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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!

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.

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 where we announce new product releases and provide detailed information about them. The most recent ones are linked below.
SOuP 2018-05-26

morph
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.

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

blendShapesManager
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.

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

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

BE_VDBGasSolver
Gas solver for the simulation of smoke.

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

BE_VDBToMayaFluid
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.

BE_VDBFill
Added Points Bounds mode and BBoxMin and BBoxMax parameters.

BE_VDBAdvectPoints
Added Trails and Output Streamlines.

BE_VDBArnoldRender
Removed LoadatInit and DisableRayExtents parameters.

BE_VDBWrite
Added Compression mode.

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

SOuP 2018-04-07

outline
An alternative viewport selection feedback system that is easier to work with in many cases compared to the standard one. There's also been some code optimisation on the copier node which now sees a speed increase of 200%.

SOuP 2018-03-25

surfaceFlow
The new surfaceFlow and pointCloudFlow nodes estimate the local differential quantities of mesh surfaces and point clouds. The generated data can then be used to create effects that flow around the surface mesh controlling instances, hair, dynamic effects, etc. As meshes are deformed, simple calculations prevent sudden flipping of instances on the surface providing natural animation.



arrayToPointAttribute
Streamline and simplify the process of piping data back into the geometry - positions, normals, colors, etc.

edgeAttributeToArray
Similar to pointAttributeToArray but designed for edge components. Easily access centers, normals, tangents, colors, etc.

peak
Vastly improved performance. Removed support for nurbs surfaces. Much better handling of world space transformations. Added flags "accurate" and "useWeightMaps" that can turn-off unnecessary computation when not needed.

skeletonize
Procedural generation of skeletons from arbitrary geometry.

OSX related
Resolved multithreading issues related to the more recent versions of OSX. This greatly improves stability for all multithreaded nodes.

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