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Krakatoa MX Render Elements

 Available in Krakatoa v1.6.0 and higher

Overview

  • Krakatoa versions prior to v1.6.0 did not support the 3ds Max Render Elements system at all.
    • In fact, assigning Krakatoa as the current renderer would cause the Render Elements tab to disappear from the Render Setup dialog, and a dedicated callback made sure all Render Elements were removed.
  • Krakatoa v1.6.0 added back the Render Elements tab and introduced several dedicated Krakatoa Render Elements - KrakatoaShaderElement, KrakatoaRendererElement and KrakatoaDataElement, which could be configured to output data from the shaders, the renderer, or via the Magma system.
  • Krakatoa v2.0.0 expanded the list by adding dedicated Render Elements for every type of output.
  • Krakatoa v2.0.0 also added support for Render Elements in Voxel mode.

Krakatoa Render Element Types

  • Krakatoa MX 2.0.0 and higher provides the following Render Element types. 

Krakatoa CustomData

  • This Render Element type uses the same MagmaFlow Editor UI as the Magma Modifier to define Render Elements based on channels available at render time.
  • It must be created manually through the Render Setup dialog > Render Elements tab.
  • In v1.6.x, channels not listed in the Memory Channels Rollout as being used by Krakatoa could notbe used on these Flows. In Krakatoa MX 2.0.x and higher, Render Elements can request Channels to be allocated in memory to be accessible to the Magma system at render time.
  • The Output Node of the flow will be set automatically to Arity of 3 and to a default channel name "RenderElement".
  • You can modify the data depth (16 or 32) but cannot change anything else.
  • The actual Render Element name and output file name must be defined in the Render Elements tab of the Render Setup dialog.
  • When the Filter option is unchecked (default), each particle will be drawn as solid 4 pixel splat, covering completely any particles already drawn in these pixels.
  • When the Filter option is checked, the particles will be drawn using the current Draw Point Filter settings.

Krakatoa Diffuse

  • The Krakatoa Diffuse Render Element outputs the Diffuse component of the particle shading (e.g. when rendering with Phong Surface shading, the Specular Highlight portion will be excluded).
  • It can be added and removed without opening the Render Setup dialog > Render Elements tab by pressing the "Create [Diffuse] Render Element" button in the Shader Parameters rollout (where applicable).

Krakatoa Emission 

  • The Krakatoa Emission Render Element outputs the Emission channel contribution to the particle shading.
  • It must be created manually through the Render Setup dialog > Render Elements tab.

Krakatoa Glint

  • The Krakatoa Glint Render Element outputs the Glint component of the Marschner shader.
  • It can be added and removed without opening the Render Setup dialog > Render Elements tab by pressing the "Create [Glint] Render Element" button in the Marschner Shader Parameters rollout.

Krakatoa MatteZDepth

  • The Krakatoa MatteZDepth Render Element outputs the Z-Depth image rendered by the internal scanline geometry rasterizer used to generate the occlusion information used for Matte rendering.
  • It must be created manually through the Render Setup dialog > Render Elements tab.

Krakatoa Normal

  • The Krakatoa Normal Render Element outputs the Normal vector channel in normalized world space. The Normal vector components go from -1.0 to 1.0, but the Render Element normalizes them in the color space from 0.0 to 1.0 by adding 1.0 and dividing by 2.0.
  • It must be created manually through the Render Setup dialog > Render Elements tab.

Krakatoa OccludedLayer

  • The Krakatoa OccludedLayer Render Element outputs the particles that are partially or completely occluded by Matte geometry. (Note that in Krakatoa MX v2.0.0 and v2.0.1, only partially-occluded particles were written to it).
  • It will be created automatically if it does not exist, or turned on if it does exist when the ">Save Multiple Layers" option is checked in the Matte Objects rollout of the Krakatoa GUI.
  • It will be turned off (but not removed) when the ">Save Multiple Layers" option is unchecked.

Krakatoa SpecificLight

  • The Krakatoa SpecificLight Render Element outputs the lighting contribution of a user-defined light source.
  • It must be created manually through the Render Setup dialog > Render Elements tab.
  • Multiple Render Elements can be added to output the contribution of multiple lights.

Krakatoa Specular

  • The Krakatoa Specular Render Element outputs the Specular component of the Phong Surface, Kajiya-Kai and Marschner shaders.
  • It can be added and removed without opening the Render Setup dialog > Render Elements tab by pressing the "Create [Specular] Render Element" button in the Shader Parameters rollout (where applicable).

Krakatoa Specular2

  • The Krakatoa Specular2 Render Element outputs the Secondary Specular component of the Marschner shader.
  • It can be added and removed without opening the Render Setup dialog > Render Elements tab by pressing the "Create [Specular2] Render Element" button in the Marschner Shader Parameters rollout.

Krakatoa Tangent

  • The Krakatoa Tangent Render Element outputs the normalized world-space Tangent channel typically generated by the PRT Hair object or saved from the Y axis of Particle Flow particles.
  • The Tangent vector's components go from -1.0 to 1.0, but the Render Element normalizes them in the color space from 0.0 to 1.0 by adding 1.0 and dividing by 2.0.
  • It must be created manually through the Render Setup dialog > Render Elements tab.

Krakatoa Velocity

  • The Krakatoa Velocity Render Element outputs the Velocity channel.
  • It must be created manually through the Render Setup dialog > Render Elements tab.

Krakatoa ZDepth

  • The Krakatoa ZDepth Render Element outputs the Z distance of the closest particle to the image plane in real-world units. 
  • If a pixel is overwritten multiple times by different particles, the last particle to be drawn (the one closest to the camera) will be stored.
  • The Render Element must be created manually through the Render Setup dialog > Render Elements tab.