overview of Retargeting Animation with MOTOR
Tagging a Rig’s Elements
Creating and Editing Structure Files
Retargeting Animation from Rig to Rig
Retargeting Mocap Data from C3D or BVH Files to a Rig
Adjusting the Retargeted Animation on a Rig
Saving Animation Data in Normalized Motion (.motor) Files
Applying Normalized Motion (.motor) Files to a Rig
Plotting Retargeted Animation on the Rig
Preparing Softimage Characters for Export to Softimage Behavior
The Behavior Export Tool
Setting Up Your Character’s Hierarchy for Behavior
Initializing the Character
Setting the Character’s Home (Default) Pose
Tagging Nodes for Behavior
Setting a Node’s Visibility
Preparing the Character’s Animation for Behavior
Creating a Floor (Terrain Actor)
Generating a Behavior-Ready Actor
Setting Joint Limits
Setting Up the Scene and Models for Rendering
Importing and Exporting Actors
Nonlinear Animation
What Is Nonlinear Animation?
Models and the Mixer
Useful Tools for Nonlinear Animation
The Animation Mixer
Overview of the Animation Mixer
Viewing in the Mixer
Working with Tracks
Working with Clips
Ghosting Clips
Combining Clips into Compound Clips
Rippling Clips
Moving Clips
Scaling Clips
Copying Clips
Trimming (Cropping) Clips
Splitting Clips
Marking Frames on Clips
Creating Transitions between Clips
Setting an Infinite Length for Clips
Linking Clips Together (Relations)
Mixing and Weighting Clips
Importing and Exporting the Animation Mixer
Actions
About Action Sources and Clips
Useful Tools for Actions
Overview of Using Actions
Choosing What to Store in an Action
Storing Animation in Action Sources
Adding Action Clips to the Mixer
Baking Clips into New Action Sources
Creating New Clips Based on Driven Objects
Restoring (Applying) the Animation in Action Sources Back to an Object
Pasting Animation from Action Sources
Modifying Action Sources
Adding Keys to an Action Source
Mixing Fcurves with Action Clips
Modifying Action Clip Values
Modifying Action Clips with Clip Effects
Modifying Action Clips with Value-Mapping Templates
Offsetting Action Values with an Offset Map
Setting Offset Keys with an Offset Effect
Offsetting an Object’s Pose (All Transformations)
Aligning Clip Sequences
Filling the Gaps between Action Clips
Finding Animation Cycles in Action Clips
Cycling, Bouncing, and Holding Clips (Extrapolation)
Changing Time Relationships (Timewarps)
Creating a Bridge Transition between Action Clips
Equalizing Action Clips
Sharing Actions between Models
Connection Mapping Templates
Creating Action Source Presets
Creating External Action Sources
Importing and Exporting Action Sources
Audio and Animation
Supported Audio File Formats
Overview of Synchronizing Audio with Animation
Loading Audio Files in the Animation Mixer
Playing Audio Files
Viewing Audio Waveforms
Shape Animation
Animating Shapes
Getting Set Up for Shape Animation
Overview of Shape Animation Methods
Deformations and Shape Reference Modes
Creating Shapes in the Shape Modeling Construction Modes
Selecting Shape Keys
Storing and Applying Shape Keys
Building a Library of Stored Shapes
Applying Shape Keys
Duplicating Shape Keys (Sources)
Deleting Shape Keys (Sources)
Replacing Shape Keys (Sources)
Choosing a Shape Instance Mode for Shape Clips
Using the Animation Mixer for Shape Animation
Mixing the Shapes’ Weights
Displaying Phoneme Shape Weight Keys in the Dopesheet
Deforming a Shape Based on Poses or Orientation
Painting Shapes Using Weight Maps
Plotting (Baking) Shape Animation
Sharing Shape Animation between Objects, Models, and Scenes
Using the Shape Manager
Overview of the Shape Manager
Setting Up the Shape Viewer
Creating Shapes
Modifying Shapes
Creating Groups of Shapes
Locking Shapes
Working with Clusters in the Shape Manager
Animating the Shapes
Forces for Simulations
Forces
Types of Forces
Creating and Applying a Force
Setting Up Forces for Different Simulation Types
Particles
Basics for Particle-based Simulations
Viewing Particle-based Simulations
Finding Particle-based System Elements
Mappable Parameters and Particles
Getting Information about Particle-based Simulations
Playing Particle-based Simulations
Working with Individual Particles
Duplicating and Sharing Particle Simulations between Scenes
Particles
Creating a Particle Simulation
Setting Up the Particle Emission
Creating Particle Types
Animating Particle Type Parameters
Sketching Particles
Rotating Particles
Adding Noise to Particles
Adding Variation to Particles
Setting Up Particle Collisions
Making Particles Collide with or Avoid Each Other
Creating a Particle Event
Creating an Initial State for Particles
Creating Goals for Particles
Deforming Particle Simulations
Attaching Objects to Particles
Setting Up Forces for Each Particle Type
Creating Custom Parameters for Particles
Fluid
Creating a Fluid Simulation
Defining the Fluid Particle Type
Restarting Fluid Simulations
Explosions, Fire, and Smoke
Explosion Shapes
Explosion Structures
Creating an Explosion
Setting Up the Structures
Rendering Explosions
Rendering Particles and Fluid
Using the Particle Shaders
Connecting Shaders in a Particle Render Tree
The Basic Particle Render Type Shaders
Billboard Shader (2D)
Blob Shader (3D)
Sphere Shader (3D)
Setting a Particle’s Color
Rendering the Particle Color
Setting the Particle Transparency
Lighting and Shadows for Particles
Rendering Particle Shapes
Rendering Sprites
Rendering Particles in Fields
Hair
Hair and Fur Basics
Mappable Hair Parameters
Overview of Creating Hair
Creating Hair
Emitting Hair from Objects
Emitting Hair from Clusters
Emitting Hair from Subdivision Surfaces
Creating Hair between Curves
Viewing the Hairs
Styling and Animating Guide Hairs
Progressive Styling by Freezing the Stack
Selecting Guide Hairs
Brushing Hair
Combing and Recombing Hair
Changing the Hair Length
Shaping the Hair with Transformations
Puffing and Straightening Hair
Clumping Hairs Together or Fanning Them Apart
Working with Groups of Guide Hairs
Locking Selected Points on Strands
Making Hair Move with Dynamics
Setting Up Hair Collisions
Stretching Hair Segments
Setting Up Forces for Hair
Copying Hair Styles
Getting the Look with Render Hairs
Connecting Maps to Render Hair Parameters
Setting the Number of Hairs Rendered
Increasing the Number of Render Hairs
Removing Render Hairs (Density)
Setting the Render Hair Thickness
Setting the Render Hair Resolution (Segments)
Changing the Length of Render Hairs
Adding Frizz and Waves (Kinks)
Rendering Hair
Using Shaders on Hair
Connecting Shaders to Hair
Coloring Your Hair
Connecting a Texture Map to Hair Color Parameters
Creating a Surface for Texturing Curve-Based Hair
Setting the Hair’s Transparency
Lighting and Shadows for Hair
Using the Geometry Hair Shader
Rendering Objects (Instances) in Place of Hairs
Setting Up for Rendering Hair
Tips for Rendering Hair
Dynamics
Rigid Bodies
Overview of Creating a Rigid Body Simulation
Parts of a Rigid Body Simulation
Exporting Rigid Bodies in Models
Getting Set Up for Rigid Body Simulations
Tips for Working with Rigid Bodies
Choosing a Dynamics Engine
The Simulation Environment
Creating Rigid Bodies
Applying Forces to Rigid Bodies
Setting the Rigid Body’s Mass or Density (Inertial Properties)
Collisions with Rigid Bodies
Setting the Rigid Body’s Elasticity and Friction
Setting Limits on the Rigid Body’s Velocity and Acceleration
Setting the Accuracy of Rigid Body Simulations
Playing Back the Rigid Body Simulation
Caching the Rigid Body Simulation
Setting a Rigid Body’s Initial State
Rigid Body Constraints
Constraining Rigid Bodies
Types of Rigid Body Constraints
Constraining Two Rigid Bodies Together
Constraining Multiple Rigid Bodies to One
Constraining Rigid Bodies as a Chain
Constraining a Single Rigid Body to a Point in Space
Replacing Constrained Rigid Bodies
Making Rigid Bodies Move with Constraint Motors
Offsetting Spring and Slider Constraints
Soft Bodies
Getting Set Up for Using Soft Body
Creating a Soft Body Deformation
Applying Soft Body to Animated Objects
Setting Up Soft Body Collisions
Setting the Soft Body Deformation Behavior
Using Soft Body with Envelopes and Other Deformations
Saving and Loading Soft Body Presets
Tips for Using Soft Body
Cloth
Getting Set Up for Using Cloth
Creating a Cloth Simulation
Playing the Cloth Simulation
Controlling the Stretch with Spring Nets
Stitching Cloth Pieces Together
Using Clusters for Localized Effects
Setting Up Cloth Collisions
Using Cloth with Envelopes and Other Deformations
Setting Up Forces for Cloth
Saving and Loading Cloth Presets
Tips for Using Cloth
ICE
Working with ICE
Introducing ICE
The ICE Tree View
Understanding the ICE Framework
Creating an ICE Tree
Adding Nodes to ICE Trees
Connecting ICE Nodes
Specifying Scene References
ICE Particles
Overview of ICE Particles
Making Fire with ICE: A Particle Walkthrough
Moving from Non-ICE Particles to ICE Particles
ICE Particles Are Points
Creating ICE Particle Emissions
Filtering ICE Particle Emissions
Spawning ICE Particles
ICE Particle Rate (Amount)
ICE Particle Speed
ICE Particle Size
ICE Particle Mass
ICE Particle Direction
ICE Particle Orientation
ICE Particle Lifespan
ICE Particle Color
ICE Particle Shapes
ICE Particle Instances (Objects as Particle Shapes)
ICE Particle Blobs
Displaying ICE Particles
Using ICE Particle Attributes
Modifying ICE Particle Values
Randomizing Particle Values
Turbulizing Particle Values
Working with Unsimulated Point Clouds
ICE Particle Shading
Overview of ICE Particle Shaders
Making Fire with ICE, Part II: Rendering the Flames
Particle Volume Cloud Shader
Particle Density Shader
Particle Gradient Shader
Fractal and Cell Scalar Shaders
Bringing ICE Data into the Render Tree with Attribute Shaders
ICE Particle Shader Compounds
Sprites on ICE Particles
ICE Particle States
ICE Particle States
Creating a State System
Selecting the Trigger
Defining the Effect
Setting Particle Timers
ICE Particle Surface Interaction Behaviors
Motion Control and Surface Interaction Behavior for ICE Particles
ICE Particles Bouncing Off Obstacles
ICE Particles Sticking to Obstacles
ICE Particles Sliding on Obstacles
Emitting ICE Particle Splashes Upon Collision with Obstacles
ICE Particle Goals
ICE Particles Flowing Along a Curve
ICE Particles Flowing Around an Object
ICE Particles Orbiting Around an Object
ICE Particles Falling Like Leaves
ICE Particle Strands
About ICE Particle Strands
Creating Strands
Generating Strand Trails
Bending Particle Strands
Twisting Strands
Turbulizing Strands
Moving Strands with Sine Waves
Strand Attributes
ICE Rigid Bodies
ICE Rigid Body Dynamics
Making ICE Particles into Rigid Bodies
ICE Particle Collisions with Obstacles
Setting the Elasticity and Friction
Muting the Collisions
ICE Forces
Using Forces in the ICE Tree
Creating and Applying Forces to ICE Simulations
Types of ICE Forces
ICE Simulations
The Simulation Regions and Nodes
The ICE Simulation Environment
Playing an ICE Simulation
Creating an Initial State for ICE Simulations
ICE Caching
Caching ICE Data and Simulations
Setting the Default Paths for Cache Files
Plotting Simulation or Animation Data into Cache Files
Writing and Reading Cache Files in the ICE Tree
ICE Simulation Caching
Building ICE Trees
Understanding ICE Trees
Getting and Setting Data in ICE Trees
Controlling Execution in ICE Trees
Working with the Math Nodes
Working with Transforms
Using Geometry Queries
Working with IDs and Indices
Working with Arrays in ICE Trees
Working with Maps in ICE Trees
Working with Frames and Times
Working with Colors in ICE
Building Deformations
Debugging ICE Trees
Documenting Trees: Groups and Comments
Notes on Building ICE Trees
Building ICE Compounds
Overview of ICE Compounds
Creating ICE Compounds
Editing Compounds
Managing Exposed Ports
Setting Compound Properties
Exporting Compounds
Applying ICE Compounds
Versioning Compounds
Material and Shader Basics
Shader Basics
The Shader Library
Applying and Editing Shaders
Saving and Loading Shader Presets
Materials and Surface Shaders
About Materials
The Material Manager
Creating and Assigning Materials
Editing Materials
Deleting Materials
Managing Material Libraries
About Surface Shaders
Editing Surface Shader Properties
Shading Models
Reflectivity, Transparency, and Refraction
Using the soft_material Shader
Surface Shader Optimizations
Viewing Materials in the Explorer
The Render Tree
Overview of the Render Tree
Overview of Building a Render Tree
About Shader Nodes
Adding Shader Nodes to the Render Tree
Connecting Shader Nodes
Working with Shader Nodes
Working in the Render Tree Workspace
Using Shaderballs
Editing Multiple Materials in the Render Tree
Documenting Render Trees
Creating Shader Compounds
Saving and Loading Render Tree Presets
Tips, Optimization, and Troubleshooting (Render Trees)
Geometry Shaders
About Geometry Shaders
Applying Geometry Shaders
Working with Geometry Shaders
Texturing
Texturing Basics
Types of Texture
What’s in a Texture?
How Surface and Texture Shaders Work Together
Applying Textures
Manipulating Textures
Blending Textures with Mixer Shaders
Creating Gradients
Clips & Sources
The Default Image
Tools for Viewing Image Clips
Loading (Creating) Sources and Clips
Editing Image Clip Properties
Applying Clip Effects
Image Clip Memory Management
Setting Image Clip Video Texture/De-interlacing Options
Filtering an Image Clip
Image Clip OGL Display Settings
Manipulating Image Clips in the Animation Mixer
Using Memory-Mapped Textures
Using High Dynamic Range (HDR) Images
Using Image Proxies
Tips, Optimizing & Troubleshooting (Textures)
Projections and Supports
Types of Texture Projection
Texture Projections and the Operator Stack
Applying Texture Projections
Making Projections Implicit
Modifying Texture Projections
Attaching an Object to a Texture Projection
Using the Texture Support Object
Creating Texture Supports
Working with UVs in the Texture Editor
Texture Editor Overview
Opening the Texture Editor for the First Time
Selecting Sample Points
Moving Selections
Mirroring and Rotating Points
Copying and Pasting Sample Points
Flipping and Cycling Polygons
Creating Subprojections
Healing Separated Points
Relaxing Polygons
Matching Sample Points
Stamping UV Meshes
Editing Multiple UV Sets
Texture Layering
Texture Layer Workflow Overview
The Texture Layer Editor
Working with Base Layers
Working with Texture Layers
Setting Texture Layer Properties
Using the MAT Panel
Working with Texture Layers in the Render Tree
Other Tools for Working with Texture Layers
Controlling Surface Attributes with Textures
Using Textures as Maps
Creating Bump Maps
Creating a Displacement Map
Creating a Transparency Map
Creating a Reflectivity Map
Creating a Reflection/Environment Map
Generating and Baking Surface Attribute Maps (RenderMap)
Baking Surface Attributes with RenderMap
RenderMap Workflow Overview
Choosing and Configuring Maps to Generate
Setting General RenderMap Options (All Map Types)
Rendermapping Multiple Objects
Rendermapping Clusters
Rendermapping with Unique UVs
Transferring Surface Attribute Maps (Ultimapper)
Setting Up to Use the Ultimapper Tool
Ultimapper Maps Overview
Transferring Maps
Previewing Ultimapper Results
Ultimapper Tips and Tricks
Working with Tangent and Binormal Maps
Generating and Storing Tangents and Binormals
Applying Tangent and Binormal Properties
The Structure of Tangent and Binormal Properties
Editing Tangents and Binormals
Setting the Data Type for Tangents and Binormals
Lightmaps
Using the Color Sampler Shader
Vertex Colors
Working with Vertex Colors
Vertex Painting Workflow Overview
Creating Color at Vertices (CAV) Maps
Rendering Color at Vertices
RenderVertex
Lights and Cameras
Lights and Shadows
Scene Ambience
Creating Lights
Creating a Light Rig from an Image
Setting Light Properties
Setting a Spotlight
Using Selective Lights
Creating Shadows
Tips, Optimizing & Troubleshooting (Lights & Shadows)
Light Effects
Creating a Lens Flare
Creating a Glow Effect
Creating Volume Effects
Creating Depth Fading
Fast Subsurface Scattering
Cameras
Cameras, Viewpoints, and Lens Shaders
Types of Camera
The Camera Rig
Creating Cameras
Working with Cameras
Setting Camera Properties
Adding Lens Shaders to the Camera
Creating a Depth of Field Effect
Animating Cameras
Cameras and Rendering
Tips, Optimizing & Troubleshooting (Cameras)
Motion Blur
Defining and Rendering Motion Blur
The Rasterizer
Creating a Motion Blur Property
Optimizing Motion Blur
Troubleshooting Motion Blur
Indirect Illumination
Global Illumination and Caustics
Photon Lighting Overview
Creating a Photon Effect
Preparing Object Surfaces
Defining a Light as a Photon Emitter
Setting Photon Casting, Receiving and Visibility
Displaying Photons in the Render Region
Using Photon Maps
Using Importon Maps
Controlling the Photon Effect
Using the Light Shader to Create Photons
Preparing Global Illumination and Caustics for Rendering
Tips, Optimizing & Troubleshooting (Photon Effects)
Irradiance Particles
Irradiance Particles Workflow Overview
Storing Irradiance with Importons
Setting Accuracy and Interpolation for Irradiance Particles
Storing Indirect Light from the Environment
Using the Irradiance Particle Map
Final Gathering
Pros and Cons of Final Gathering
Final Gathering Workflow Overview
Setting Final Gathering Visibility Options
Setting Final Gathering Accuracy Options
Setting the Final Gathering Sampling Options
Setting the Final Gathering Falloff
Setting the Final Gathering Trace Depth
Using the Final Gathering Map
Using Final Gathering with Global Illumination
Lighting a Scene without Using Lights
Ambient Occlusion
Setting the Global Ambient Occlusion Options
Connecting the Ambient Occlusion Shader
Setting the Ambient Occlusion Shader Options
Reflective Occlusion
Toon Shading
Toon and Non-Photoreal Effects
Toon Shader Overview
Creating Ink Lines
Painting Object Surfaces
Creating Transparency and Reflections
Creating a Toon Render Pass
Realtime Shaders
Realtime Shader Basics
Realtime Shaders vs. Mental Ray Shaders
Building Realtime Shader Trees
Applying and Editing Realtime Shaders
Blending with Realtime Shaders
Displaying and Rendering OpenGL Shadow Maps
Viewing Realtime Shader Effects
Rendering Realtime Effects to File
Creating Your Own Realtime Shaders
OpenGL Realtime Shaders
Drawing Objects with OpenGL Realtime Shaders
OpenGL Texture Setup
Programmable OpenGL Shading
Setting Up a Cg Program Vertex Shader
Setting Up a Cg Program Fragment Shader
Setting Up a Unified GLSL Program
Programmable Shader Example: A Cg Program Bump Mapped Material
Effects Shaders (.cgfx Files)
Fixed Function OpenGL Shading
Fixed Function Shading Example: A Reflective Textured Sphere
DirectX Realtime Shaders
Drawing Objects with DirectX Realtime Shaders
DirectX Texture Setup
Programmable DirectX Shading
Setting up an HLSL Vertex Shader
Setting Up an HLSL Pixel Shader
HLSL Programmable Shader Example: Per-Pixel Phong Lighting
Setting Up an Assembly Language Vertex Shader
Setting Up an Assembly Language Pixel Shader
Effects Shaders (.fx Files)
Fixed Function DirectX Shading
Fixed Function Example: A Reflective Textured Sphere
Rendering
Rendering Basics
Passes & Partitions
What Is a Render Pass?
Render Pass Workflow Overview
Defining Render Passes
The Beauty Pass
The Shadow Passes
The Matte Pass
The Depth Pass
Creating Custom Render Passes
Defining Partitions
Setting Partition Properties
Applying Shaders to Partitions
Applying Shaders Using Overrides
Render Channels & Framebuffers
About Render Channels
Working With Built-In and Preset Channels
Working With Custom Channels
Previewing and Rendering Channels
Managing Rendering Options
Types of Render Options
Accessing Render Options
Accessing Render Region Options
Setting Global or Local Render Options
Overriding Global Renderer Options for a Pass
Copying Render Options
The Render Manager
Scene Rendering Options
Choosing a Scene Renderer
Setting the Output Directory
Setting the Frame Padding
Specifying Frames to Render
Setting Output Format and Resolution
Field Rendering
Setting Output Format Preferences
Pass Rendering Options
Pass Rendering Options Overview
Setting the Pass Renderer
Setting Pass Output Paths and File Names
Setting Pass Frames
Setting the Pass Output Resolution
Setting Pass Field Rendering Options
Creating Movie Files (Windows Only)
Setting Pass .MI Archive Options
Applying Shaders to Passes
mental ray Renderer Options
Activating the mental ray Renderer
Choosing a Rendering Algorithm
Controlling Aliasing
Setting the Sampling Contrast
Optimizing Large Scenes for Scalability
Mesh Splitting
Setting Sample Filtering
Antialiasing, Sampling, and Filtering Tips & Tricks
Creating Diagnostic Renders
Receiving Messages
mi Archives and Stand-Ins
Hardware Renderer Options
Activating the Hardware Renderer
Setting Hardware Renderer Options
Geometry Approximation
What Can You Approximate?
Where to Use Which Approximation
Parametric Approximation
LDA (Length/Distance/Angle) Approximation
Fine Approximation
Setting View Dependency (LDA and Fine Approximation)
Setting the Subdivision Limits (LDA and Fine Approximation)
Optimizing a Scene for Rendering
Modeling
Cameras
Shaders
Textures
Lights
Shadows
Photon Effects
BSP2 Raytracing Acceleration
Render Passes and Compositing
Distributed Rendering
Rendering Methods
Previewing Interactively with the Render Region
Previewing a Single Frame
Rendering to File from the Softimage User Interface
Batch Rendering
Ray3.exe Rendering
Distributed Rendering
How Distributed Rendering Works
Setting Up For Distributed Rendering
Testing Distributed Rendering
Launching Distributed Renders with Softimage
Troubleshooting
Compositing and Effects
Using Softimage Illusion
About Softimage Illusion
The FxTree
The Fx Viewer
The Fx Operator Selector
The Fx Operators
Setting Compositing Preferences
Building Effects
Building Effects
Masking Operator Effects
Setting Operator Output Options
Creating Garbage Mattes
Previewing Effects
Rendering Effects to File
2D Raster/Vector Paint
Setting Up the Interface for Painting
Raster Paint Overview
Vector Paint Overview
Getting Started: Painting on Images
Painting with the Paint Brush
Painting Lines
Using the Flood Fill Tool
Painting with Color Shapes
Drawing Rectangles and Ellipses
Marking Out Shapes
Drawing Freehand Shapes
Using the Paint Stencil
Overview of Editing Shapes
Transforming Shapes
Editing Shape Points
Animating Vector Shapes
Merging and Cloning
Tracking
Tracking Workflow Overview
Anatomy of a Tracker
Setting Up the Trackers
Creating Motion Paths
Applying a Match Move
Stabilizing and Destabilizing
Using the Output Rectangle
Warping and Morphing
Warping
Morphing
Customization
Customization in Softimage
Custom File Locations
Creating and Using Workgroups
Useful Tools for Customization
Scripts
Fundamentals of Scripts
Scripting Languages
Editing Scripts
Working with Commands
Running Scripts
Batch Scripts
Including External Scripts
Using the Command Box
Scripting Tips & Tricks
Custom Commands
About Custom Commands
Creating Script-based Custom Commands
Running Custom Commands
Modifying Custom Commands
Toolbars and Shelves
Custom Toolbars
Shelves
Removing Toolbars and Shelves
Layouts and Relational Views
Overview of Layouts and Relational Views
Creating and Editing Layout and Relational Views
Working with Panes and Framesets
Setting the Pane Contents
Defining Relationships
Advanced Layout and Relational View Editing
Setting Window Positions and Sizes
Removing Layouts and Views
Key Maps
The Keyboard Mapping Editor
Creating and Modifying Key Maps
Custom and Proxy Parameters
What Are Custom and Proxy Parameters?
Custom Parameter Sets
Simple Custom Parameter Sets
Script-based Custom Parameter Sets
Connecting Custom Parameters
Creating Proxy Parameters
Displaying Custom and Proxy Parameters in 3D Views
Creating Custom Preferences
User Data on Components
About User Data
Creating a Template
Creating a Data Map
Setting and Editing Map Values
Importing and Exporting User Data
Scripted Operators
About Scripted Operators
Scripted Operator Workflow
Creating and Editing Scripted Operators
Connections
Variables
Managing Scripted Operator Presets
Exporting Scripted Operators as Function Curves
Using Private User Data in Scripted Operators
Examples of Scripted Operators
Do’s and Don’ts of Coding Scripted Operators
Tips and Tricks for Scripted Operators
Events
What is an Event?
Creating Events
Managing Your Events
Sharing and Managing Customizations
Working with the Plug-in Manager
Working with the Plug-in Tree
Sharing Simple Customizations
Working with Add-ons
Managing SPDL Files
Cross-Platform Deployment
Synoptic Views
About Synoptic Views
Synoptic View Workflow
Creating and Editing Synoptic Files
Synoptic Scripts
Managing Synoptic Files
Applying Synoptic Properties
Synoptic Tips and Tricks
Intranets for Net View
Linking to Files in Net View
Running Scripts in Net View
Notes and Tips for Net View
Advanced Setup and Configuration
Crosswalk Setup
Standalone Crosswalk Setup (Windows)
Crosswalk Components and Install Paths
Environment Variables for Compiling Crosswalk Projects
Environment Variables
Setting and Using Environment Variables
Environment Variable Reference
Configuration Files
Modifying Configuration Files with User Tools
Editing the Environment Script (setenv.bat and .xsi_7.5)
Editing Other Batch and Resource Files
Configuring the linktab.ini File
The Structure of the linktab.ini File
How Softimage Uses the linktab.ini File
Standalones
Standalone Utilities
Using Standalone Utilities
Converting Images
Displaying Images
Creating and Extracting Thumbnail Images for Presets
Getting Image File Information
Getting Scene Version Information
Compositing Images
Interleaving Fields
Properties Reference
Viewing Properties
Display Property Editor
Visibility Property Editor
Visibility Property Editor (Clusters)
Interface Properties
Add/Remove Columns Dialog Box
AttributeDisplay
Brush Properties Property Editor
Context Property Editor
Scene Element Properties
3D Object Property Editor
Annotation Property Editor
Clone Multiple Dialog Box
Cluster Property Editor
Comment Property Editor (ICE)
Comment Property Editor (Render Tree)
Duplicate Multiple Dialog Box
Duplicate/Instantiate from Animation Dialog Box
Group/Layer/Partition Property Editor
Info Selection Dialog Box
Instantiate Multiple Dialog Box
Map Adaptor Property Editor
Null Property Editor
Scene Info Dialog Box
Standin Property Editor
Symmetry Map Property Editor
Symmetry Map Generator Property Editor
Weight Map Property Editor
Weight Map Generator Property Editor
Weight Maps Mixer Op Property Editor
Weight Painter Property Editor
Transformation Properties
Align Dialog Box
Global Transform Property Editor
Kinematics Property Editor
Local Transform Property Editor
Reference Plane Property Editor
Static Kinestate Property Editor
Transform Group Property Editor
Transform Setup Property Editor
Data Management Properties
Acclaim Import Dialog Box
Biovision Import Dialog Box
DirectX Export Dialog Box
DirectX Import Dialog Box
dotXSI Export Options Dialog Box
dotXSI Import Options Dialog Box
Loader SI3D Options Property Editor
Scene Property Editor
Wavefront Export Dialog Box
Wavefront Import Dialog Box
Crosswalk Import/Export Options
Export Crosswalk Options Dialog Box
Export FBX Options Dialog Box
Import Crosswalk Options Dialog Box
Import FBX Options Dialog Box
Polymatricks Property Editor
FBX Import/Export Warning Dialog Box
Model Properties
Delta Property Editor
Lock Property Manager
Model Property Editor
Topology Generator Properties
Arc Property Editor
Assemble NURBS Mesh (SCM) Dialog Box
Birail Property Editor
Blend Curves Property Editor
Blend Surfaces Property Editor
Boolean Generator Property Editor
Circle Property Editor
Cone Property Editor
Cube Property Editor
Curve Net Property Editor
Curve to Mesh Converter Property Editor
Cylinder Property Editor
Disc Property Editor
Dodecahedron Property Editor
Duplicate Symmetry Dialog Box
Extract Curve Property Editor
Extract Curve Segment Property Editor
Extrusion 2 Profiles Property Editor
Extrusion Property Editor (Curve along Axis)
Extrusion Property Editor (Curve along Curve)
Fillet Curves Property Editor
Fillet Surfaces Property Editor
Fit Curve Property Editor
Fit Surface Op Property Editor
Four Sided Property Editor
Geometry Property Editor (Arc)
Geometry Property Editor (Circle)
Geometry Property Editor (Cone)
Geometry Property Editor (Cube)
Geometry Property Editor (Cylinder)
Geometry Property Editor (Disc)
Geometry Property Editor (Grid)
Geometry Property Editor (Icosahedron)
Geometry Property Editor (Octahedron)
Geometry Property Editor (Sphere)
Geometry Property Editor (Spiral)
Geometry Property Editor (Square)
Geometry Property Editor (Tetrahedron)
Geometry Property Editor (Torus)
Grid Property Editor
Icosahedron Property Editor
Intersect Surfaces Property Editor
Loft Property Editor
Merge Curves Property Editor
Merge Meshes Property Editor
Merge Surfaces Property Editor
NURBS to Mesh Property Editor
Octahedron Property Editor
Polygon Mesh Property Editor
Revolution Property Editor (Curve around Axis)
Revolution Property Editor (Curve about Curve)
Sphere Property Editor
Spiral Property Editor
Square Property Editor
Tetrahedron Property Editor
Text Property Editor
Text to Curve Converter Property Editor
Torus Property Editor
Topology Modifier Properties
Add Edge Op Property Editor
Bevel Op Property Editor
Boundary Curve Adaptor Property Editor
Clean Curve Property Editor
Clean Surface Property Editor
Curve Boundary Adaptor Property Editor
Curve Point Adaptor Property Editor
Curve Shift Property Editor
Dice Polygons Op Property Editor
Disconnect Component Op property editor
Edge Filter Op Property Editor
Extend to Curve Property Editor
Extract Edge Loop Property Editor
Extrude Op Property Editor (Components along Axis)
Extrude Op Property Editor (Components along Curve)
FilterPointsByDistance Op Property Editor
FilterPointsByDistance Op Property Editor
GATOR Property Editor
Insert Crv Knot Op Property Editor
Insert Surface Knot Property Editor
Inverse Curve Property Editor
Inverse Normals Property Editor
Mark Hard Edge/Vertex Property Editor
Mesh Local Subdivision Op Property Editor
Mesh Subdivide with Center Property Editor
Open/Close Surface Property Editor
Polygon Filter Op Property Editor
Polygon Reduction Op Property Editor
Quadrangulate Op Property Editor
Raise Crv Degree Op Property Editor
Remove Curve Knot Op Property Editor
Remove Surface Knot Property Editor
Reparameterize Curve Property Editor
Reparameterize Surface Property Editor
Set Crv Knot Multiplicity Op Property Editor
Set Edge/Vertex Crease Value Property Editor
Slice Polygons Op Property Editor
Snip Surface Property Editor
Split Edge Op Property Editor
Split Polygon Op Property Editor
SubdivideEdge Op Property Editor
SubdividePolygon Op Property Editor
Surface Curve Adaptor Property Editor
Surface Shift Property Editor
Surface UV Swap Property Editor
Symmetrize Polygon Op Property Editor
Transfer/Merge Attributes Editor
Trim Surface with Space Curve Property Editor
WeldEdges Op Property Editor
WeldPoints Op Property Editor
Deformation Properties
Automatic Cage Assignment Property Editor
Bend Op Property Editor
Bulge Op Property Editor
Cage Deform Operator Property Editor
Center Property Editor
Cluster Center Op Property Editor
Curve Deform Property Editor
Deform by Spine Property Editor
Deform by Spine Operator Property Editor
Fold Op Property Editor
Lattice Property Editor
Lattice Property Editor (Deformation)
Move Component Property Editor
Move Proportional Property Editor
Offset Polygon Op Property Editor
Proportional Volume Operator Property Editor
Push Op Property Editor
QStretch Op Property Editor
Randomize Op Property Editor
SCM Fixer Op Property Editor
SCM Fixer Op2 Property Editor
Shape Jitter Op Property Editor
Shear Op Property Editor
Shrinkwrap Property Editor
Smooth Property Editor
Snap Boundary Property Editor
Sphere Volume Property Editor
Stitch Curves Property Editor
Stitch Surfaces Property Editor
Surface Deform Op Property Editor
Taper Op Property Editor
Twist Op Property Editor
Wave Property Editor
Wave Op Property Editor
Animation Properties
Cache Properties Property Editor
Caching Options Property Editor
Capture Viewport Dialog Box
Channel Property Editor
Channel Target Special Values
Device Manager
Device Driver Property Editor
Display Options Dialog Box (Flipbook)
Export Dialog Box (Flipbook)
Expression Property Editor
Interpolator Property Editor
Key Properties Editor
Open Images Dialog Box (Flipbook)
Play Control Property Editor
Plot Curve Dialog Box
Sequence Dialog Box
Expression Function Reference
Operators
TRUE (Expression Function Reference)
FALSE (Expression Function Reference)
PI (Expression Function Reference)
E (Expression Function Reference)
Linear Interpolation (Expression Function Reference)
Spline Interpolation (Expression Function Reference)
Plus (+) (Expression Function Reference)
Minus (-) (Expression Function Reference)
Multiply (*) (Expression Function Reference)
Divide (/) (Expression Function Reference)
Condition (Expression Function Reference)
Equal to (==) (Expression Function Reference)
Less than (<) (Expression Function Reference)
Less than or Equal (<=) (Expression Function Reference)
Greater than (>) (Expression Function Reference)
Greater than or Equal (>=) (Expression Function Reference)
Not Equal to (!=) (Expression Function Reference)
AND (&&) (Expression Function Reference)
OR (||) (Expression Function Reference)
Current Frame (Fc) (Expression Function Reference)
Start Frame (Fs) (Expression Function Reference)
End Frame (Fe) (Expression Function Reference)
Frame Rate (Fr) (Expression Function Reference)
Current Time (T) (Expression Function Reference)
Frame Offset (at_frame) (Expression Function Reference)
Time Offset (at_time) (Expression Function Reference)
Sine (Expression Function Reference)
Cosine (Expression Function Reference)
Tangent (Expression Function Reference)
ArcSine (Expression Function Reference)
ArcCosine (Expression Function Reference)
ArcTangent (Expression Function Reference)
Logarithm (Expression Function Reference)
Exponential (Expression Function Reference)
Power (Expression Function Reference)
Square Root (Expression Function Reference)
Absolute (Expression Function Reference)
Floor (Expression Function Reference)
Ceiling (Expression Function Reference)
Round (Expression Function Reference)
Minimum (Expression Function Reference)
Maximum (Expression Function Reference)
Average (Expression Function Reference)
Modulo (Expression Function Reference)
Center to Center (Expression Function Reference)
To Camera (Expression Function Reference)
To Camera Interest (Expression Function Reference)
Sinus (Expression Function Reference)
Oscillation (Expression Function Reference)
Ease In (Expression Function Reference)
Ease Out (Expression Function Reference)
Link (Expression Function Reference)
Random: 0 or 1 (Expression Function Reference)
Random: 0.0 to 1.0 (Expression Function Reference)
Random Custom (Expression Function Reference)
Noise (Expression Function Reference)
this (Expression Function Reference)
this model (Expression Function Reference)
Constraint Properties
Apply Path Dialog Box
Bounding Plane Constraint Property Editor
Bounding Volume Constraint Property Editor
Curve Constraint Property Editor
Direction Constraint Property Editor
Distance Constraint Property Editor
N Points Constraint Property Editor
Object to Cluster Constraint Property Editor
Orientation Constraint Property Editor
Path Constraint Property Editor
Pose Constraint Property Editor
Position Constraint Property Editor
Scale Constraint Property Editor
Surface Constraint Property Editor
Symmetry Constraint Property Editor
Three Points Constraint Property Editor
Trajectory Constraint Property Editor
Two Points Constraint Property Editor
Up Vector Options
Character Animation Properties
Automatic Envelope Assignment Property Editor
Biped Controls
Biped Dog Leg Controls
Chain Bone Property Editor
Chain End Effector Property Editor
Chain from Curve Dialog Box
Chain Root Property Editor
Character Designer Property Editor
Create Biped Guide
Create Symmetry Mapping Template Dialog Box
Envelope Construction Mode Warning
Envelope Operator Property Editor
Envelope Weights Property Editor
Face Maker Property Editor
Generate Actor Dialog Box
Handles from Velocity Dialog Box
Hierarchy From Guide Dialog Box
Import BVH Action Dialog Box
Import BVH Actor Dialog Box
Joint Limit Dialog Box
Kinematic Chain Property Editor
Kinematic Joint Property Editor
Limit Envelope Deformers Operator Property Editor
Load Actor Dialog Box
Loop Skill Dialog Box
Make Biped or Biped Dog Leg (Rig)
Make Control Spline
Make Quadruped (Rig)
Make Skill Dialog Box
Mocap to Rig Property Editor
Motor File Property Editor
Plot Retarget Dialog Box
Quadruped Controls
Render Setup Dialog Box (Behavior)
Retarget Adjust Property Editor
Rig to Rig Property Editor
Save Actor Dialog Box
Save Normalized Motion Dialog Box
Set Envelope Dialog Box
Smooth Envelope Weight Operator Property Editor
Spine Control Property Editor
Spine Maker Keys Dialog Box
Spring Operator Property Editor
Symmetry Mapping Template Property Editor
Tag Property Editor
Tail Control Property Editor
Tail Maker
Test Step Detection Dialog Box
Up Direction in the C3D Data Dialog Box
Nonlinear Animation Properties
Action Connection Resolution Dialog Box
Action Source Property Editor
Clip Display Options Dialog Box (Animation Mixer)
Cluster Shape Combiner Property Editor
Compound Clip Property Editor (Action)
Compound Clip Property Editor (Shape)
Connection Template Property Editor
Convert Shape Reference Mode Dialog Box
File Cache Source Property Editor
Find Cycles Dialog Box
Freeze Clips Dialog Box
Instanced Action Property Editor
Marker Property Editor
Marker Display Options Dialog Box (Animation Mixer)
Match Clips Dialog Box
Mixer Property Editor
Mixer Animation Clip Property Editor
Mixer Animation Track Property Editor
Mixer Audio Clip Property Editor
Mixer Audio Track Property Editor
Mixer Shape or Cache Clip Property Editor
Mixer Shape or Cache Track Property Editor
Model Mixer Container Property Editor
Paste Action Dialog Box
Plot Shape Dialog Box
Plot to Action Dialog Box
Relation Property Editor
Shape Animation Construction Mode Warning
Shape Source Property Editor
Store Action Dialog Box
Time Control Property Editor
Tracks Display Options Dialog Box (Animation Mixer)
Transition Property Editor
Value Mapping Template Property Editor
Forces and Obstacle Properties
Attractor Property Editor
Drag Property Editor
Eddy Property Editor
Fan Property Editor
Gravity Property Editor
Obstacle Property Editor
Toric Force Property Editor
Turbulence Property Editor
Vortex Property Editor
Wind Property Editor
Particle Properties
Add ParticleOp Property Editor
ExplosionOp Property Editor
Fluid Property Editor
Initial State Property Editor
Particle Emission Property Editor
Particle Event Property Editor
Particle Goal Property Editor
ParticlesOp Property Editor
Particle Player Property Editor
PType (Particle Type) Property Editor
Particle Variance and Seed Parameters
Particle Display Property Editor
Hair Properties
Hair Property Editor
Hair Dynamics Operator Property Editor
Hair Attenuate Operator Property Editor
Hair Clump Operator Property Editor
Hair Comb Operator Property Editor
Hair Cut Operator Property Editor
Hair Generator Operator Property Editor
Hair Lock Operator Property Editor
Hair Merge Operator Property Editor
Hair Pop Operator Property Editor
Hair Puff Operator Property Editor
Hair Recomb Operator Property Editor
Hair Resample Operator Property Editor
Hair Rotate Operator Property Editor
Hair Scale Operator Property Editor
Hair Shatter Operator Property Editor
Hair Split Operator Property Editor
Hair Unlock Operator Property Editor
Dynamics Properties
Ball and Socket Property Editor
Cloth Property Editor
ClothOp Property Editor
Dynamics Initial State Property Editor
PhysX Dynamics Operator Property Editor
ODE Dynamics Operator Property Editor
Environment Cache Property Editor
Fixed Property Editor
Force Controller Property Editor
Hinge Property Editor
Inertial Properties Editor
Rigid Body Properties Editor
Simulation Time Control Property Editor
Slider Property Editor
Soft Body Operator Property Editor
Spring Property Editor
Material Properties
GeoShader Property Editor
Material Node Property Editor
Material Library Property Editor
Texture and Map Properties
Binormal Property Editor
Binormal Data Property Editor
Clips Property Editor
Create Texture Projection Dialog Box
Image Clip Property Editor
Image Source Property Editor
Island Heal UVW Operator Property Editor
Layer/Port Property Editor
MatchUVW Property Editor
NURBS Surface Texture Operator Property Editor
NURBS Texture Ctrl Object Property Editor
Poly UV Contour Stretching Property Editor
PolyPackUV Property Editor
Relax Property Editor
Rename Dialog Box
RenderMap Property Editor
Tangent Property Editor
Tangent Operator (TangentOp2) Property Editor
Tangent Data Property Editor
Texture Layer Property Editor
Texture Map Property Editor
Texture Projection Property Editor
Texture Projection Definition Property Editor
Texture Projection Texture Operator
Texture Projection Geometry to Texture Operator
Texture Support Property Editor
Ultimapper Property Editor
Unfold Property Editor
Vertex Color Property Editor
Vertex Color Change Data Type Property Editor
Writable Image Source Property Editor
Light Properties
Flare Property Editor
Light Property Editor
Light Control Property Editor
Light Rig Builder Options Dialog Box/Property Editor
Volumic Light Property Editor
Volumic Scene Property Editor
Camera Properties
Camera Property Editor
Camera Display Property Editor
Camera Rotoscopy Property Editor
Camera Visibility Property Editor
Flare Property Editor (Camera)
Rendering Properties
Ambient Lighting Property Editor
ArchiveExportOptions Property Editor
Create Framebuffer From Render Channel Dialog Box
Create Render Channel Dialog Box
Export Object Render Archive Dialog Box
Geometry Approximation Property Editor
Glow Property Editor
Hardware Renderer Property Editor
mental ray Render Options Property Editor
Motion Blur Property Editor
Output Path Templates
Override Property Editor
Render Channel (Framebuffer) Property Editor
Render Pass Property Editor
Render Region Options Property Editor
Scene Render Options Property Editor
Compositing Properties
FX Tree Property Editor
FX Viewer Settings Dialog Box
Customization Properties
Add-On Information Dialog Box
Add Script Command Dialog Box
Command Editor
CPSet Wizard
Custom Color Property Editor
Edit Custom Parameter Dialog Box
Install Add-On Dialog Box
New Custom Parameter Dialog Box
Package Add-On Dialog Box
Synoptic Property Editor
TextProp Property Editor
Toolbar Wizard
Uninstall Add-On Dialog Box
View Properties (Animation Editor)
View Properties (Animation Mixer)
View Properties (Explorer)
View Properties (Image Clip Viewer)
View Properties (Netview)
View Properties (Object View)
View Properties (Property Panel)
View Properties (Shelf/Toolbar)
View Properties (Text Editor)
View Properties (XSI Explorer)
ICE Reference
ICETree Property Editor
ICE Nodes
Array
Build Array
Build Array from Constant
Find in Array
Get Array Average
Get Array Maximum
Get Array Minimum
Get Array Product
Get Array Size
Get Array Sub Indices
Get Array Sum
Insert in Array
Pop from Array
Push on Array
Remove from Array
Reserve Array
Resize Array
Select in Array
Set in Array
Sort Array
Sort Array with Key
Color
Add Color
Blend Color
Color
Color to Brightness
Color to Grayscale
Color to HLSA
Color To HSVA
Color to RGBA
Gradient
HLSA To Color
HSVA to Color
Multiply Color by Scalar
RGBA to Color
Subtract Color
Constant
2D Vector
3D Vector
3x3 Matrix
4D Vector
4x4 Matrix
Boolean
Integer
Quaternion
Rotation
Scalar
Shape
Conversion
2D Vector to Scalar
3D Vector to Scalar
3x3 Matrix to Vector
4D Vector to Scalar
4x4 Matrix to Vector
Axis and Angle to Quaternion
Axis and Angle to Rotation
Boolean to Integer
Direction to Rotation
Euler to Quaternion
Euler to Rotation
ID to Location
Integer to Boolean
Integer to Scalar
Matrix to SRT
Quaternion to Axis and Angle
Quaternion to Euler
Quaternion to Rotation
Quaternion to Scalar
Rotation to Axis and Angle
Rotation to Euler
Rotation to Quaternion
Rotation to Scalar
Scalar to 2D Vector
Scalar to 3D Vector
Scalar to 4D Vector
Scalar to Quaternion
Scalar to Rotation
SRT to Matrix
Switch Context
UV to Location
Vector to 3x3 Matrix
Vector to 4x4 Matrix
Data Access
Cache on File
Current Frame
Current Time
Delay Set Data
Get Data
Get Data At Previous Frame
Get Element Index
Instance Shape
Set One Data
Simulation Step
Debugging
Log Values
Execution
Execute
Filter
First Valid
If
Pass Through
Repeat
Select Case
While
Geometry Queries
Basic Collide
Generate Sample Set
Get Closest Location
Get Closest Points
Get Geometry Sample
Group Geometry
Is on Geometry
Point in Volume
Raycast
Reinterpret Location to New Geometry
Undefined Location
Math Basic
Absolute Value
Add
Blend
Clamp
Divide by Scalar
Exponent
FCurve
Invert
Linear Interpolate
Logarithm
Modulo
Multiply
Multiply by Scalar
Negate
Quaternion Interpolate
Random Value
Rescale
Round
Square Root
Subtract
Turbulence
Math Comparison
Compare
Maximum
Minimum
Math Logic
Combine Logic
Exclusive Or
Not
Math Matrix
Get Determinant
Is Singular
Multiply Vector by Matrix
Transpose
Math Statistics
Get Maximum in Set
Get Minimum in Set
Get Set And
Get Set Average
Get Set Or
Get Set Size
Get Set Sum
Math Trigonometry
ArcTan 2
Trigonometry
Math Vector
Are Parallel
Are Perpendicular
Cross Product
Dot Product
Get Angle Between
Get Closest Point to Line
Get Closest Point to Line Segment
Get Distance Between
Length
Normalize
Project Vector
Rotate Vector
Squared Length
Point Cloud
Add Point
Clone Point
Delete Point
Die
Simulation
Simulate Particles
Simulate Rigid Bodies
ICE Compounds
Task Tab - Deformation
Footprints
Get Bounding Box
Get Edges
Get Nearby Points
Get Neighbors
Get Point Normal
Get Point Position
Get Point Texture Map Color
Set Point Position
Task Tab - Particles
Blobs
Blobs
Conditionals
Every Nth Frame
Every Nth Particle
Test Bounding Box
Test Current Frame
Test Current Time
Test Distance to Goal
Test Distance to Neighbors
Test Distance to Surface
Test Inside Geometry
Test Inside Null
Test Num Particles
Test Particle Age
Test Particle Position
Test Particle Reached Age Limit
Test Particle Size
Test Particle Velocity
Test Random Probability
Test Visibility From Camera
Test Weightmap Value
Deleting Particles
Delete Particle
Delete Particle at Age Limit
Delete Particles by Volume
Emission Control
Align to Emit Location
Filter by Distance to UV Location
Filter by Null
Filter by Object Intersection
Filter by Texture Map
Filter by Volume
Filter by Weight Map
Inherit Emitter Velocity
Limit by Time Range
Limit Num Particles
Randomize Direction
Randomize Emitter Value
Set Particle Age Limit
Spread From Controller
Turbulize Emitter Value
Emitters
Emit Blast
Emit from Curve
Emit from Null
Emit from Position
Emit from Surface
Emit from Volume
Emit Splash from Surface Collision
Emit Trail at Surface Intersection
Forces
Add Forces
Coagulate Force
Drag Force
Gravity Force
Neighboring Particles Force
Null Controller Force
Point Force
Surface Force
Wind Force
Geometry Instancing
Control Displacement Instance Animation
Control Instance Animation
Set Instance Geometry
Set Particle Instance Animation Time
Getters
Get Distance to Neighbors
Get Distance to Object
Get Location by Raycast
Get Moving Towards Object
Get Moving Towards Surface
Get Neighboring Particles
Get Neighboring Particles by State
Get Num Neighboring Particles
Get Num Particles
Get Particle Age
Get Particle Age Limit
Get Particle Age Percentage
Get Particle Collision Location
Get Particle Color
Get Particle Emit Location
Get Particle Force
Get Particle Mass
Get Particle Movement
Get Particle Orientation
Get Particle Position
Get Particle Scale
Get Particle Shape
Get Particle Size
Get Particle Slide Location
Get Particle Stick Location
Get Particle Velocity
Get Texture Map Color
Get Vertex Color Value
Get Weightmap Value
Goals
Get Distance to Goal
Get Particle Goal
Move Towards Goal
Multi Goal Sequencer
Set Particle Goal
Switch to Next Goal
Modifiers
Modify Particle Color
Modify Particle Size
Modulate by Null
Modulate by Volume
Modulate Value by Age
Modulate Value by Age Percentage
Modulate Value Over Time
Modulate Velocity Over Time
Randomize Around Value
Randomize Color
Randomize Color by Gradient
Randomize Rotation by Cone
Randomize Value by Range
Randomize Vector by Cone
Turbulize Around Value
Turbulize Color by Gradient
Turbulize Particle Velocity
Turbulize Value by Range
Motion Control
Flow Along Curve
Flow Around Surface
Leaf Falling Motion
Orbit Around Controller
Orientation
Align on Velocity
Align Particle to Position
Align Particle to Surface
Align Particle to Vector
Roll Particle
Spin Particle
Setters
Set Particle Color
Set Particle Force
Set Particle Mass
Set Particle Orientation
Set Particle Position
Set Particle Scale
Set Particle Shape
Set Particle Size
Set Particle Speed
Set Particle Stick Location
Set Particle Velocity
Spawning
Spawn on Collision
Spawn on Trigger
Spawn Trails
Test is Spawned Particle
States
Get Particle State ID
Get State Value
Get Time in State
State
State Machine
Test Time in State
Strands
Align Strand to Particle Trajectory
Bend Strands
Bend Strands Towards Vector
Constrain Strand Length
Create Strands
Generate Strand Trails
Strand Sin Wave Movement
Turbulize Strands
Twist Strand
Surface Interaction
Bounce Off Surface
Get Closest Location on Geometry
Get Distance to Surface
Slide on Surface
Stick to Location
Stick to Surface
Test Collision With Surface
Test Should Drip
Unstick from Surface
Timers
Get Timer Values
Start Timer
Test Timer
Tool Tab
Color
Constant
Half Pi
Pi
Conversion
Frames to Seconds
Seconds to Frames
Data Access
Frame Cycle Control
Get Point ID
Get Remaining Frame Fraction
Get Remaining Seconds in Frame
Set Data
Geometry Queries
Is Valid Location
Math
Loop Value
In Range
Resize Vector
Point Cloud
Generate 3D Point Grid
Rotation
Increment Rotation with 2 Vectors
Unsupported Utility Compounds That Are Used for Building Other Compounds
Add Force
Align Strand Segments
Calc New Particle Velocity
Calculate Strand Ratios
Convert Rate Per Second to Num Per Frame
Filter if Emitted
Generate Points
Get Particle Color at Emit
Get Particle Parameter for Modify
Get Particle Velocity at Emit
Get State Transition Time
Init Force and Velocity
Init Particle Data
Iterate On Array
Jitter Emission Location Along Velocity Vector
Jitter Position Along Velocity Vector
Match Neighboring Particles Velocity
Move Towards Goal Location
Multi Goal Internal
Set State
Spawn Particles
Splash at Object Collision
State Transition Group
Test Should Unstick
ICE Attributes
Notes on ICE Attributes
Table of ICE Attributes
Shader Reference
Environment Shaders
Cubic Mapping 1
Cubic Mapping 6
Environment Blur
Environment
Environment Ray Switcher
Gray Ball
Mirror Ball
Spherical Mapping
Physical Sky
Environment - Soft3D Shaders
Legacy Atmosphere
Legacy Ball
Legacy Cubic
Legacy Day
Legacy Map
Legacy Night
Legacy Sphere
Environment - Tools Shaders
Cubic 1
Cubic 6
Spherical
Lens Shaders
Bokeh Lens
Camera Projection
Cartoon
Depth of Field
Fast Lens Effects
Flare
Lens Effects
Lume Distortion
Panoramic
Photographic Exposure
Self-Anti-Aliasing
Simple Tone Mapping
Starburst Flare
Stereoscopic
True Lens Emulator
Toon Ink Lens
Light Shaders
Fast Light Effects
Physical Sun
Portal Light
Soft Light
Lightmap Shaders
Color Sampler
Fast Subsurface Scattering Lightmap Write
Material Shaders
Anisotropic
Blinn
Constant
Cook-Torrance
Flat Light
Glossy Reflection
Hair Renderer
Hair Geo Shading
Lambert
Metallic Paint
Phong
Shadow
sib_hair
Strauss
Toon Host
Toon Paint
Toon Paint Ambient
Toon Paint and Host
Toon Paint Highlight
Toon Paint Rimlight
Toon Paint Rounded
XSI Ambient Occlusion Shader
Material - Illumination Shaders
Anisotropic Shading
Anisotropic UV Shading
Blinn Shading
Cook-Torrance Shading
Flat Light Shading
Lambert Shading
Phong Shading
Simple Shadow
Strauss Shading
Sprite
Translucent Shading
Material - mental images Shaders
Architectural Material
Architectural Material (Multi-Out)
Car Paint
Card/Opacity
Fast Skin Subsurface Scattering Shader
Fast Simple Subsurface Scattering Shader
Fast Subsurface Scattering Shader
Fast Subsurface Scattering Lambert Gamma Shader
Fast Subsurface Scattering Specular Skin Shader
Lume Edge
Lume Edge Shadow
Lume Metal
Matte Shadow
Material - Raytracing Shaders
Dielectric
Refraction Diffuse
Material - Soft3D Shaders
Dusty
Easy Atmosphere
Environment Atmosphere
Environment Ball
Environment Cubic
Environment Horizon Day
Environment Horizon Map
Environment Horizon Night
Environment Sphere
Fire
Peekaboo
Toon Material
Toon Soft
Toon Wire
Velvet
Material - Subsurface Shaders
Physically Accurate Subsurface Scattering
Output Shaders
2D Auto Depth of Field
2D Background Color
2D Background Pic
2D Contour
2D Depth Cue
2D Depth of Field
2D Fur
2D Glow
2D Halo
Flatten Depth
Lume Adjustments
Lume Glare
Motion Blur
Motion Vector
Particle Shaders
Particle Billboard
Particle Blob
Particle Color
Particle Explosion
Particle Gradient
Particle Renderer
Particle Scalar
Particle Shape
Particle Sphere
Particle Sprite
Particle Vector
Particle Volume Cloud (ICE)
Particle Density (ICE)
Particle Gradient (ICE)
Particle Gradient Control (ICE)
Particle Info (ICE)
Particle Shaper Compound (ICE)
Particle Renderer Compound (ICE)
Particle Gradient Fcurve Compound (ICE)
Particle Strand Gradient Compound (ICE)
Attribute Shaders
Attribute Boolean
Attribute Color
Attribute Integer
Attribute Scalar
Attribute Transform
Attribute Vector
Realtime - Cg Shaders
CgFX
CgColor
CgLightTracker
CgMatrix
CgProgram
CgVector
Realtime - DirectX Shaders
DXCubicTexture
DX Cubic Cross Texture
DXDraw
DXFx
DXFx2
DX10FX
DXPixelShader
DXPSColorConst
DXShade
DXTexCoord
DXTexture
DX Texture File
DXVertexShader
DXVSColor
DXVSLightTracker
DXVSMatrix
DXVSVector
DXHLSLColor
DXHLSLMatrix
DXHLSLProgram
DXHLSLVector
Standard Annotations and Semantics
Vertex Shader Input Semantics
Realtime - OpenGL Shaders
GLSLProgram
GLSLUniform
OGLParticle
OGLTCTrans
OGLCom
OGLDraw
OGLMulti
OGLShade
OGLT2D
OGL13CubicTexture
OGL13 Cubic Cross Texture
OGL13Draw
OGL13Shade
OGL13TexCoord
OGL13Texture
Texture Shaders
Cell
Cell Scalar
Checkerboard
Cloud
Constant (Texture)
Constant Black
Fabric
Flagstone
Fractal
Fractal Scalar
Gradient
Grid
Image
Marble
Ripple
Rock
Scalar Image
Snow
Terrain
Vein
Vertex RGBA
Wood
Z-Depth
Texture - mental images Shaders
Camera Map
Fast Subsurface Scattering Call Shader
Light Surface
Ray Switch
Ray Switch Advanced
Texture - Texture Space Generator Shaders
Texture Space Generator
Texture Projection Lookup
Texture - Texture Space Controller Shaders
3D Warp
Kaleidoscope
Texture Edit
Texture - Texture Generator Shaders
2D Checkerboard
2D Dot
2D Fabric
2D Gradient Shader
2D Grid
2D Image Implicit
2D Ripple
2D Terrain
3D Cloud
3D Fractal
3D Lattice
3D Marble
3D Rock
3D Snow
3D Turbulence
3D Vein
3D Wave
3D Wood
Image Filtered Lookup
Image Lookup
Texture - Switch Shaders
Color Boolean Switch
Color Multi Switch
Front Back
Ray Type
Scalar Boolean Switch
Scalar Multi Switch
Vector Boolean Switch
Vector Multi Switch
Texture - Surface Shaders
Incidence Shader
Texture - State Shaders
Color Save State
Scalar Save State
Scalar State
Vector Save State
Vector State
XSI Model Map
Texture - Share Shaders
Boolean Share
Color Share
Integer Share
Scalar Share
Vector Share
Texture - Raytracing Shaders
Opaque
Photon
Photon Render Tree
Reflection
Reflection Diffuse
Refraction
Thickness
Transparency
Texture - Mixers Shaders
Color Interpolate
Gradient Mixer
Mix 2 Colors
Mix 8 Colors
Toon Mix
Texture - Math Shaders
Average
Boolean Math Logic
Boolean Negate
Change Range
Color Math Basic
Color Math Exponent
Color Math Logic
Color Math Unary
Color Smooth Range Shader
Exponent Falloff
Inrange
Linear Falloff
Scalar Inrange
Scalar Math Basic
Scalar Math Curve
Scalar Math Exponent
Scalar Math Logic
Scalar Math Unary
Scalar Multi Math
Scalar Smooth Range Shader
Vector Math Scalar
Vector Math Vector
Texture - Map Lookup Shaders
Boolean Map Lookup
Color Map Lookup
Integer Map Lookup
Scalar Map Lookup
Vector Map Lookup
Vertex RGBA Lookup
Texture - Image Processing Shaders
Color Correction
Intensity
Invert
RGBA Keyer
Scalar Invert
HLS Adjust
Color Balance
Texture - Illumination Shaders
Photon Irradiance
Texture - Conversion Shaders
Color to Boolean
Color to Scalar
Color to Scalars
Color to Vector
HSV to RGB
Integer to Scalar
RGB to HSV
Scalar to Boolean
Scalar to Color
Scalar to Integer
Scalars to Vector
Vector to Color
Vector to Scalar
Vector to Scalars
Vector Coordinate Converter
Texture - Color Channels Shaders
Color2alpha
HLSA Combine
HSVA Combine
Pick Channel
RGBA Combine
RGBA Split
Scalar Matte Shader
Color Matte Shader
Texture - Render Channels Shaders
Boolean Store In Channel Shader
Color Store In Channel Shader
Integer Store In Channel Shader
Scalar Store In Channel Shader
Vector Store In Channel Shader
Texture - Bump Shaders
Bump Flakes
Bumpmap
Bumpmap (Old)
Bump Map Generator
Rounded Corners
XSI Normal Map2
Volume Shaders
Constant Density
Fast Volume Effects
Lume Beam
Volume Cigarette Smoke
Volume Effects
Volume Fog
Volume Layered Fog
Volume Lightning
Volume Smoke
SSS Compounds
SkinSSS Shader Compound
SimpleSSS Shader Compound
Unsupported Shaders
OGLShadowMap
2D Gradient Shader (Legacy)
DXShadowMap
DXShadowReceiver
Particle (Sparks) (Old)
Particle Blob (Old)
Particle Fluid (Old)
Bump Lens
Color Correction Shader (legacy)
Fisheye Shader (Legacy)
Foreground Mask
Gradient (legacy)
Incidence Shader (legacy)
Soft_material
Texture Rotate
nVBumpDraw
nVCubic
nVDraw
nVMeta
nVPPAtt
nVToon
nVidia Shadow Shader
Color2scalar
Color2vector
Vector2color
Vector2scalar
Fx Operator Reference
Common Options
B-Spline/Polygon Shape
Freehand/Bezier Shapes
Mask Options
Output Options
Using Parser Expressions
Color Adjust Operators
Bit Depth
Color Correct
Color Paste
Component Parser
Cutout
Grayscale
HSV Adjust
Invert
Lin2Log
Log2Lin
Pixel Parser
Pre/Un Multiply RGB
Swap Component
Tint
Color Curves Operators
Chroma Adjust
Chroma Extract
CMY Adjust
Color Extract
Comp Adjust
Comp Back Extract
Comp Extract
Difference Extract
Hue Extract
Luma Adjust
Luma Extract
RGB Adjust
Composite Operators
Composite with Matte
Gradient
Keyer
Math Composite
Over
Shape Cutter
Shape Paste
Z Composite
Distort Operators
Bump Distort
Bump Shade
Pinch
Spherize
Swirl
Turb Distort
Twist
Filter Operators
Band Pass Filter
Box Blur
Despeckle Filter
Directional Blur
Edge Detect Filter
Fast Blur
Field Filter
Gaussian Blur
High Pass Filter
Low Pass Filter
Median Filter
Min Max Channel Filter
Min Max Filter
Quartic Blur
Radial Blur
Rank Filter
Sharpen Filter
Grain Operators
Degrain
Grain Composite
New Grain
Noise
Video Noise Removal
Image/Paint Operators
File Input
File Output
From Clip
Mask Shapes
Paint Clip
PSD Layer Extract
To Clip
Vector Paint
Optics Operators
Depth Of Field
Lens Flare
Flare Ring
Painterly Effects Operators
Painterly Effects
Accented Edges
Angled Strokes
Bas Relief
Chalk and Charcoal
Charcoal
Chrome
Colored Pencil
Conte Crayon
Craquelure
Crosshatch
Cutout
Dark Strokes
Diffuse Glow
Dry Brush
Emboss
Film Grain
Fresco
Glass
Glowing Edges
Grain
Graphic Pen
Halftone Screen
Ink Outlines
Mosaic
Neon Glow
Note Paper
Paint Daubs
Painterly Effects
Palette Knife
Patchwork
Photocopy
Plaster
Plastic Wrap
Poster Edges
Reticulation
Ripple
Rough Pastels
Smudge Stick
Spatter
Sponge
Sprayed Strokes
Stained Glass
Stamp
Sumi-e
Texturizer
Torn Edges
Underpainting
Water Paper
Watercolor
Plugins Operators
Color Mix
Crystal
Fake 3D
Fancy Glow
Film Mask
Iris Wipe
Kaleidoscope
Lightning
Melt Wipe
Particle Blast
Particle Orbits
Particle Wind
Pattern Generator
Rollup
Sparkler
Retiming Operators
3:2 Pulldown
Deinterlace
Interlace
Linear Retime
Retiming
Linear Time Blur
Gaussian Time Blur
Transform Operators
Crop
Morpher
Resize
Tracking
Transform 3D
Warper
Transition Operators
Curtain Wipe
Dissolve
Fade Color
SMPTE Wipe
Paint Tools
Brush Property Editor
Color Shape Property Editor
Drop Shadow Property Editor
Flood Fill Shape Property Editor
Flood Fill/Magic Wand Properties Property Editor
Magic Wand Selection Property Editor
Paint Tool Settings Property Editor
Selection Shape Property Editor
Stroke Shape Property Editor
Wipe Shape Property Editor
Preference Reference
General Preferences
Animation Preferences
Compositing Preferences Property Editor
Data Management Preferences
Display Preferences
General Preferences
Interaction Preferences
Modeling Preferences
Output Format Preferences
Output Format Dialog Box
Plug-in Manager Preferences
Rendering Preferences
Scene Colors Property Editor
Scripting Preferences
Shaderball Preferences
Shape Animation Preferences
Simulation Preferences
Units Preferences
Command Preferences
Duplicate Options Property Editor
Transform Group Options
Editors Preferences
Animation Editor Preferences
Animation Mixer Preferences
Dopesheet Preferences
Explorer Preferences
Fcurve Editor Preferences
ICE Tree Preferences
Keying Panel Preferences
Scene Layer Manager Preferences
Material Manager Preferences
Material Panel Preferences
NetView Preferences
Object View Preferences
Preset Manager Preferences
Render Tree Preferences
Schematic View Preferences
Script Editor Preferences
Texture Editor Preferences
Texture Layer Editor Preferences
Weight Editor Preferences
XSI Explorer Preferences
Tool Preferences
Camera Preferences
Polygon Preferences
Selection Preferences
Snapping Preferences
Symmetry Preferences
Transform Preferences
Tweak Preferences