5 licenses/nodes minimum is my last info,sorry
http://www.xsiforum.de/thread.php?postid=103125#post103125
btw. this looks great daniel!
5 licenses/nodes minimum is my last info,sorry
http://www.xsiforum.de/thread.php?postid=103125#post103125
btw. this looks great daniel!
Yeah I hope one of our awesome mac dev will find a solution for us mac users -_-â
Anyone around? :bowdown:
Thinkbox has just recently ported the plugin version to Mac - Here it is rendering in Maya on OS X
https://twitter.com/thinkboxsoft/status/345605507073073152/photo/1
Iâd say there may be a chance that SR gets ported. Iâve contacted them directly to find out, still waiting to hear back.
Iâm 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)
Sorry, it just wasnât my intention to have this thread go into the plugin a VS plugin b âdead endâ 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.
Yes it is cropped version.
Could you render Ambient Occlusion in external channel which you can name âCustom AE from VrayMat-Dirtâ. Could you do it?
update: Custom AO (ambient occlusion), sorry for misprint.
I donât render mulitpass renders, so I wouldnât have been aware of this short coming.
But the idea of a âlightâ 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 itâs 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 doesnât currently contain all the features that the original MX version has. If that is what you are referring to.
Thanks.
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
Stefan
VRAYforC4D
Thanks for the reply. Iâve been aware of Krakatoa for some time but wasnât entirely sure what SR brought to the table, since most of the awesome stuff Iâve seen done with Krakatoa has been done in conjunction with Fume FX. Never paid that much attention to it since it wasnât an option.
X-Particles offers a lot of options for particle rendering and I wasnât 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 thereâs export from both X-Particles and NaĂŻve Effex (or whatever itâs 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 donât really understand the workflow involved and where one could need krakatoa to render 5 billion particles if we actually canât 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
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 isnât 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:
âThinkbox Software â@thinkboxsoft 16h
Iâve been asked this recently so to be clear: OSX is being supported by #Krakatoa MY [maya plugin] AND SR [standalone] alongside win/linuxâ
It is confirmed now that SR will be running on OS X
@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
Stefan, are you support project(ceo, financially)?
as we doâŠ, 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 nextlimitâs(rf) developer, knowing that Daniel often writes about RF