http://area.autodesk.com/blogs/marks/softimage_2011
저도 지금 보고 있습니다만 편의적인 기능개선 위주인것 같습니다.
각자 자신의 관심분야에 대한 신기능 동영상을 보시고 평가좀 댓글로 부탁 드립니다
130여개의 아이쓰 컴파운드 등장 및 키네매틱 지원 (ICE 유저들 입 찢어질듯 ㅎㅎㅎ)
170여개의 멘탈레이 쉐이더 등장 ( 아크비즈 유저들 만세~ ) -
30여개의 유틸리티 쉐이더 등장 초보유저분들도 일단 만세들 부르세용
NVIDIA® PhysX ® 2.83 plug-in 등장
게임쪽 리얼타임 기능 강화
이외 다수의 상당한 편의기능 제공 및 강화
A quick breakdown of the new features in 2011
General
- Icon to Maximize Floating Windows
- Extra-wide icon to close PPGs and Views
- New Views
- Shader Code Editor
- Shader Version Manager
- Cache Manager
- Lip Sync
- New Preference to get Softimage text announcements
Camera and Viewports
- Viewport object transparency
- Object>Display>XRay Surface Display Opacity slider
- Change the viewport opacity of geometry using a slider
- Display Options>XRay Display Type>Transparent
- Viewport visibility menu>XRay Surfaces
- New buttons in Camera PPG to keyframe camera
- Camera frustrum display
- Camera clipping planes values now sliders
- Viewport Slate
- Text or tokens can be used to display scene information
- New menu toggle for X-Ray (display option)
Modeling
- Updated Booleans
- Booleans are now faster and more stable
- New implicit bone primitive
- Useful for ICE kinematics
Texturing
- Update to UV unfolding
- New option to unfold islands generated by the unfold operator
- Symmetry - if the geometry and cutlines are symmetrical so will be the unfold
- New PPG option to update the Unfold without packing as well
- Multiple UVs in the Texture Editor
- control+click to set the UV editable/non-editable
- Copy/Paste UV Improvements
- Edit > Paste UVs
- Edit > Paste Special > Using Source UVs Indices
- Edit > Paste Special > Using Target UVs Indices
- RenderMap/Ultimapper now use Pass Renderer (including 3rd party)
- Automatic Tangents and Binormals
Animation
- Function Curve Editor & Dopesheet & Mixer
- Highlight playback range in background
- Preference for Collapsing Animation Layers
- Preserve Animation or Preserve Tangent Handles
- Preference for scanning for old plug-ins in fcurve editor
- Get>Property>Static Kinestate
- Used for reference (neutral) poses
Face Robot
- Automatic Lip syncing
- A new workflow for creating phonemes (and visemes)
- A new lip sync tab for Stage 5>Act
- Viseme Setup
- Support for English and Japanese phonemes
- Lip Sync Creation options
- Use AIFF, AVI, Quicktime or WAV
- Add text
- Automatically creates animation
- The new view can display the Phonemes and weight curves
Simulation
- Update PhysX library to version 2.83
- NOTE: Due to a change in the PhysX library, actual shape collision results will be different in 2011
- Support for CUDA acceleration for PhysX Rigid Body Dynamics (including ICE)
ICE
- Springs and damper attributes for ICE rigid bodies
- ICE Kinematics
- ICE can now drive the Global kinematic property
- The rigs' relationships can be expressed in a graph contained on a separate object (like a null)
- You can use the simulate ICE tree to easily do secondary dynamics
- ICE Kinematics and traditional Kinematics can live side by side
- ICE Tree
- User Tools>Replace model name with this_model
- Preference for disabling cycle checking when connecting nodes in ICE tree
- ICE Compounds and Nodes
- Includes much of Phil’s ICE Pack
- Around 130 new compounds and nodes
Scripting and SDK
- Python now installed with Softimage
- Script Editor now support tabs
- MMB or control+W to close tab
- RMB on tab to open containing folder
- New file options including "save all tabs"
- Scripting Preferences
- Show spaces instead of Tabs
- Use Python installed with Softimage (Windows only)
- Custom Dynamic Shader creation
- RenderMap exposed to Custom Renderers
- Shaders
- Shader Plugin API
- Shader Parser Plugin API
- RT Shader Wizard (HLSL and CGFX)
- ImportFromSI3D Command No Longer Supported
- Many Object Model additions
- many C++ API additions
Data Management
- New Tokens
- [Camera] [CameraAspect] [CameraFormat] [CameraProjection] [CameraType] [Model] [Object] [Version] [CameraDisplayInfo]
- New Tokens and Templates page in documentation
- Cache Manager
- View>Animation>Cache Manager, Animate>Plot>Cache Manager, Simulate>ICE>Edit>Cache Manager
- UI Simplification
- Cache Manager hosts Read, Write and Simulation caches
- New Cache lists
- To read and write multiple objects at the same time (cache list or add one by one)
- Automatically scans the selection for available attributes to cache (listbox)
- Tokens are saved with the scene not copied from the template preference
- Simulation tab list all cache file node in read mode
- Animation read tab lists all source caches with their corresponding object
- Caching Improvements
- Multiple objects can be cached at at time (in the same path)
- Default template Preferences are used at scene creation, but can be overridden per caching session
- Consistent paths and file name tokens for all types of caching
- Current output path for caching is now visible
- Universal tokens supported (see Tokens and Templates [Data Management])
- Version token supported
- No frame padding in the cache File Name mean the frame padding setting from Scene Render options is no longer used.
- ICE particle ID attribute can be cached
- Setting the new XSI_CACHE_ASCII environment variable lets you save the .icecache file sequence in ASCII.
Rendering
- Shader Authoring
- All shaders available in Softimage 2011 now use the new Dynamic Shader architecture
- No longer have to load *.cgfx or *.fx files into hard-coded CgFX or DXFX shader nodes.
- Files are read directly by the Softimage CgFX or HLSL parsers
- Shader Versioning
- Shader Version Manager
- Versioning of shader compounds supported
- Option to make shader compounds uneditable
- Shader Editor
- Shader Wizard
- New Shader Events
- OnCreateShaderDef
- OnCreateShader
- OnConnectShader
- OnDisonnectShader
- New Shader Port Types to match ICE types.
- New Array Port Type.
- Improved Gradient Port Type.
- Shader Tree XML Export .xsishadertree
- New CGFX Parser
- New HLSL Parser
- New SPDL Parser
- New .mi Parser
- New generic .xsishaderdef Parser
- Shaders
- Around 35 new utility shaders
- Around 170 mental ray shaders
- General
- Common mental ray
- Softimage, Maya and Max now share the same version of mental ray
- Stand-ins for rendering animated ICE particle instances
- Improved setup for Physical Sky and Sun shaders
- RMB Material commands available in render tree material node
- Render Pass Partitions now support Stand-ins.
- Lighting
- Support IES light Profiles
- Use mia_photmetric_light in the light's render tree
- New flatlight
- Additional Area Lights Parameters
- Use Geometry a light source (Area Light>Geometry>Object)
- Area light>Geometry>User
- Low Samples options
- Raytraced Soft Shadows
- New Light shape attenuation options
- Barn Door effect
- Light lists
- Local Ambient Lighting Property
- Get > Property > Ambient Lighting
- Render Tree
- Connect shaders to the camera node and pass node directly in the render tree (dynamic input ports)
- New shader families and new node color coding
- Shader nodes support new data types
- Render Slate
- Show scene information (using tokens) in renders and render region
- Layout and color options
- Pass options control render, region and preview
- Multi-Camera Rendering
- Specify a "group" of cameras to be rendered per pass
- LUTs
- Softimage now supports Autodesk LUSTRE .3dl 3D LUT files
- New LUT Preconditioning options control linear to logarithmic conversions
Crosswalk
- Version 5.0
- Crosswalk 5 supports 3ds Max 2011, Maya 2011, and Softimage 2011
- FBX 2011
- New FBX scene scaling import and export options
- New FBX batch processing commands to support the scaling options
2010 년 XSIuser 대 부흥을 위해
CGnDEV
- 2010.03.10
- 11:46:38
좀더 자세한 내용입니다. 번역할려고 했는데 다른일이 바빠서 안되겠네요. ㅜㅜ
Phil's ICE 컴파운드도 들어오네요.
http://softimage.wiki.softimage.com/index.php/Autodesk_Softimage_2011
softice
- 2010.03.11
- 01:39:56
나는 신 버전에 좋아하는 것인가? 기능에 좋아하는 것인가?
아이스 키네메틱... 음.. 파티클은 이제 아이스가 대세가 될듯..
진정 필요한 shatter 기능과 fluid 기능과 volume 렌더링 지원이 어여 들어갔으면 좋겠네요.
이번 추가된 ICE의 방대한 노드들은 저같은 초보유저들에게 겁을 주고 있네요. ㅎㅎ
아키비즈는 마야와 맥스의 그 쉐이더들이 이제서야 지원되는 건가요? 제가 잘 몰라서..
저는 맨 첫줄의 Icon to Maximize Floating Windows 가 먼지 모르지만 가장 반가운듯.. ㅎㅎ
이게 멀까요?
샤이닝
- 2010.03.11
- 10:37:50
Icon to Maximize Floating Windows라는 것은 혹시 아래에 화면같은것이 아닐까요?
툴바에는 안달리는게 좋을거같지만 릴레션 뷰 같은경우에 다른모니터(듀얼로 모니터를 사용하는경우)에 창이 생성되게 위치를 조절하고 쓰는데요. 때로는 한번에 확대하고 싶지만 그런 버튼이 없어서 간혹 불편하더라구요.
그래서 제가 생각하기로는 이 버튼이 생길거같은데 ..^^; 나와봐야 알겠네요.
그나저나 인터페이스에 아이콘이 초과될때 스크롤바 좀 안생기게 어떻게 안될까요 ㅠㅠ;;
7.0에서 2010넘어오면서 생긴 스크롤바좀. 어떻게 제거하는 방법이라도 찾고 싶어요.
CGnDEV
- 2010.03.11
- 09:45:25
Area.autodesk.com 에서는 벌써 소프트웨어들이 다 출시된 마냥 너무 잘 꾸며놨네요.
http://area.autodesk.com/products
오토데스크 프로그램들의 출시도 안된 프로그램들이 기능 설명되어 있습니다. ㅋㅋㅋ
자~ 그리고 우리의 소프트이미지 입니다. ㅋㅋ
http://area.autodesk.com/softimage2011
오토데스크의 정책이나, 홍보방식 그리고 개발된 새기능들을 보면
역시 아비드 때보다는 오토데스크 들어가서 더 큰 지원을 받는 다는 느낌은 확실한 것 같네요.
오토데스크가 마음에 들진 않지만.....
Softimage 를 잘 키워줬으면 하는 바램입니다. ^^

음.. 전 무엇보다 랜더링이 맘에 듭니다..... 헤헤
상당한 쉐이더 지원이 이루어진것 같심돠....
초보자도 쉽게 사용할수 있는 계기가 될것 같다는 느낌을 받심돠..
아크비즈쪽 유저쪽에게도 정말 유용한 IES light 지원이 이루어진듯