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