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about soup-dev

Our products provide a vast framework that brings many new capabilities to Maya and enables artists to achieve results impossible to accomplish with standard techniques.
Based on the principles of a flexible, non-destructive procedural pipeline, they improve efficiency by minimizing the need to write computer code during production.

RBD proxy generator

This tool generates low-resolution, non-overlapping and convex geometry for provided arbitrary meshes (complex and/or overlapping) that is easy to use for rigid body simulations. The original mesh objects are constrained to their corresponding proxy ones allowing for high resolution detail for rendering yet fast and optimised geometry for rigid body simulations. Requires Maya 2016 or higher!


The editComponentsList hard surface modeling toolset provides a nice simple interface that allows you to build your mesh models with ease. Its power lies in its procedural nature giving you the ability to easily add or remove components from modeling operations using a cool selection cage placed around your model.

Instead of digging through menus and adding unnecessary nodes to the scene, the editComponentsList modeling toolset keeps everything compact and simple while at the same time providing smooth powerful control to your modeling workflow.

vehicle animation system

Ever needed a quick vehicle rig that will not only calculate the speed of wheel revolutions based on D/T, but also has
a suspension system to compensate for uneven mesh terrain? SOuP’s Vehicle Animation System (VAS) does just that.

Found under the Toolset menu, VAS has a number of vehicle presets to get you going from a bike, trike and car to a multi-wheeled truck, in fact any number of wheels can be specified via API calls as explained in the notes menu of the tool.

Once the ground mesh and vehicle preset have been selected, hit 'create' and keyframe animate the vehicleCtrl1 object curve, add any keyframes to the steeringCtrl and then calculate wheel rotation by the press of a button.
If the surface is uneven, VAS will automatically calculate the suspension which can be further keyframed to iron out any intersecting points between wheel and terrain.

Controller visibility can be switched on/off for declutter and other custom attributes have been added like Spin and Tilt to provide further control. If you are familiar with Python then take a look at the API calls in the notes window, this allows you to seemlessly add the VAS tool to your own toolset for convenience, happy off-roading !
new releases

Our community forums have a dedicated section containing detailed information about new product releases. For convenience, the most recent ones are linked below.

OVDB 2018-10-10

Easily create density and velocity in the GasSolver.

Data I/O node.

Added solve mode.

Added deactivate mode.

Added outDynamicAreray attribute.

Added outDynamicAreray attribute.

Added unclamped mode.

Added combustion, dissipation, disturbance, shredding, turbulence, bounding box collider, cache system.

Added render points as volume mode (if mode == sphere and stepSize > 0).

Fixed a bug related to unlock trail length.

Fixed a bug related to normals not rebuild correctly for deformed points.

Fixed a bug that corrupted output data.

Fixed a bug that corrupted output data.

SOuP 2018-10-06

Filling holes in mesh objects the right way. Check the example/tutorial video for more details.

Optimizations in regards to Parallel Graph Evaluation.

Bug fixes related to specific cases with input components functionality. Small performance optimizations.

smooth, smoothSimple
Properly handle weight maps with less elements than the number of points in the deformed geometry.

Improved stability and scalability for handling dense meshes over big frame range, added deletion for framerange in addition to the existing current frame only.

Important fix in the mesh generator when in "unoriented point cloud" mode.

Work around a new problem, specific to Maya2017+, where connecting one top level multi-attribute to another top level one can lead to an instant crash.

Properly handle lamina faces.

We are happy to announce our partnership with PUX3D, a software development company currently focusing on hard-surface modeling with their amazing product HardMesh for Autodesk Maya.
After several months of hard work and preparations they are officially joining our soup-dev family.
To celebrate the event, PUX3D released a new version of HardMesh offering more licensing options.

As part of our collaboration, we will focus on advanced procedural modeling and improved interoperability between the individual products, as well as sales and support.

To find more about HardMesh - take a look at our updated web site and feel free to leave a comment, or ask questions, on the dedicated community forum.

The largest collection of math nodes in one place, based on Serguei Kalentchouk's great open source project.

Included is a simple expression language that can be used to describe a series of mathematical operations inline, which can then be interpreted to generate a math nodal network for you.
OVDB 2018-07-28

Added installers for the 2 supported platforms - Linux and Windows.
SOuP 2018-07-28

Added installers for the 3 supported platforms - Linux, Windows and OSX.

Fixed an issue in the compiler related higher order combinations.

Face deletion in Maya is permanent by nature, which means that the modification is persistent and affects the mesh structure across the entire timeline. This tool allows you to delete faces at specific frames only in a temporal manner, which means that the mesh structure stays intact for the rest of frames.

Added options to display texture borders and hard edges.

Minor fixes.

Add option to promote colors from vertices to faces.

Force reload underlying libraries every time before invoking the marking menus.
FRW 2018-07-28

3 important fixes based on customers feedback:
Removed toeRoll.
FootRoll now behaves properly.
Fingers get oriented properly. Everything one needs to do is to give the fingers template a slight positive bend of each finger in the natural direction of bending.
SOuP 2018-05-26

Massive updates based on requests from major studios.
One of the major new features is a schematic view (nodal graph) that greatly improves the workflow when working with comples setups.

Interactive GPU caching system
Those pesky script nodes don't get created anymore. They have been replaced with proper events handling system behind the scene.

Reduce the size of an array. Useful when dealing with big data.

Improved undo handling when manipulating target weights in the GUI (RMB). Option "derivatives" is turned-off by default. Fixed couple of small but important bug fixes.

Couple of important bug fixes that caused the system to deactivate after SceneSave event.
OVDB 2018-04-20

Float and vector noise (perlin, simplex, sparse convolution, worley and alligator)

Gas solver for the simulation of smoke.

For visualizing, rendering and inspecting velocity volumes.
Arnold translator for BE_VDBVolumeTrailNode for rendering of curves.

Rebuilt from scratch, much faster now. Old scenes need to be manually updated by recreating and reconnecting the node.

Arnold BE_OpenVDBTranslators
Contains BE_VDBArnoldRender, BE_VDBPointsRender and BE_VDBVolumeTrail nodes.

BE_VDBPointsRenderTranslator and BE_VDBArnoldRenderTranslator have been removed.

Added Points Bounds mode and BBoxMin and BBoxMax parameters.

Added Trails and Output Streamlines.

Removed LoadatInit and DisableRayExtents parameters.

Added Compression mode.

OpenVDB shelf has been removed in favor of the SOuP/OVDB menu.

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