SOuP Development is a web site where artists and programmers can come together to discuss and share ideas. From here, the purpose is to build new tools and develop existing ones in order to "improve" on what is currently available. With this in mind, we invite you to join our community.

SOuP is a collection of nodes for Maya that are based on the principles of building a flexible, non-destructive procedural pipeline.

Many of the nodes are designed to work at component level allowing the artist to extract specific data, manipulate it somehow and pass it on. Its this level of design that allows SOuP nodes to work seemlessly within Maya's existing architecture.

As an artist, learning SOuP gives you insight on the inner workings of the dependency graph and how data flows from one node to the next. This knowledge is very powerful and gives you the ability to create effects and solve problems more efficiently whether you are using SOuP or not.

SOuP is freely available to download from our download page. With it you will get over 90 unique scenes to dissect and learn from.

The SOuP project is supported by Peter Shipkov with plenty of contribution (testing, video tutorials, web site support) by Jeremy Raven.
Additional contribution by Maxim Kotrolev, David Schoneveld, Sergey Tsyptsyn, Ivan Turgeon, David Corral.

Well we just had to do it, our own Nodal SouP tshirt. Perhaps in ten years time these things will infiltrate every single wardrobe on the planet and eventually become a household name...perhaps. Go buy one :)
The original image was rendered on Apple II in 1987. Our logo is a little tribute to those days full of wonder and excitement :)

 

updated upresFluid node
The new version provides two pass mechanism for uprezing + wavelet turbulence applied to the same target fluid container. This way we can apply big scale "billowing" and then add small scale details to it, or add small scale details first and then smear it with big scale noise.

voronoiTexture3D node
A voronoi procedural 3D texture node

Scatter Node Pt2

This video is a continuation from the first. It discusses how to use surface normal to aim your objects, it also talks about the new scatter feature, projection mapping. Plus other cool stuff, check it out.

UpresFluid Node

Main settings used in SOuP's uprez/wavelet tool are covered.

 

 


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