Install Arnold Softimage
If you want to export ASS files from Softimage and use them in Maya, all you have to do is add the SItoA shaders (eg SItoA Application Plugins bin nt-x86-64) to the Plugin Search Path ASS files from Softimage use SItoA-specific shaders, so you need to tell Arnold where to find those SItoA shaders. For example, since SItoA 4.0, there’s a new Closure node that connects shaders like Standard Surface to color parameters. MtoA doesn’t have a Closure node, because MtoA took a different approach to dealing with the fact that Standard Surface returns a closure data structure, not a color. Here’s how to install third-party, SPDL-based shaders, like, so that you can use them with SItoA. You could install them in a separate workgroup, but for simplicity I’m going to show how to install them in the SItoA workgroup. In these instructions, $AL_SHADERS is the location where you extracted the alShaders download. For example, C: solidangle alShaders alShaders-win-0.4.0b18-ai4.2.0.6.
$SITOA_WORKGROUP is the SItoA workgroup location. For example, C: Users StephenBlair softimage workgroups sita-3.3.0-2014. Samsung Scx-4216f Scanner Driver. • Copy the alShader DLLs from $AL_SHADERS bin to $SITOA_WORKGROUP Addons SItoA Application Plugins bin nt-x86-64 • Create a spdl folder in your Addons SItoA Application folder: $SITOA_WORKGROUP Addons SItoA Application spdl • Copy the alShader spdl files from $AL_SHADERS spdl to $SITOA_WORKGROUP Addons SItoA Application spdl • Restart Softimage. The alShaders should show up in the Render Tree preset manager, and assuming that your version of alShaders is compatible with your SItoA, they’ll work in a render too. Tip Don’t create an alShader from the Arnold >DLL Shaders menu; it won’t pick up the SPDL and you’ll get a raw PPG (and a raw render tree node too). To show you where the polygon mesh subdivision settings are in Softimage, I’m going to start in Arnold and work back into Softimage via SItoA. So, let’s start with an Arnold polymesh shape, which has a number of subdivision parameters: C: solidangle Arnold-4.1.3.3 bin>kick -info polymesh find 'subdiv' ENUM subdiv_type none BYTE subdiv_iterations 1 FLOAT subdiv_pixel_error 0 NODE subdiv_dicing_camera (null) ENUM subdiv_adaptive_metric auto ENUM subdiv_uv_smoothing pin_corners BOOL subdiv_smooth_derivs false In Softimage, you access most of these subdivison parameters by adding an property to a polygon mesh (you can’t add new parameters to Softimage built-in objects like a PolygonMesh, so we have to use a custom property).
Arnold for Softimage. Third Party Downloads. Arnold works with a host of third party shaders, extensions and integrations which add additional functionality. Arnold for Softimage (or SItoA) provides a bridge to the Arnold renderer from within the standard Softimage interface. Seamless integration with Softimage shapes, lights (selective lights) passes and render region. Full ICE support (particles, strand and geometry) with advanced instancing functionality.
• subdiv_iterations • subdiv_pixel_error • subdiv_adaptive_metric • subdiv_smooth_derivs (Shape group) Other Arnold subdiv parameters are mapped to existing Softimage parameters: • subdiv_uv_smoothing is mapped to in the Texture Projection Property Editor. If Smooth when subdividing is enabled, then subdiv_uv_smoothing is set to pin_corners; otherwise, it’s set to linear. • subdiv_type is mapped to the list in the Polygon Mesh property editor. Linear goes to linear, and anything else (XSI-Doo-Sabin, Catmull-Clark) goes to catclark. Finally, subdiv_dicing_camera is on the tab of the global Render Settings.
Arnold 5's new standard library replaces most of the functionality of alShaders. As such alShaders (at least in its current form) will not be updated for Arnold 5.
Arnold 5's new standard library replaces most of the functionality of alShaders. As such alShaders (at least in its current form) will not be updated for Arnold 5.
However, in order to make upgrading existing networks to the new standard easier, there is a 'transition' version available. The pattern and utility nodes should function the same as in Arnold 4, but the surface shaders (alSurface and alHair) are empty parameter shells and will render flat red. You can download the shaders from bitbucket at the links below: • • •.