Unfortunately, the 3dsMax 2013 plugin worked only in 2014 since they were based on the same SDK. For 2015, we had to recompile the plugin, and we also added some new features like Repopulation support. KMX v2.3.x with 3dsMax 2015 support uses a new license, and the old 2.1.8 cannot be made to work with this new Max version.

This is the wrong place to ask this question though, I could have missed it here. We have official forum and emails and even a Twitter account for such cases…

Please email me at bobo AT thinkboxsoftware DOT com to discuss this.


I would like to mention for anyone reading these messages that we solved the problem and it had nothing to do with XMesh. Somehow, the IntersectRay’s first socket was connected to the SECOND socket of the InputGeometry internally (despite what the Editor screenshot shows). I have no idea how it happened, but once the correct connection was recreated from the first output socket of InputGeometry, supposedly it started working. The error message clearly lists that the wrong sockets were connected.

Regarding projecting the particles both below and above the surface, I proposed a simple fix by adding a Vector like 0,0,1000 to the Position->WorldPosition-> branch which would shift the shooting point of the ray 1000 units higher than the actual particle position. This way, any particles up to 1000 units below the surface, as well as any particles above the surface, would be projected down.

The alternatives would involve shooting two rays and checking the validity of their results and using the valid one, or using NearestPoint which would potentially move points to a point that is closer but not exactly “down” along -Z.


I have prt_loader and prt_volume. prt_loader reflect in prt_volume. How can I export prt_loader and prt_volume in different render elements?


See this comment you can use the same method add a KCM with mapping to the PRT volume and Loader.


Hello, I wonder, if I have several prt loaders in the scene, could I render them in one pass, but saved in different sequences?
What I’m doing now - I turn on the first prt loader, rendering, then I turn it off and turning on the next loader, etc. Tooks a lot of time. I’m doing it because I will compose every krakatoa render in AE with different settings and filters.

Is there a way to separate the loaders using, I don’t know, may be render elements(but I didn’t find any elements which could divide the loaders), or with some kind of mat or obj ID?


maybe a scene states or some kind of render pass manager would be useful where you could put each loader on a different scene state.


Thanks, zoubein, I have found the way to do it in this topic, using Magma Editor. It’s quite hard for me to understand, but I think I figured it out.

Another strange thing I run into - I can’t use Xref objects as matte objects in Krakatoa :surprised
Xref objects are 3d objects too, why can’t krakatoa use them? When I select them and hit “create\update matte set” it says that there aren’t any valid objects in selection.


That is a UI bug, and totally my fault. The reason we never caught it (and you are the first to report it AFAIK) is that XRefs were forbidden at Frantic Films where Krakatoa was originally developed. :wink:

Thankfully, the existing Matte Objects rollout of Krakatoa does not force you to use its own Selection Set, you can select the XRefs and create your own Named Selection Set by entering a custom name in the “Create Selection Set” field of the 3ds Max Main Toolbar. Then just add that name to the Matte Objects Named Selection Sets list of Krakatoa. I just tested this and Krakatoa itself does not mind rendering the XReffed object as Matte.

I have fixed the UI test to account for XRef Objects containing geometry. If you want to know how to fix the UI yourself without waiting for us to release the next update, please let me know.


Wow, thank you VERY VERY MUCH, Bobo!! Because I have a huuge scene and when rendering Krakatoa, I merged all 3d models in scene, then added them in krakatoa as matt objects and so on.
I just didn’t know that Krakatoa supports 3ds max native Selection Sets(actually, I almost never used it).
Thank you for suggesting this method!

And I would love to know how to fix the Krakatoa UI as well, so if you could write how to do this, I think all who encountered this problem will be very happy :applause:


*Locate the file in the \Scripts sub-folder of the Krakatoa MX installation. Note that you need Administrator rights to modify files under Program Files sub-folders!
*Open it in the MAXScript Editor and Search for the line “on btn_createNewSelSet pressed do”. This is around line 8300, your version may vary.
*Modify the object collection code following it like this:

	on btn_createNewSelSet pressed do
		if selection.count > 0 then
			if edt_createNewSelSet.text != "" then
				local theObjects = for o in selection where (findItem geometryClass.classes (classof o) > 0 and findItem #(TargetObject, KrakatoaPrtLoader, PF_Source, PRT_Volume, PRT_FumeFX, PRT_Source, PRT_Surface, PRT_Hair, PRT_Maker) (classof o.baseobject) == 0) OR (classof o.baseobject == XRefObject AND isKindOf o.actualBaseObject GeometryClass) collect o
				if theObjects.count > 0 then

In the above snippet, I have added the code “OR (classof o.baseobject == XRefObject AND isKindOf o.actualBaseObject GeometryClass)” which handles XRef Objects that contain a GeometryClass object.

*Press Ctrl+S to save the file (remember you need Administrator rights to do so).
*Press Ctrl+E to reevaluate it, then open the Krakatoa GUI again - you should be able to add Geometry XRef Objects to the Selection Set now.


Hey guys,

I have a small question about PRT loader Timing (graph animation) My englishis very bad so I try to show you the problem with screenshots and video.
I have loaded partciles and animate they timing from 50 to 60

rendered partciles witn normal channel:

as you can see result is “lagy” How to get smooth motion ?



I would say it’s because you didn’t calculated subframes or enabled “interpolate sub frames”. But when I looked closely, I saw that particle movement is smooth, and the lagged thing is this color, or texture.
What material or texture did you applyed to particles, may be some kind of particle age, or something else, which doesn’t calcuates subbframes?


Hello. Thanks for reply

No material. Color by normal like this.

Few days ago I was resimulate fumefx with retime and I get same result like on video in my previous post: partciles moved slowly with no lag but colors moved with laggs


am using krakatoa to render hair put it happened in some cases i get the particles not on hair it self as it should
it seams offset most of the inside the the objects
and this effect the render and the dos not appear at the frame as am using the matte object option
can i get some hints about the reason of this and if someone could figure a solve
here screen shot for what I mean


When i use this method i reciev solid color in render element. But i need element contain beauty pass for prt loader. Its can get with magma?


Hello guys,
quick question. it’s possible to render point position pass ?


In custom render element put position to color


thank you )


Hi, my matte object contain a vray displacement mod…how can I obtain right (displaced) borders on matte mask?
Again, are scattered objects (like trees in multiscatter or forest) well read from matte mask?


I don’t think you can get the rendertime displacement, unfortunately.

The scattered objects - should work if they create a max mesh at rendertime, but probably not, if they are vray meshes.