Rendering Geometry Vertices
- Krakatoa has the ability to acquire every vertex of a geometry object or a spline shape as a particle.
- Even if the vertices are animated at sub-object level, no Velocity (and thus no Motion Blur) will be calculated.
- To enable Geometry Vertex rendering, the >Geo.Vertices checkbutton must be checked.
- Only renderable and visible geometry objects that are not a particle system class and are not included in Matte or APME Named Selection Sets will be considered.
- When rendering a Spline that has the Enable In Renderer option turned off in the base object, every knot (vertex) of the spline will be rendered.
- When rendering a Spline with the Enable In Renderer option turned on, the vertices of the spline’s renderable mesh will be acquired instead.
- The following particle data channels can be acquired from geometry vertices:
- Position’ channel - this channel maps directly to Krakatoa’s Position channel.
- VertexColor channel - this channel maps directly to Krakatoa’s Color channel.
- TextureCoord channel - this channel maps directly to Krakatoa’s TextureCoord channel (Mapping Channel 1).
- Mapping2-Mapping99 - these 98 channels are not used directly by Krakatoa for rendering, but could be required by maps or could be used to pass custom Vector data from Script operators to Krakatoa MagmaFlow.
- ID - this channel is not needed for Krakatoa rendering, but is used by other Krakatoa components, for example for loading saved particles back into PFlow, for gradually deleting particles by soft-selection etc.
- Normal - this channel does not exist as such in PFlow, but is extracted from the X axis of the particle’s Transformation Matrix.
- Geometry Vertices will render in the Object (Wireframe) color if no material or vertex color mapping is applied.
- Is the Vertex Color mapping channel is available, the vertex color data will be mapped to the Color channel of Krakatoa.
- If a Standard Material is assigned to the object, its Diffuse Color will define the color of the particles.
- This includes mapping applied to the Diffuse Map channel
- The other supported channels controllable by a Standard Material including Emission, Absorption, Density, Specular Power and Specular Level can also be acquired.
- If a global override is set in the Krakatoa Global Render Values rollout, it will override all of the color sources listed above.