Not directly. Krakatoa particles are points which affect one or more pixels depending on the filtering mode. A particle with low density will generally appear sub-pixel sized. A Particle drawn with Bilinear filter can be blurred over many pixels, but you have no per-particle control over that. Same applies to drawing with DOF where particles out of focus can appear as larger circles, but you cannot control that per particle.

It is possible to create a small sphere cloud of particles, assign to another cloud using PRT Cloner and control the scale of these “spheres” via the Scaling channel. But this can be very expensive if you replace each of one million particles with 100 particles…

This question comes up very often and we have it on our Wishlist for future versions of Krakatoa. But in general it is not part of the current design.


Thanks a lot Bobo! it will be great to also see per particle color, velocity randomization in future versions.

Thank you for Great tool and continues Support! Merry Christmas and happy holidays!


What do you mean?
There is already per-particle Color (and per-particle anything, really, including Emission, Absorption, Density, SpecularPower, SpecularLevel) and pretty much every parameter available in the Shading settings. Most of these are accessible through Magma and can be controlled also by Max Standard Materials and Maps.

Am I missing something?


Hi Bobo

my mistake, I didn’t knew that these channels are per particle already!

Its great, Thank you!


hey all particle junkies.

for some reason I cannot get particle shadows on my geometry, I have gone through the process a few times and the shadow files are being created they seem to be coming out blank , and when I switch renders to scanline I am not getting any shadows.

I have 4 prt objects, I have 3 lights one shadow casting, set to kraktoa shadows and I have save attenuation on. The paths are all ok, but still no shadows, I feel like i am missing something simple here. Using Max 2012 latest build of Krakatoa MX


Ok I guess i didn’t know this but it seems to be fine when you render the sequence but the shadows dont show up when you just render a single frame.


I´m having trouble rendering realflow splashes with 2 matte objects (fbx object from maya). The splashes looks cool (rendered as voxels). My problem is that my matte object is way to jagged. I have turbosmooth on my objects and tried raising the supersampling but I see no difference between 1 and 10…

I´ve read about the Render elements and tried to set upp krakatoa occludedLayer and made sure that save multiple layers are checked in Matte objects.

When I render there is nothing in the occludedLayer and the render looks the same. The velocity and z-depth looks fine…

What can i do to make the matte object smooth?

I´m on max 2013 and using the latest Beta


I was able to reproduce the problem. It works in Particle mode, but in Voxel mode the OccludedLayer seems to produce nothing.

I have logged it as a bug and we will check to see what is causing that.
Thank you for reporting it!


Thanks a bunch I didn´t report it becasue it was the first time I used Occluded layer and was unsure if i did it right…

Maybe i can render the splashes as particles instead…



Hi everyone, I would like to know how is it possible in max 2013 to create a collision map without TP and Snowprint ? I’m working with a prt loader and Frost. And my goal is to create a wetmap. Could you help me ? Any script on scriptspot available for max 2012 or 2013.

Maybe Thinkbox could integrate this features ?

Thank you very much for your help :slight_smile:


Particle Flow have Shape Mark operator.

P.S. if you need use PRT, you can load cached PRT with Krakatoa PRT Birth Loader.


There is also a Lume stain shader that can be used.


Deko thank you, I will test with the shape mark


Hello guy, I’m wondering something about Krakatoa and particles about Normal attributes.

Is it possible in Krakatoa to render each particles with a normal to increase realism, like in maya with normalPP and in houdini with N attributes ? thank you a lot

#1815 :slight_smile:


thanks hristo, and to render normal if I’m right, I need to follow this graph
? :slight_smile:


The viewport vector is just the lines you see in the viewport - it doesn’t have a part in the rendering. But the normal is just a vector, so you can send it to the color channel.


I recommend watching these, esp. the second and the third.

Also note that you can get the Perturb channel of a texture map and add it to the Normal via Magma to render Bump Mapping…

Note that Normals will be used automatically if Krakatoa is switched to Phong Shading mode or set to calculate environment reflection maps. In Krakatoa MX 2, you can even raytrace the environment and matte objects.
No Magma is needed for that…

Krakatoa assumes the X axis of the particle’s orientation as the Normal, so if using PFlow or TP, you have to orient your particles respectively, for example by the surface normals. When rendering PRT Volumes, the Normals are acquired automatically.


@Glacierise, thank you for your explanations about the previous graph

@bobo, thank you also for your help, I will watch this videos.

Actually I’m working with Naiad, I’ve exported my particles with Normal attributes, and load them into max with a prt loader. That’s why I would like a normal on my splash particles.

In order to render normal, if I’m right I must use : phong surface only ? without using magma modifier


Depends on what you want to do with the Normals :slight_smile:
If you want specular highlights, the Phong Surface mode might be what you want.
If you want to tweak the look based on the normal direction relative to light without taking the camera into account (Lambert shading by the cosine of the angle), you could do that with Magma. You CAN implement Phong with Magma if you want to do something special to it not available in the built in shader.

Are you using Krakatoa 1.6 or 2.0+?
In the latter case, you should be using the new Magma modifier and not the old KCM one…