Supported 3ds Max Objects and Properties¶
Overview¶
- Krakatoa started as a stand-alone renderer and although it is now integrated into 3ds Max as a DLR render plugin, it does not interact with all sub-systems of 3ds Max.
- This topic will discuss the objects and their properties that affect Krakatoa.
Particle Sources¶
- Krakatoa’s main purpose is the rendering and saving of particle data provided by the dedicated particle systems of 3ds Max, including Particle Flow, Legacy Particles and Thinking Particles.
- Krakatoa can load particles saved to various file formats using its own dedicated PRT Loader object.
- Krakatoa also supports geometry vertices as particles
- Krakatoa can generate particles inside the volume of a geometry object using the PRT Volume object.
- Krakatoa can convert Splines, HairFarm hair converted to splines on top of the stack, or all hairs from the 3ds Max Hair&Fur modifiers using a didicated PRT Hair object.
- Krakatoa can convert FumeFX simulations to particles based on the simulation’s Smoke and Fire channel using a dedicated PRT FumeFX object.
- Krakatoa MX 2 and higher can directly load particles generated by Chaos Group’s Phoenix FD when the FFX/PFD option is enabled. There is currently no dedicated conversion object.
- Krakatoa can accept particles provided by 3rd party plugins via the PRT Source object.
- For a list of the supported Particle Sources and their behavior when loading, rendering and saving particles, please see the Particle Sources chapter.
Geometry Objects¶
- 3ds Max Geometry Objects can be used as:
- Particle sources via the Geometry Vertices option
- Volume definition for the PRT Volume objects to generate particles inside the object’s volume
- Volume definition for the PRT Loader objects to cull particles inside or outside the volume and acquire normals
- Surface definition for the Krakatoa Geometry Lookup operator in Particle Flow to acquire surface data
- Volume definition for the Krakatoa Geometry Test operator in Particle Flow to send out particles inside, outside or on the surface of the geometry
- Surface definition for the Krakatoa Collision Test operator in Particle Flow to send out and change the velocity of particles colliding with the geometry object
- Matte Objects to occlude light and particles for integration with other renderers
- When using Geometry Objects, Krakatoa acquires the world state render TriMesh of the object regardless of the object’s class.
- This means that all objects that can produce a render-time mesh including Primitives, Polygon and Editable Meshes with and without modifiers, Patches, NURBS and Renderable Splines can be used.
- In some cases, non-renderable splines will be used by converting the spline to a TriMesh internally, for example PRT Volume will convert a closed spline to a TriMesh on the fly.
Common Node Properties¶
- Krakatoa uses some of the common node properties of 3ds Max objects.
- A Node in 3ds Max is the top-level scene object that contains the transformation controller, visibility controller, material and various display and render-related properties.
- It is the object responsible for the placement and behavior of a modified base object in the scene.
- The properties supported for all scene objects that can be used by Krakatoa are:
Node Transformations - Position, Rotation and Scale¶
- In general, node transforms can be applied, but there are several special cases to keep in mind:
PRT Loader
- The Transformations can be turned on and off by the user via the “Use Node Transforms” checkbox.
PRT Volume
- The source mesh can be evaluated in object or world space based on the state of the “In World Space” checkbox.
- When unchecked (object space), the particles will be created in mesh’s object space, and the transforms of the PRT Volume will be applied to the resulting point cloud.
- When checked (world space), the particles will be created in world space, and the PRT Volume object’s transforms will not be applied.
PRT Surface
- A single source mesh can be evaluated in object or world space based on the state of the “In World Space” checkbox.
- When unchecked (object space), the particles will be created in mesh’s object space, and the transforms of the PRT Surface will be applied to the resulting point cloud.
- When checked (world space), the particles will be created in world space, and the PRT Surface object’s transforms will not be applied.
- When multiple source meshes are picked, the evaluation will always be in world space and the PRT Surface object’s transforms will not be applied.
PRT Hair
- When the distribution source is a Spline object, the particles will be created in object space, and the transformations of the PRT Hair object will be applied.
- When the distribution source is 3ds Max Hair & Fur (whole scene), the particles will be created in world space, and the PRT Hair object’s transforms will not be applied.
Node Object Color (Wirecolor)¶
- Used as the particle color source when no other source is available.
- PRT Loader - used if no Color channel is being loaded and no color is provided via Krakatoa Channels Modifier or Material.
- PRT Volume - used if no Vertex Color channel is provided by the Source Geometry and no color is provided via a Magma Modifier or Material.
- PRT Surface - used if no Vertex Color channel is provided by the Source Geometry and no color is provided via a Magma Modifier or Material.
- PRT FumeFX - used if no Color channel is provided via a Krakatoa Channels Modifier or Material.
- Particle Flow - defined per-event by the Display operator; used if no Material Operator is applied to the Event containing the particle.
- Geometry Vertices - used if no Vertex Color channel is found and no Material is assigned.
- Thinking Particles - not used. The Particle Group Color will be used instead, unless a Vector Data channel named Color is provided by the particle.
Node Renderable Flag¶
- When true, the object will be considered by the renderer.
- When false, the object will be ignored by the renderer.
Node Material¶
- When assigned to a Geometry object, Legacy Particle System, PRT Loader or PRT Volume, the material will be evaluated as the source of render-time particle data channels like Color, Emission, Absorption, Density, SpecularPower and SpecularLevel.
- See Supported Materials for details on the Materials and their properties that can be used.
Visibility track¶
- Used only by the PRT Loader to modulate the particle Density.
- Supports arbitrary values outside the 0-1 range.