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Krakatoa MX Fundamentals - Part 3

"The Magma Flow Show"

Recorded live on June 27th, 2012.

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Krakatoa MX provides a powerful channel editing sub-system called Magma. In this second of two Magma-related Webinars, we will take a look at some examples of its possible practical application.

Please note that this presentation used a Beta build of Krakatoa MX v2.1.2 which contains a few additional features that are not available in v2.0.2 and earlier!


Chapter 1:  Setting The Color Channel


Chapter 2:  Setting The Particle Visibility


Chapter 3: Controlling Deformations



Chapter 4: Querying Object Properties


Chapter 5: Acquiring Mesh Surface Data


Chapter 6: Acquiring Particle Data


Chapter 7: Global Channel Overrides and CustomData Render Elements



Chapter 8: Controlling Frost



 Chapter 9: Krakatoa + FROST = Rivets



Chapter 10: MagmaRay



The following short segments were taken from the live recording on June 26, 2012. They were not included in the session on June 27th.

Bonus 1: Clamping Exposed Inputs


Bonus 2: Acquiring Surface Normals / Orienting FROST Geometry


Related Content:

Krakatoa Partitioning Using Magma

The above tutorial was written as an answer to a question posted in the Q&A session of the Webinar on June 27th.