The following topics discuss various particle-related workflows:
This topic will introduce you to the basic workflows of particle saving.
This topic will introduce you to the basic workflows of particle partitioning. (TBD)
This topic will introduce you to the basic workflows related to loading particle sequences into 3ds Max using the PRT Loader object. (TBD)
This topic discusses the abilities of the PRT Loader object to offset and bend the timing of particle animation. (TBD)
Procedural Particle Generation
This topic discusses the use of the PRT Volume object to convert various geometry type objects to particle clouds.
This topic discusses the use of the PRT Cloner Modifier introduced in Krakatoa MX v2.0.0 to replace each particle in a Krakatoa PRT object with the particles of one or more PRT objects.
This topic discusses several workflows involving Krakatoa and FROST, including the increase of particle counts using FROST and PRT Volume.
This topic discusses the use of Krakatoa MX 2.0.0 and higher to produce more particles from a RealFlow simulation using the FROST particle mesher and the PRT Volume object.
Krakatoa allows you to use standard deformation modifiers and Space Warps on PRT Loader and PRT Volume objects to procedurally modify the positions, velocities and normals of particle clouds. This topic will introduce you to the basic particle deformation workflows.
Krakatoa provides a dedicated SkinWrap World Space Modifier to deform particle or vertex clouds using arbitrary deforming geometry objects as custom deformation lattices. This topic will introduce you to the basic workflows related to the Krakatoa Skin Wrap World Space Modifier.
The Krakatoa PRT Loader and PRT Volume objects allow Krakatoa Channels Modifiers to provide Selection and Soft-Selection data to affect the Deformation Modifiers.
The Krakatoa PRT Loader and PRT Volume objects support the 3ds Max Volume Select modifier as the source of Particle Selection using the Vertex Sub-Object selection and all Gizmo and Texture Map based modes.
The PRT Loader object includes a dedicated sub-system for early culling of particles based on arbitrary geometry volumes during the loading process. This topic discusses the workflows related to this culling feature
An alternative way for culling particles involves the use of the Selection Channel and the Krakatoa Delete Modifier. This approach only supports procedural selections using the Krakatoa Channels Modifier or gizmo-based selections using the 3ds Max VolumeSelect modifier (except for the Mesh Mode which is not supported), so it is currently less flexible than the PRT Loader's geometry culling. This topic discusses the workflows related to culling particles via the Selection Channel.
Particle Flow Re-Processing
This topic discusses the use of the Krakatoa PRT Loader Birth and Update operators to reload and reprocess particles already saved to file sequences using Particle Flow, as well as some obsolete approaches available in earlier versions of Krakatoa.