Krakatoa MY Modifiers Editor

Introduction

  • Krakatoa MY implements a channel modifiers system using native Krakatoa nodes connected to the Maya Particle Sources which are applied by the renderer to the particle data channels.
  • The Krakatoa Modifiers Editor provides a centralized interface for adding, removing, reordering and toggling channel modifiers.
  • To launch the Modifiers Editor, press the MOD icon on the Krakatoa shelf:
../../../_images/krakatoa16_modifier_icon.png

User Interface

../../../_images/KMY_KrakatoaModifiersEditor_UI.png

UPDATE Particle Sources List button

  • Press this button to refresh the list of Particle Sources.
  • The list will be updated automatically when the tool is first opened, but if you created/delete particle objects or loaded a new scene, pressing the button will allow you to refresh the list without restarting the tool.

Particle Sources list

  • The list displays all valid Krakatoa particle sources in the current scene, including Maya Particles and nParticles, PRT Loaders, PRT Volumes and PRT Fractals.
  • If one of the valid sources is selected in the scene, it will be also selected on the list when the tool is first opened.
  • Selecting an object name on the list will also select it in the scene / show its parameters in the Attribute Editor.
  • This is useful for fast navigation through the channel modifiers of all particle sources in the scene without using the Outliner or clicking in the viewport to select them.

+Add Magma button

  • Pressing this button will connect a new Magma modifier node to the selected Particle Source.
  • The Magma modifier allows complex channel editing operations using a dedicated node-based User Interface.

+Repopulate Particles button

  • Pressing this button will connect a new Repopulate Particles modifier node to the currently selected Particle Source.
  • The Repopulate Particles modifier lets you increase the number of particles by seeing new ones in a grid based on the channels and influence of the source particles.

+Apply Texture button

  • Pressing this button will connect a new Apply Texture modifier node to the currently selected Particle Source.
  • The Apply Texture modifier lets you evaluate a Maya 2D or 3D texture node for every particle and set a user-defined vector channel to the resulting RGB output.

+Copy Channel button

  • Pressing this button will connect a new Copy Channel modifier node to the currently selected Particle Source.
  • The Copy Channel modifier lets you copy an existing float or vector channel into a new or existing float or vector channel.

+Scale Channel button

  • Pressing this button will connect a new Scale Channel modifier node to the currently selected Particle Source.
  • The Scale Channel modifier lets you scale an existing float or vector channel by a float value.

+Set Float Channel button

  • Pressing this button will connect a new Set Float Channel modifier node to the currently selected Particle Source.
  • The Set Float Channel modifier lets you create and set a new float channel, or set an existing float channel to the same value for all particles.

+Set Vector Channel button

  • Pressing this button will connect a new Set Vector Channel modifier node to the currently selected Particle Source.
  • The Set Vector Channel modifier lets you create and set a new vector channel, or set an existing vector channel to the same value for all particles.

Modifiers list

  • The modifiers list displays the Krakatoa modifier nodes connected to the object selected on the Particle Sources list.
  • The list displays a + sign when the modifier is active, and a – when it is turned off.
  • To toggle a modifier on or off, double-click the line in the list.
  • The line contains the name of the modifier and the values of the major attributes like channel names and values to set or scale by etc.

Move UP/DOWN/To TOP/To BOTTOM buttons

  • These 4 buttons can be used to reorder the modifiers to change their evaluation order.
  • The modifiers are evaluated from top to bottom.
  • In other words, if you want to first set a channel, then scale it and then copy it, the modifiers must be added in this oder.
  • If you need to move one of them on the list, highlight it and press the corresponding button.

DELETE Modifier button

  • Pressing this button will delete the currently highlighted modifier by removing the corresponding Extra Attributes from the Particle Source object highlighted on the top list.