Krakatoa SR for Cinema 4D to be released soon !


5 licenses/nodes minimum is my last info,sorry :slight_smile:

btw. this looks great daniel!


Yeah I hope one of our awesome mac dev will find a solution for us mac users -_-’

Anyone around? :bowdown:


Thinkbox has just recently ported the plugin version to Mac - Here it is rendering in Maya on OS X

I’d say there may be a chance that SR gets ported. I’ve contacted them directly to find out, still waiting to hear back.


I’m excited to use this! :bounce:

So much potential. I believe there will be a way to use krakatoa for mac in the standalone version through PRT importing. You will have the ability to use XP2 and TP with it. You could also realflow -> c4d -> krakatoa as well if you wanted to through c4d into that mix.

As for arnold, excuse me while i go blind from smiling too largely. (Exciting things)


Looking forward to it! It will be lovely paired with XP :).



Sorry, it just wasn’t my intention to have this thread go into the plugin a VS plugin b “dead end” direction. If you are fine with X-Particles features and it serves your purpose, congrats
(also cheaper than Krakatoa SR). If you know Krakatoa and have a need for the specific workflow, features and feel it extends your toolset, you are welcome!

Which plugin do you mean? Krakatoa SR is developed from Thinkbox Software (prior PrimeFocus)

The bridge/exporter for Cinema 4D will be available by us.


I hope it will be real Krakatoa, not a cropped version.
As it happen with VrayforC4D and Thinking Particles (look like light version) for Cinema 4D. :thumbsup:


VRayforC4d is light?
Not from where I’m sitting it isn’t.


Yes it is cropped version.
Could you render Ambient Occlusion in external channel which you can name “Custom AE from VrayMat-Dirt”. Could you do it?

update: Custom AO (ambient occlusion), sorry for misprint.


I don’t render mulitpass renders, so I wouldn’t have been aware of this short coming.
But the idea of a ‘light’ version, to me at least, implies that I have a very limited set of tools when compared to the version inside of 3DS Max. Which is not the case. Actually in certain scenarios, VRayForC4D is more flexible.

In the interest of staying on topic. Krakatoa is it’s own render engine right? Or does it plug directly into C4D and render along side an AR scene? Does it play with VRay at all?


Krakatoa SR doesn’t currently contain all the features that the original MX version has. If that is what you are referring to.


Its a completely independent renderer, hence its so fast and optimized. Solely meant for particle/voxel rendering for compositing.


Hi Daniel,

congratulations from the VRAYforC4D team! now it is public;-)

i think this is a very good moment for c4d community,now we ave almost all good renders available krakatoa and even arnold too ( i know many our users use arnold and vray together on maya p.e)

all best


Thanks for the reply. I’ve been aware of Krakatoa for some time but wasn’t entirely sure what SR brought to the table, since most of the awesome stuff I’ve seen done with Krakatoa has been done in conjunction with Fume FX. Never paid that much attention to it since it wasn’t an option.

X-Particles offers a lot of options for particle rendering and I wasn’t sure what the main advantages were of Krakatoa SR, comparatively speaking. I would surmise from a bit of research that the main advantage is rendering speed, plus more sophisticated shading/shadowing options? And I guess there’s export from both X-Particles and Naïve Effex (or whatever it’s called now)?

Cool stuff.


Krakatoa is only a particle renderer right?

You still need something like TP/X-Particles/Navié-Dpit Effex or realflow to create the particles first and pass it to Krakatoa to render them or am I wrong?

But can you uprez a simulation at render time for instance?

(sorry for the ingenuous question, but I don’t really understand the workflow involved and where one could need krakatoa to render 5 billion particles if we actually can’t generate 5 billion particles in C4D for instance.)


Dpit has voxel domain for render or editor views, we can to operate by it.
Or Remotion SuperVoxels has sub-voxel generation feature. So we can :wink:


While a general particle input is useful Krakatoa can also generate particles at rendertime from meshes/objects/geometry and extrapolate more particles into existing particle files/ simulations.

As this isn’t happening inside the viewport only hardware limits apply. Yet Krakatoa is most impressive in handling massive particle amounts on very low memory footprints.


From their twitter:

“Thinkbox Software ‏@thinkboxsoft 16h
I’ve been asked this recently so to be clear: OSX is being supported by #Krakatoa MY [maya plugin] AND SR [standalone] alongside win/linux”

It is confirmed now that SR will be running on OS X :slight_smile:

@uglykids so will you all be porting your integration to OSX when their release becomes available?




i think there is no x-particles versus krakatoa, it supports xparticles as far i understand (or soon, as we do), and it renders them extremely well and huge amounts . i know some users of us who will be extremly happy about the krakatoa option i think:)



Stefan, are you support project(ceo, financially)?

as we do…, and it renders them extremely well and huge amounts . i know some users of us who will be extremly happy about the krakatoa option i think:)

I always think, that work is from nextlimit’s(rf) developer, knowing that Daniel often writes about RF