Krakatoa
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Krakatoa MX User Reference

  • Krakatoa MX User Interface

    The chapter discusses the various User Interface elements of Krakatoa - Floaters, Dialogs, Toolbars and Menus. It also covers the customization of the User Interface including the startup and user defaults systems. 
  • Krakatoa MX Objects

    The chapter discusses the special geometry objects provided by Krakatoa: The PRT Loader that can be used to load PRT, CSV and RealFlow BIN particle data files from disk, and the PRT Volume that can be used to convert geometry objects to particle volumes. 
  • Krakatoa MX Modifiers

    The chapter discusses the dedicated modifiers provided by Krakatoa to modify particle channels, delete particles, control the settings of cameras and source objects and apply skinning to particles.  
  • Krakatoa MX Materials and Maps

    This chapter discusses the support of standard 3ds Max Materials and Maps as well as the dedicated Krakatoa Material applicable only to Krakatoa particle objects (PRT Loaders and PRT Volumes). 
  • Krakatoa MX Magma

    This chapter discusses Magma 2, the completely refactored particle channels editing sub-system if Krakatoa.

  • Krakatoa MX Atmospheric Effect

    This chapter covers the Krakatoa Atmospheric Effect available in Krakatoa MX 2.0.0 and higher. It is a ray-marcher implemented within the 3ds Max native atmospheric system and provides a way to integrate voxel rendering in other renderers than Krakatoa, including the Default Scanline, V-Ray, findRender and Brazil r/s renderers (mental ray is not supported).

  • Krakatoa MX Render Elements

    The chapter discusses the Krakatoa-specific Render Element types which can be used to output shader, particle data channels and internal renderer data as additional rendered images. 
  • Krakatoa MX Particle Flow Operators

    The chapter covers the operators Krakatoa adds to Particle Flow to allow the loading of particle files, control the saving of custom channels and accelerate the interaction with geometry objects. 
  • Krakatoa MX MAXScript

    Krakatoa for 3ds Max is tightly integrated with MAXScript, the scripting language of the host application. Large portions of the Krakatoa User Interface have been implemented using MAXScript, and it is possible for 3rd parties to access Krakatoa settings and modify the existing scripts to enhance Krakatoa and better integrate into their pipelines, as well as to read and write particle data using MAXScript. The chapter documents the major script interfaces exposed by Krakatoa. 
  • Krakatoa Interop

    The chapter discusses the ability of Krakatoa to integrate with other 3ds Max plugins and with external applications.