For Windows®
| Version 7.5
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SOFTIMAGE|XSI is production-proven 3D animation software for games, film and television. XSI offers a complete 3D modeling, animation, rendering and development toolset out of the box.
Ready to buy?SOFTIMAGE|XSI is production-proven 3D animation software for games, film and television. XSI offers a complete 3D modeling, animation, rendering and development toolset out of the box.
Built on a new, highly extensible architecture, XSI gives 3D professionals unparalleled power and flexibility to bring your creative visions to life quickly and profitably.
XSI 7 introduces ICE (Interactive Creative Environment), a groundbreaking technology that transforms XSI from just another 3D product into a powerful and flexible open platform.
ICE greatly improves collaboration between artists and technical directors, allowing them to create custom tools and effects visually, see the results interactively, and do it all without scripting. Effects built or modified in ICE are performance tuned and multi-threaded, so they perform at maximum efficiency across all available processors.
The Academic version of SOFTIMAGE|XSI includes the same features as the professional version. Everything is available for you to learn, test, and create in XSI. There is no watermark on your render and no hidden limitations in the application. However, the Student/Teacher license is only for learning XSI. It cannot be used for paid work.
ICE (Interactive Creative Environment) is an open, scalable platform that allows anyone to extend the capabilities of XSI quickly and intuitively using a node-based dataflow diagram. This paradigm means that 3D artists can create complex 3D effects and tools extremely quickly without writing code.
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XSI 7 features a brand-new particle system, developed using ICE technology
Powering ICE is a high performance parallel processing engine that takes advantage of multi-core workstations - a first for a general 3D architecture - giving users utmost performance and scalability. The result is a giant leap forward in production efficiency and consistency, enabling higher production standards.
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You can use ICE to create powerful custom deformations like the one pictured here
With the development of ICE for XSI 7, the core architecture of XSI went through a major revision. The new core, GigaCore II, has been engineered to provide stable and fast performance for ICE. It is fully multi-threaded and 64-bit, allowing users to scale the performance of XSI efficiently by adding more cores to a system.
Integrated mental ray 3.6 Renderer - XSI 7.0 integrates the award-winning mental ray renderer, now at version 3.6. This update adds new controls for final gathering and displacement rendering, as well as options for optimizing and accelerating global illumination, and global ambient occlusion settings.
Rendering features added:
Render Manager Improvements - The render manager provides a convenient view of all the important rendering options that will help you fine-tune and output your scene. These options apply to the entire scene, each render pass you define, and the renderer itself. For XSI 7.0, the render manager's user interface and workflows have been simplified.
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An improved render manager makes all rendering options available from a single view
XSI version 7.0 supports the Realtime Shader API version 3.0. There have been some major changes and enhancements since version 2.0 that add flexibility and simplicity in the development of realtime shaders:
XSI provides two new OpenGL-based realtime programmable shaders that support the OpenGL Shading Language (GLSL): the GLSLProgram shader and the GLSLUniform shader.
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The OGLParticle shader is a realtime shader that allows you to shade your particles in an XSI 3D view set to the OpenGL display mode.

The OpenGL particle shader
XSI now provides a new, customizable Scintilla-based editing component which supports text customization (font, color, size), syntax styling, folding (hiding blocks such as functions and subroutines), auto-completion and highlighting for keywords. The text editor widget is implemented as a control on the property pages of all the programmable realtime shaders.
When an effects file (.cgfx and .fx) is compiled, any vertex shader variables bound to input semantics will dynamically generate a user interface. You can use the vertex attribute widgets that get generated to customize the per-vertex attributes that are passed to the effect.
ICE user interface on Render Tree - The Render Tree uses the ICE interface meaning that you enjoy the benefits of ICE including:
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Render tree compounds make your shader tree easier to manage and let you re-use and share shading effects easily
Zoom with the mouse wheel - By default, you can zoom using the mouse wheel. Scroll forward to zoom in and backward to zoom out. Press Ctrl to zoom quickly, Shift to zoom slowly, and Ctrl+Shift to zoom even more slowly. This works in viewports, ICE trees, Schematic View, Animation Editor and other areas of the software.
Automatic Scaling on Sliders - When you set a value outside a slider range, for example by typing it in, the displayed range automatically expands to twice the current value. For example, if the default range of a parameter is between 0 and 10 and you set the value to 15, the new range is 0 to 30. The change is not permanent-if you set the parameter to a value within the default range and then close and reopen the property editor, the displayed range is back to its default.
One of the major breakthroughs in workgroup collaboration was Delta referencing (in XSI 6). In addition to XSI's robust referencing system, Delta allows you to store the changes to a model in a lightweight manner. You can then export, import and apply deltas manually. You can also edit and delete deltas and items within deltas, and even change a delta's target model. The result is an extremely efficient, robust and flexible way for artists to work collaboratively in production. (Read about Delta)
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Delta II updates the already successful referencing system with numerous new features:
Editing Multiple Texture UV Sets - You can now display and edit multiple UV coordinate sets simultaneously in the texture editor. These UV coordinate sets can belong to a single object, or, if more than one object is selected, to multiple objects.
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Work with multiple objects' UV coordinates in the texture editor
This is useful for a number of tasks including:
Any UV coordinate set that is currently displayed in the texture editor is "live" and can be edited. You can select and modify sample points on multiple coordinate sets simultaneously. You can snap sample points from one set to another, and copy and paste coordinates between sets. The different coordinate sets are independent for the purposes of operations like healing, relaxing, and matching.
XSI 7 gives you global controls for working in linear color space and managing Gamma correction so what you see in XSI is what you get outside XSI. You can define gamma correction using RGB values or a lookup table, and specify which XSI views display your gamma correction.
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New color management options let you apply Gamma corrections in several XSI views, including the render region
You can toggle Gamma correction display for textures, render regions, preview renders, shaderballs, the XSI Illusion compositor, and most XSI color controls. Now you can easily render in linear color space while outputting Gamma-corrected display settings for monitors. You can even use the render region's compare tool to compare renders before and after Gamma correction.
The following gamma correction features are new in XSI 7.0:
You can define a gamma correction display preference that stores a global lookup table built from values specified in a LUT file or from RGB gamma values that you set on the Color Management tab of the Display Preferences property editor.
You can select which tools and controls will display the gamma correction you specified for the global preference. On the Color Management tab of the Display Preferences property editor, set the Apply To... checkbox options to enable a display-only gamma correction in render regions, shaderballs, render previews, and in most of the color control widgets throughout XSI.
In addition, the display of gamma correction can be directly toggled (on and off) for the following color controls: color sliders (including the gradient slider), color chips, and the various color views within the color editors.
You can render out gamma-corrected images for a pass by enabling the Apply Display Gamma Correction checkbox in the Render Pass Property Editor for that pass. The render pass is output using the gamma values set in the global gamma correction display preference. The images' pixels are modified accordingly on output.
XSI converts all image clips into linear floating point data. To accurately convert and render out each image clip, you can select the color space in which your original image was created. This indicates to mental ray how to convert (if necessary) the image clip from its current color space to the linear floating point color space, including whether or not any gamma correction data is stored.
Computer Products for Education (‘CPE’) can accept returns on most items within 14 days of delivery for a full product refund provided that the product is unopened and that you have first obtained a Return Merchandise Authorization (RMA) number prior to returning the product to CPE. Software that has been opened and is defective may be exchanged for a replacement item of the same title and platform only. If the return is a direct result of an error by CPE, CPE will pay the return shipping costs. Outside of 14 days from delivery, defective products must be returned directly to the manufactuer according to the manufacturer's warranty and cannot be returned to CPE.
Any product which includes the phrase 'No Returns' in the product description is not eligible to be returned and may only be exchanged if defective upon arrival.
A Returned Merchandise Authorization (RMA) number must ALWAYS accompany all returns. To obtain your RMA number, please call our customer service team at (800) 679-7007. Products returned without obtaining an RMA number may be REFUSED or subject to a 15% restocking fee at the discretion of CPE.
When returning items to CPE with a valid RMA number, you must ship via a traceable insurable carrier. We recommend using UPS or the U.S. Postal Service with tracking number/delivery confirmation and insurance on the shipment. Please use the original shipping box. All original product parts are required for return, including product packaging.
Due to manufacturer restrictions, we cannot accept returns of the following items:
CPE is authorized by the manufacturers to sell products at educational discounts and must abide by the return policies set forth by the manufacturers.
If you have any questions concerning our Return Policy, please call our customer service team at 800-679-7007 or send and email to support@educational-software.com.
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