C  O  M  P  U  T  E  R      G  R  A  P  H  I  C  S      N  O  U  R  I  S  H  M  E  N  T
  products examples community

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, our software improves efficiency by minimizing the need to write computer code during production.


magnetic fields

Our community forums contain many interesting threads that are not always easy to discover, this is the perfect opportunity to bring them into the spotlight.
This one in particular is about magnetic fields. The showcased solution utilizes SOuP and OVDB to achieve the desired result. Quite appropriate for the occasion since blackholes have made the headlines lately!
The setup leaves a lot of room for experimentation - shape, color, noise, motion frequency, etc. Check out the related scene in the examples archive.



This example video outlines some aspects of the underlying nodal networks.

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!

editComponentsList

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.


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.

SOuP 2024-02-16

Added support for Maya 2024.

OVDB 2023-04-20

Added support for Maya 2022.4, 2023.3, 2024 (Bifrost 2.7.0.0 or 2.7.0.1, MtoA 5.3.1, Arnold Core 7.2.1.0).

SOuP 2023-04-30

Added support for Maya 2024. Minor bugfixes.

OVDB 2022-08-30

Added support for Maya 2023, Arnold 7.1.3.0 and MtoA 5.2.0.

SOuP 2022-04-17

Added support for Maya 2023.

SOuP 2021-12-11

Performance improvements.

OVDB 2021-11-30

Bugfixes.
Added support for new versions of Maya, Arnold and MtoA.

OVDB 2021-08-30

Added support for Maya2022, Arnold core 6.2.0.0. MTOA 4.2.0 and later. Introduced many new operators. Details in the forum-post-anouncement.

SOuP 2021-06-13

Added support for Maya2022. Important information in the forum-post-anouncement.

SOuP 2021-03-21

New SSDR (Smooth Skinning Decomposition with Rigid Bones) command can approximate any arbitrary deformations with linear blend skinning.
In the context of Maya - can bake deforming geometry with any combination of high-level deformers in its upstream graph down to simple skinCluster in linear mode with sparse joints.

SOuP 2020-12-27

Any combination of the operations in the "group" node, such as pattern, range, normal, depth, etc., can be used simultaneously, which is much more flexible.

The AE templates of "copier" and "transformsToArrays" have been updated - the built-in controls now handle properly reordering, adding/removing of objects as well as preserve selection.

All OSX plugins have been rebuilt with the native OSX compiler.
AVX2 vectorization has been enabled on Windows.

SOuP 2020-07-04

SOuP builds for OSX (including Catalina) with the native CLANG compiler.
Some nodes are not included in this initial version. Will be added in a following update.

OVDB 2020-02-23

Updated support for Arnold.

Added:
BE_MeshScatter - scatter points on mesh
BE_Randomize - randomize int, float, double, vector arrays
BE_GetClosestPoints - query closest points. Useful for transferring of blur values. (Similar to the KD_Tree node in SOUP)

Minor updates to existing nodes.

SOuP 2020-02-09

Recompiled for Maya 2020. Windows and Linux only. OSX build coming soon.
The SOuP group node was renamed to "componentGroup" to avoid nameclash with new Maya node introduced in the 2020 release.

SOuP 2019-07-31

quadriflow - implemented the Quadriflow library by Jingwei Huang and Yichao Zhou as a new mode in Remesh.


instanceManager - new button allows to easily replace the base object, effectively "retageting" the entire setup.
morph - minor UI bug fixes.

SOuP 2019-07-31

nCacheInterpolator - fixed a crash in specific cases.
Shatter - vastly improved performance - 6-10 times faster than before. Worked around Maya limitation that caused the node to not behave properly in Maya 2018 and later versions.
Morph - minor tweaks to the GUI's exceptions handling.
ScriptManager - respect order of classes, methods, functions, as they appear in the files.
Mate - very fast, multithreaded mesh to mesh driving deformer that produces significantly better results compared to other solutions.

FRW 2019-06-15

Manager UI - Brings all things FRW under a single roof and becomes the focal point of the framework.
Pose and animation mirroring.
Vehicle animation system - vehicles with arbitrary number of wheels, automatic ground detection and much more.
Minor fixes and updates everywhere.

Check the announcement on the forums for more details and/or watch the related video tutorial: http://www.soup-dev.com/videos/frw_manager.mp4

SOuP 2019-04-14

nCacheInterpolator - The main application of this node is to interpolate nCache data over time (particles, fluids, mesh geometry), but it is not limited to just that. It can be used on any array, or dynamic arrays structure.

Playback of time-scaled nCache. On the left is what the standard nCache produces, on the right is what nCacheInterpolator does. Despite the changing point count over time, the result is smooth and predictable.

Shell - Added "polygon shells" mode. Until now the node operated only on UV shells. This new method is much faster to compute.

soup-dev LLC (sales@soup-dev.com)
privacy policy   terms of use