MAXScript Property Names¶
Getting the Krakatoa Property Names Using MAXScript¶
- Krakatoa v1.6.0 and higher provides the following function to get the list of all Krakatoa properties:
FranticParticleRenderMXS.getPropNames()
- The return value of this function is a MAXScript array of strings.
- Note that property names in Krakatoa are CASE SENSITIVE STRINGS, so using Name values as 3ds Max does normally for Property Names is not possible.
- The function provides an optional keyword argument Obsolete: which defaults to #include.
- When set to #skip, only the current property names will be returned and the obsolete ones will be skipped.
- When set to #only, only the obsolete property names will be returned and the current ones will be skipped.
- When omitted or set to #include or any other value, all properties, both current and obsolete, will be returned.
FranticParticleRenderMXS.getPropNames obsolete:#skip --> returns only active properties FranticParticleRenderMXS.getPropNames obsolete:#only --> returns only obsolete properties
Krakatoa Renderer Properties¶
Rendering Properties¶
“RenderingMethod”
- Controls the rendering method - particle or voxel rendering.
- Possible values are:
- “Particle Rendering”
- “Voxel Rendering”
“VoxelSize”
- Controls the voxel size in generic units when “RenderingMethod” is set to “Voxel Rendering”
“VoxelFilterRadius”
- Controls the voxel filter radius used when “RenderingMethod” is set to “Voxel Rendering”
“Voxel:NumDensitySamples”
“Voxel:NumLightSamples”
“IgnoreSceneLights”
- Default is “false”
- When set to “true”, scene lights will be ignored as if turned off.
- Corresponds to the “>Ignore Scene Lights” option in the Main Controls rollout.
“UseEnvironmentReflections”
- When set to “true”, the Normal channel will be requested and the particles will reflect the color of the Environment Map (if available) based on their normals.
- Default is “false”
- Corresponds to the “>Use Environment Reflections” option in the Main Controls rollout.
“AdditiveMode”
- Default is “false”
- When set to “true”, the Color channel will be copied to the Emission channel, while Color and Absorption will be set to black.
“EnableParticleCache”
- Default is “false”
- When set to “true”, the particle cache will be enabled.
“EnableLightingCache”
- Default is “false”
- When set to “true”, the Lighting channel will be used if the “EnableParticleCache” property is set to “true”.
“CacheLastFrame”
- Default is “true”
- When set to “true”, the last rendered particles will be kept in memory to be used eventually as Particle Cache.
- When set to “false”, the memory will be released after a frame has finished rendering and the Particle Cache must be enabled before rendering to populate and keep the cache data.
“UseCacheInSlaveMode”
- Default is “false”
- When set to “true”, the Particle Cache will be populated and used when rendering on the network.
“ParticleMode”
- Possible values are
- “Render Scene Particles”
- “Save Particles To File Sequence”
- “Light Scene Particles”
“ParticleFiles”
- Contains the file name to save particle sequences to when the “ParticleMode” property is set to “Save Particles To File Sequence”
“ActiveParticleChannels”
- Contains a comma-delimited string with the name, type and arity of each channel to be saved to disk.
- Default is “Position,float32,3,Velocity,float16,3,Density,float16,1,Color,float16,3,Normal,float16,3,ID,int32,1”
“SaveLightingAsEmission”
- Default is “false”
- When set to “true”, the Lighting channel will be saved in the Emission channel of the particle file sequence for later relighting operations.
Global Overrides¶
“UseEnvironmentColor”
- Default is “true”
- When set to “true”, the 3ds Max Environment Background color will be used.
- When set to “false” the color defined by the “BackgroundColor” property will be used instead.
- Note that the User Interface exposes this property in inverted state, so when it is set to “false”, the “>Override Background Color” option in the “Global Render Values” rollout will be checked.
“BackgroundColor”
- Default is “color 0 0 0 0”
- When the property “UseEnvironmentColor” is set to “false”, it will be used to define both the RGB and Alpha of the final image’s background.
“UseFilterColor”
- Default is “false”
- When set to “true”, the Absorption channel will be allocated and can be populated using Krakatoa Channels Modifiers and Standard Materials’ Filter color.
- Note that although the term “FilterColor” is used to describe the Absorption channel, the Filter color of 3ds Max is defined differently and will be converted internally to Absorption values.
“UseEmissionColor”
- Default is “false”
- When set to “true”, the Emission channel will be allocated and can be populated per particle using Krakatoa Channels Modifiers, Krakatoa Materials and Standard Materials’ Self-Illumination color.
“ColorOverride:Enabled”
- Default is “false”
- When set to “true”, the content of the particle Color channel will be overwritten with the value provided by the “ColorOverride:Color” property, the color map stored in the renderers.current.ColorOverrideTexmap track, or a mixture of the two controlled by the “ColorOverride:BlendAmount” property.
- This override is the top-most one and will replace any particle colors from any other sources including object color, saved Color channel, vertex color channel, material, KCMs or Global KCMs.
“ColorOverride:Color”
- Default is “(color 255 255 255)” (white)
- This value will be used when the “ColorOverride:Enabled” property is set to “true” to replace the color of all particles.
“ColorOverride:BlendAmount”
- Default is “100.0”
- This value will be used to blend the color defined by the “ColorOverride:Color” property and the map (if any) assigned to the renderers.current.ColorOverrideTexmap track.
- A value of “100.0” means “use 100% map”
- A value of “50.0” means use 50% of the color and the map.
- A value of “0.0” means use only the color.
“AbsorptionOverride:Enabled”
- Default is “false”
- When set to “true”, the content of the particle Absorption channel will be overwritten with the value provided by the “AbsorptionOverride:Color” property, the map stored in the renderers.current.absorptionOverrideTexmap track, or a mixture of the two controlled by the “AbsorptionOverride:BlendAmount” property.
- This override is the top-most one and will replace any particle absorption value from any other sources including saved Absorption channel, material, KCMs or Global KCMs.
“AbsorptionOverride:Color”
- Default is “(color 0 0 0)” (black)
- This value will be used when the “AbsorptionOverride:Enabled” property is set to “true” to replace the Absorption value of all particles.
“AbsorptionOverride:BlendAmount”
- Default is “100.0”
- This value will be used to blend the value defined by the “AbsorptionOverride:Color” property and the map (if any) assigned to the renderers.current.absorptionOverrideTexmap track.
- A value of “100.0” means “use 100% map”
- A value of “50.0” means use 50% of the color and the map.
- A value of “0.0” means use only the color.
“EmissionOverride:Enabled”
- Default is “false”
- When set to “true”, the content of the particle Emission channel will be overwritten with the value provided by the “EmissionOverride:Color” property, the map stored in the renderers.current.emissionOverrideTexmap track, or a mixture of the two controlled by the “EmissionOverride:BlendAmount” property.
- This override is the top-most one and will replace any particle Emission value from any other sources including saved Emission channel, material, KCMs or Global KCMs.
“EmissionOverride:Color”
- Default is “(color 255 255 255)” (white)
- This value will be used when the “EmissionOverride:Enabled” property is set to “true” to replace the Emission value of all particles.
“EmissionOverride:BlendAmount”
- Default is “100.0”
- This value will be used to blend the value defined by the “EmissionOverride:Color” property and the map (if any) assigned to the renderers.current.emissionOverrideTexmap track.
- A value of “100.0” means “use 100% map”
- A value of “50.0” means use 50% of the color and the map.
- A value of “0.0” means use only the color.
“DensityOverride:Enabled”
- Default is “false”
- When set to “true”, the content of the particle Density channel will be overwritten with the value provided by the “EmissionOverride:Value” property, the grayscale value of the map stored in the renderers.current.densityOverrideTexmap track, or a mixture of the two controlled by the “DensityOverride:BlendAmount” property.
- This override is the top-most one and will replace any particle Density value from any other sources including saved Density channel, material’s Opacity, KCMs or Global KCMs.
“DensityOverride:Value”
- Default is “1.0”
- This value will be used when the “DensityOverride:Enabled” property is set to “true” to replace the Density value of all particles.
“DensityOverride:BlendAmount”
- Default is “100.0”
- This value will be used to blend the value defined by the “DensityOverride:Value” property and the grayscale value of the map (if any) assigned to the renderers.current.densityOverrideTexmap track.
- A value of “100.0” means “use 100% map”
- A value of “50.0” means use 50% of the value and the map.
- A value of “0.0” means use only the value.
“GlobalDataHolder”
- Default is “” (empty string)
- This property holds the name of the Global Data Holder object in the scene used to host the Global Krakatoa Channels Modifiers.
- When set to “”, the Global Overrides will be turned off.
- When set to a valid object name, its KCM modifiers will be used as a Global Override Set.
“PostDivideByAlpha”
- Default value is “false”.
- When set to “true”, the RGB values of the final image will be post-divided by the Alpha value.
- This is kind of an obsolete feature that was used in Krakatoa versions prior to v1.5.0.
Lighting and Final Pass¶
“Density:LinkLightingAndRenderingDensity”
- Default value is “true”
- When set to “false”, the Lighting pass will use its own independent Density values.
- Note that this property is exposed in inverted state in the Krakatoa for 3ds Max User Interface - when it is set to “true”, the “>Use” option will be UNchecked and vice-versa.
- This was done to keep the default UI less crowded with checked options and making the checked state a more special case.
“Density:DensityPerParticle”
- The default value is “5.0”
- This value partially controls the Density Multiplier value which is used to scale the per-particle Density channel at render time.
- It is used together with the “Density:DensityExponent” to produce the final multiplier (see below):
“Density:DensityExponent”
- The default value is “-1”
- This value partially controls the Density Multiplier value which is used to scale the per-particle Density channel at render time.
- It is used together with the “Density:DensityPerParticle” to produce the final multiplier.
- For example, the default values of 5.0 and -1 are combined like this: 5.0*(10.0^-1)=5.0*0.1=0.5
- Using this value, you can quickly change the Multiplier by shifting the decimal point’s position left and right and thus producing orders of magnitude higher or lower values without having to enter many zeroes.
- For example, instead of entering 0.00003 you can set the “Density:DensityPerParticle” property to “3.0” and “Density:DensityExponent” to “-5”.
- If you set the “Density:DensityExponent” to “0”, you can still set the final value via the “Density:DensityPerParticle” property alone because 0.00003*(10.0^0) = 0.00003
“Lighting:Density:DensityPerParticle”
- The default value is “5.0”
- This value partially controls the Lighting Pass Density Multiplier value which is used to scale the per-particle Density channel at Attenuation calculation time if the “Density:LinkLightingAndRenderingDensity” property is set to “false”.
- It is used together with the “Lighting:Density:DensityExponent” to produce the final multiplier - see the “Density:DensityExponent” description.
“Lighting:Density:DensityExponent”
- The default value is “-1”
- This value partially controls the Lighting Pass Density Multiplier value which is used to scale the per-particle Density channel at Attenuation calculation time if the “Density:LinkLightingAndRenderingDensity” property is set to “false”.
- See the “Density:DensityExponent” description.
Phase Functions¶
“PhaseFunction”
- Default value is “Isotropic”.
- This property contains the string name of the Phase Function (Shader) to use at render time to draw the particles.
- Possible values are:
- “Isotropic”
- “Phong Surface”
- “Henyey-Greenstein”
- “Schlick”
- More shaders will be available in the future.
“PhaseEccentricity”
- Default value is “0.0”
- When set to a value between “-1.0” and “1.0” and if the “PhaseFunction” property is set to either “Henyey-Greenstein” or “Schlick”, will control the light reflections based on the angle between the camera’s viewing direction and the light’s direction.
“Channel:Allocate:PhaseEccentricity”
“Lighting:Specular:SpecularPower”
“Channel:Allocate:SpecularPower”
“Lighting:Specular:Level”
“Channel:Allocate:SpecularLevel”
“RenderElement:Phong Surface:Diffuse:Create”
“RenderElement:Phong Surface:Specular:Create”
Particle Filtering¶
“DrawPointFilter”
- Default value is “Bilinear”
- This property controls the filtering of the Final Pass drawing when rendering particles as points.
- Possible values are:
- “Nearest”
- “Bilinear”
- “Bicubic”
“AttenuationLookupFilter”
- Default value is “Bicubic”
- This property controls the filtering of the Lighting Pass drawing when rendering particles as points.
- Possible values are:
- “Nearest”
- “Bilinear”
- “Bicubic”
Camera Effects¶
“EnableMotionBlur”
- Default value is “false”.
- When set to “true”, the Velocity channel will be allocated and multiple passes will be drawn to produce a final image that is blurred according to the current positions and velocity vectors while using the lighting at the center of the Shutter interval.
“MotionBlurSegments”
- Default value is “2”
- This value controls the number of passes to calculate and draw to produce a motion blur effect.
- The minimum value is “1” which causes a single pass to be calculated, but if “JitteredMotionBlur” is set to “true”, the resulting particle positions will be scattered randomly along the velocity vectors.
“JitteredMotionBlur”
- Default is “false”
“DeformationMotionBlur”
- Default is “false”
“UseMatteMotionBlurSegments”
- Default is “false”
“MatteMotionBlurSegments”
- Default is “1”
“ShutterAngleInDegrees”
- Default is “180”
- Defines the Shutter timing as an angle in degrees.
- See the Wikipedia article for details on motion picture camera shutter timing.
“ShutterBias”
- Default is “0”
- Defines the offset of the Matte Objects evaluation timing vs. the Shutter interval.
“EnableDepthOfField”
- Default value is “false”
- When set to “true” and if the view is a Camera or a Spotlight with a Krakatoa Camera Modifier specifying a valid f-stop value, the particles will be drawn multiple times according to the size of the “circle of confusion” at their depth.
“DepthOfFieldSampleRate”
- Default is “0.1”
- Controls the quality (number of samples) per particle to draw within the “circle of confusion” when “EnableDepthOfField” is set to “true”.
Attenuation Maps Saving¶
“EnableAttenuationMapSaving”
- Default value is “false”
- When set to “true” and if scene lights have a Krakatoa Shadows Generator assigned, Deep Opacity Maps containing depth and opacity information according to the Shadow Generator’s settings will be saved to disk.
Particle Sources Properties¶
“GlobalParticlePercentage”
- Default is “100.0”
- Controls the number of particles to be rendered as a percentage of all particles loaded.
“RenderParticleFlowGeometry”
- Default is “true”
- When set to “false”, particles from a PFlow Event set to Render > Geometry type will not be loaded.
“RenderParticleFlowPhantom”
- Default is “true”
- When set to “false”, particles from a PFlow Event set to Render > Phantom type will not be loaded.
“RenderParticleFlowBBox”
- Default is “false”
- When set to “true”, particles from a PFlow Event set to Render > Bounding Box type will be loaded.
“RenderMaxParticles”
- Default is “true”
- When set to “false”, particles from 3ds Max legacy particle systems like PArray, SuperSpray etc. will not be loaded.
“RenderThinkingParticles”
- Default is “false”
- When set to “true”, particles from Cebas Thinking Particles particle systems will be loaded.
“RenderFumeFX”
- Default is “false”
- When set to “true”, voxels containing non-zero Smoke channel in FumeFX simulation will be converted to particles and loaded by Krakatoa.
“RenderKrakatoaLoaders”
- Default is “true”
- When set to “false”, particles from Krakatoa PRT Loaders will not be loaded.
“RenderGeometryVolumes”
- Default is “true”
- When set to “false”, particles from Krakatoa PRT Volumes will not be loaded.
“RenderGeometryVertices”
- Default is “false”
- When set to “true”, vertices of geometry objects not used as Matte Objects or APME Volumes will be converted to particles and loaded by Krakatoa.
“IgnoreMissingParticles”
- Default is “false”
- When set to “true”, errors from missing particle files referenced by Krakatoa PRT Loaders will be suppressed at render time, allowing for test renders when some particle files are still being generated.
Matte Objects¶
“Matte:UseMatteObjects”
- Default is “false”
- When set to “true”, the Matte Objects geometry specified using via named selection sets and the “Matte:NamedSelectionSets” property will be evaluated and used to occlude particles.
“Matte:NamedSelectionSets”
- Default is “” (empty string)
- When set to a comma-delimited list of named selection set names, the geometry objects in these named selection sets will be collected and used as Matte Objects.
“Matte:RayDivisions”
- Default is “1”
- Controls the Super-Sampling of the Matte Objects pass, for example a value of 2 produces a Depth Map with two times the width and two times the height of the final rendering, thus allowing for anti-aliasing at the edges of matte objects.
“Matte:SaveMultipleLayers”
- Default is “false”
- When set to “true”, two final images will be saved - the regular 3ds Max output image in its specified format will contain all particles that are in front of Matte Objects, a second image in OpenEXR format will contain the particles behind Matte Objects (including partially-occluded particles at the edges of the objects or behind semi-transparent surfaces).
“Matte:DepthMapFiles”
- Default is “” (empty string)
- When set to a valid OpenEXR file sequence, the files will be loaded as initial depth map.
- If “Matte:UseMatteObjects” is set to “false”, the loaded depth map will be used as the only occlusion source when rendering from the camera view.
- If “Matte:UseMatteObjects” is set to “true”, the Matte Geometry will be rendered into the initial depth map.
“Matte:UseDepthMapFiles”
- Default is “false”
- When set to “true” and if a valid image file sequence is specified by the “Matte:DepthMapFiles” property, the images will be used as initial depth map for occluding particles in the camera view.
“Matte:DepthMapNear”
- Default is “0.0”
- Defines the near range of a normalized Depth Map image, for example one created by 3ds Max Scanline or VRay Renderer.
- Used only when the “Matte:DepthMapMode” property is not set to “Camera Space Z Depth”
“Matte:DepthMapFar”
- Default is “1000.0”
- Defines the far range of a normalized Depth Map image, for example one created by 3ds Max Scanline or VRay Renderer.
- Used only when the “Matte:DepthMapMode” property is not set to “Camera Space Z Depth”
“Matte:DepthMapMode”
- Default is “Camera Space Z Depth”
- Possible values are:
“Camera Space Z Depth”
- “Normalized Z Depth”
- “Inverted Normalized Z Depth”
APME¶
“PME:UseExtinction”
- Default is “false”
- When set to “true”, the APME will be calculated based on the following properties:
“AmbientParticipatingMediumExtinction”
- Defines the extinction values for Red, Green and Blur as a single Point3 value.
- See the User Interface APME properties which are used to calculate the value passed to the renderer via this property.
“PME:NamedSelectionSets”
- Defines the names of the named selection sets containing APME volumes.
- System Preferences Properties
“SortingThreads”
- Controls the number of threads to be created for sorting and drawing of particles.
- The value should be an integer converted to a string
- To create as many threads as there are installed cores, set to “0”.
“Memory:PreAllocation:Use”
- Enables the pre-allocation of memory.
“Memory:PreAllocation:ParticleCountInMillions”
- Sets the number of particles to pre-allocate memory for.
Obsolete Properties¶
“UseLighting”
- This property was used prior to v1.5.0 to enable and disable the use of the scene Lighting.
- It has been retired and replaced by the “IgnoreSceneLights” property, but it is still initialized to ensure compatibility of 1.5.x and higher scenes with older builds of Krakatoa.
“DensityScalingSource”
- Prior to Krakatoa v1.5.0, the Density could be scaled by the Material Opacity.
- It was decided to always scale by the Material Opacity and the property is now set to “true” for compatibility with older builds of Krakatoa, but the current renderer does not require it.
“Density:DensityMethod”
- In versions prior to Krakatoa v1.5.0, the Final Pass Density could be set to “Volumetric Density”, “Additive Density” or “Constant Density”
- Since v1.5.0, this property is not used anymore because Additive rendering is now a special case of Volumetric rendering with black Color and Absorption and Emission set to the Color.
- This property is initialized to “Volumetric Density” for compatibility with older builds of Krakatoa.
“Lighting:Density:DensityMethod”
- In versions prior to Krakatoa v1.5.0, the Lighting Pass Density could be set to “Volumetric Density” or “Constant Density”.
- Since v1.5.0, this property is not used anymore.
- This property is initialized to “Volumetric Density” for compatibility with older builds of Krakatoa.
“UseGlobalDataHolder” “UseDepthMaps”
- This property used to control the Matte Objects rendering mode in versions prior to v1.5.0.
- It is being set to “true” now to ensure older builds would use the Depth Maps.
Krakatoa User Interface Properties¶
Iterative Mode¶
“IterativeRender”
- This property is used to store the state of the Iterative Mode found in the Main Controls Rollout and in the Extended VFB controls.
- Default is “false”
“IterativeRender:ScaleFactor”
- This property is used to store the scale factor used to decrease or increase the resolution of the iterative rendered image.
- Possible values are
- “2” (double resolution)
- “1” (default, no scaling)
- “1/2”
- “1/4”
- “1/8”
- “1/16”
Presets and History¶
“Presets:SaveRenderHistory”
- Default is “true”
“Presets:SaveImageSample”
- Default is “true”
Save Particles Filename¶
- The following properties are used by the Krakatoa GUI to split the Save Particles filename into smaller, easier to manage chunks.
- These are reflected as the advanced controls in the Save Particles rollout.
- The final save name is built from these components.
- Setting these properties will have NO effect on the saving unless additional functions are called to build a final file name from them.
“ParticleFilesBase”
- This property is used internally to store the Base path portion of the Particle File To Save.
“ParticleFilesProject”
- This property is used internally to store the Project folder name of the Particle File To Save.
“ParticleFilesSequence”
- This property is used internally to store the Sequence folder name of the Particle File To Save.
“ParticleFilesTake”
- This property is used internally to store the Take folder name of the Particle File To Save.
“ParticleFilesName”
- This property is used internally to store the File name of the Particle File To Save.
Partitioning¶
“Partition:Count”
- Default is “10”
- Used to define the total number of partitions (limited in the UI between 2 and 100)
“Partition:IncrementPositionRandomSeeds”
- Default is “true”
- Controls whether the Random Seeds of Position operators will be affected during Partitioning.
“Partition:IncrementSpawnRandomSeeds”
- Default is “true”
- Controls whether the Random Seeds of Spawn operators will be affected during Partitioning.
“Partition:IncrementSpeedRandomSeeds”
- Default is “true”
- Controls whether the Random Seeds of Speed operators will be affected during Partitioning.
“Partition:IncrementRotationRandomSeeds”
- Default is “true”
- Controls whether the Random Seeds of Rotation operators will be affected during Partitioning.
“Partition:IncrementFumeFXRandomSeeds”
- Default is “true”
- Controls whether the Random Seeds of FumeFX operators will be affected during Partitioning.
“Partition:IncrementOtherRandomSeeds”
- Default is “true”
- Controls whether the Random Seeds of operators not covered by the other categories will be affected during Partitioning.
“Partition:IncrementLegacyRandomSeeds”
- Default is “true”
- Controls whether the Random Seeds of 3ds Max legacy particle systems will be affected during Partitioning.
“Partition:IncrementThinkingRandomSeeds”
- Default is “true”
- Controls whether the Random Seeds of Thinking Particles operators will be affected during Partitioning.
“Partition:IncrementBox3Geometry”
- Default is “true”
- Controls whether the Random Seeds of Geometry Sub-Operators inside a Box #3 DataOp will be affected during Partitioning.
“Partition:IncrementBox3Random”
- Default is “true”
- Controls whether the Random Seeds of Random Sub-Operators inside a Box #3 DataOp will be affected during Partitioning.
“Partition:IncrementBox3ScalarVector”
- Default is “true”
- Controls whether the Random Seeds of Scalar or Vector Sub-Operators inside a Box #3 DataOp will be affected during Partitioning.
“Partition:IncrementBox3Icon”
- Default is “true”
- Controls whether the Random Seeds of Icon Sub-Operators inside a Box #3 DataOp will be affected during Partitioning.
“Partition:IncrementPRTModifiers”
- Default is “false”
- Controls whether the Random Seeds of (Noise) Modifiers applied to PRT Loaders will be affected during Partitioning.
“Partition:IncrementPRTVolumeModifiers”
- Default is “false”
- Controls whether the Random Seeds of (Noise) Modifiers applied to PRT Volumes will be affected during Partitioning.
“Partition:IncrementGeometryModifiers”
- Default is “false”
- Controls whether the Random Seeds of (Noise) Modifiers applied to geometry vertices will be affected during Partitioning.
“Partition:IncrementBox3DiskCacheNames”
- Default is “false”
- Controls whether the the file names of Box#3 DiskCache operators will be modified to save to separate sequences per partition.
“Partition:AffectSeedsInObjects”
- Default is “#()”
- This property is used to store the names of selected objects when “Partition:IncrementSelectedOnly” is set to “true” and a submission to Deadline is requested.
- The names from the array will be used to affect only the objects that were selected during the Deadline submission.
“Partition:IncrementSelectedOnly”
- Default is “false”.
- When set to “true”, only the Seeds of objects that are currently selected in the scene will be affected by the Partitioning process.
“Partition:BackupRootMode”
- Default is “1”.
- Possible values are:
- “1” - Leave files at original path
- “2” - Copy files to the backup path
- “3” - Move files to the backup path
- This option allows you to copy or move files to a network location after performing a partitioning to the local disk drive.
- This can be useful when saving directly to the network causes writing errors due to bad or slow network connection.
- If the COPY option is used, the original partition files remain on the local drive so even if the copy operation fails due to the network being down, nothing is really lost.
“Partition:BackupRoot”
- Default is “” (empty string)
- This property contains the path to copy or move backup files from local partitioning to.
“SkipExistingParticleFiles”
- Default value is “false”
- When set to true, existing files will be skipped and not overwritten.
Memory Channel Depth¶
- The following properties are used to store the depth of the corresponding memory channels as “float16” or “float32”
“Memory:Channel:Velocity”
“Memory:Channel:Color”
“Memory:Channel:Density”
“Memory:Channel:Normal”
“Memory:Channel:Tangent”
“Memory:Channel:Lighting”
“Memory:Channel:Absorption”
“Memory:Channel:Emission”
“Memory:Channel:MBlurTime”
“Memory:Channel:SpecularPower”
“Memory:Channel:SpecularLevel”
“Memory:Channel:PhaseEccentricity”
Other Properties¶
“ParticleCountMemoryCalculator:Count”
- Default is “0.0”
- This property is used to store the last value used in the Memory Calculator.
“InactiveTPGroups”
- Default is “”
- This property is used to store the names of the inactive Thinking Particles groups.
“UserNotes”
- Default is “”
- This property is used to store user-defined notes about the current Krakatoa setup.
APME UI Controls¶
“ExtinctionRed”
- This property is used to store the red component of the Extinction for UI display only.
“ExtinctionGreen”
- This property is used to store the green component of the Extinction for UI display only.
“ExtinctionBlue”
- This property is used to store the blue component of the Extinction for UI display only.
“PME:FreeMode”
- This property is used to allow negative Extinction values in the APME User Interface.
“ExtinctionStart”
- This property is used to store the start of the Extinction Preview for UI display only.
“ExtinctionDistance”
- This property is used to store the distance of the Extinction Preview for UI display only.
“PME:ReferenceColor”
- This property is used to define the reference color shown at the left side of the Extinction Preview.
User Interface Floaters Management¶
“GUI:Position”
- This property contains the Primary Floater’s Position.
- It is used to open the Primary Floater (and eventually Secondary Floater if linked) at the same location as when the scene was saved.
- If the Floater appears to be outside the active desktop area (for example when the scene is opened on another machine with less monitors or screen resolution), the Floater will be moved into view automatically.
“GUI:Size”
- This property contains the Size of the Primary Floater (mainly the height since the width is not changeable).
User Interface Rollouts Open State¶
- The following properties store the open state of the corresponding rollouts.
“GUI:PresetsRolloutOpen”
“GUI:RenderGlobalValuesRolloutOpen”
“GUI:MainControlsRolloutOpen”
“GUI:SaveParticlesRolloutOpen”
“GUI:ParticlePartitioningRolloutOpen”
“GUI:ParticleSystemsRolloutOpen”
“GUI:ShadowsRolloutOpen”
“GUI:ParticleChannelsRolloutOpen”
“GUI:ThinkingParticlesRolloutOpen”
“GUI:ParticleLoadersRolloutOpen”
“GUI:MatteObjectsRolloutOpen”
“GUI:RenderTargetRolloutOpen”
“GUI:PreferencesRolloutOpen”
“GUI:PreferencesColorsRolloutOpen”
“GUI:PreferencesSystemRolloutOpen”
“GUI:AmbientPMERolloutOpen”
“GUI:UserNotesRolloutOpen”
“GUI:AboutRolloutOpen”
“GUI:ShaderDynamicRolloutOpen”
Rendered Frame Window (VFB) Extensions¶
“VFB:InteractiveUpdate”
- Default is “false”
- When set to “true”, if in Iterative mode and the last render time in seconds was below the value stored in the “VFB:InteractiveUpdateThreshold” property and a supported property was changed, an automatic rerendering will be triggered.
“VFB:InteractiveUpdateThreshold”
- Default is “3”
- Contains the threshold value in seconds below which an Interactive Update may be triggered by a property change.
Obsolete UI Properties¶
- The following properties were used in earlier versions of the Krakatoa GUI but are not needed anymore.
- They might appear on the list of available properties for compatibility reasons.
“RenderTarget”
“XMLOutputFiles”
“RenderElementsHolder”