Here is another short movie rendered in Krakatoa Beta 0.9.16.
It contains 5 million particles and one omni light and features the Krakatoa Logo.
Animated completely in Krakatoa without any help from PFlow!
Render time was 25 sec/frame.
Krakatoa
wow Bobo, excellent!
I love how the head of the guy on the logo looks, like backlighted when the surface moves.
Keep up the good work
man, this is great!!
I like this puffy look. You said 5 million polygons; rendered with standard Scanline renderer or MR?
I did not say “polygons”. I said “particles” 
You should start reading from the beginning of the thread - we are discussing Krakatoa here, a 3rd party volumetric particle renderer currently in Beta which renders large numbers of particles without using polygons. No scanline or mr involved.
I like how the version numbers slowly keep approaching the holy one point oh. Looking forward to the release, for sure 
Rune
yeah indeed !
reading through this thread is exciting, as well as torture if you can’t evaluate it 
Here is the news - it is now scheduled to be available for purchase at Siggraph, with some amazing additions that were initially planned for point releases but were needed for our ongoing movie projects so we decided to include them in 1.0.
We are also looking for a better description of the product, because it is not just a renderer anymore, it turned into a whole particle management and manipulation toolkit.
that´s really great news!
any information about pricings? i´ll be there in person to get one 
Krakatoa Description - worth a single thread 
kind regards,
anselm
Hey Bobo and the team, congratulations! those are big news!
releasing a product is always exciting, and in the case of Krakatoa… it’s so
innovative.
I agree you have to look for a better description, people have to clearly see the potential of the product from the begining.
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Fantastic news that.
I look forward to getting my paws on it. I did a few shots last year on a video which could have really used it.
It would be great to see how Krakatoa handles it.
- Steve
Hi Bobo,
I have a couple of questions about Krakatoa, not sure if you can answer them.
DOF and Motion Blur has been mentioned - can you say how it’s implemented?
Is it a post effect like IMB, or is it more like Max’s camera motion blur? Could you do long exposure type effects with it for example.
The same question for DOF, is it a Z-buffer post effect, or an in-camera multipass effect?
(edit) Oh, and is the Siggraph purchase open to only those visiting, or will it be available to anyone from Siggraph onwards?
Thanks,
Steve
Im not Bobo, hes much prettier than me, but I can answer your question.
its a multi pass camera effect, much like the standard max method,
works very well as the actual render times are so very fast.
cheers
sam
Thanks Sam,
that’s what I suspected, but wasn’t sure.
No doubt Bobo is on a modeling assignment 
- Steve
Actually, I took a day off to finish my Master Class presentation for Siggraph.
Just logged in and found this.
Here are some details on DOF and Motion Blur:
*Motion Blur is supported internally, but we also support the Max Multi-Pass Motion blur as an alternative.
*Krakatoa’s Motion Blur is orders of magnitude faster, because it loads and calculates the particles just once, then draws the multiple passes at maximum speed based just on their positions and velocities. (the actual drawing speed on my machine is about 2 million particles per second). So it can draw 20 million particles with 6 passes of motion blur in about a minute per frame!
*A drawback of this method is that currently it does not take deformations of matte objects into account, since this would require a reevaluation of the whole scene on each sub-step. It takes the PRS transformations into account though. In 99% of the cases, when objects are not changing too abruptly within the shutter interval which is typically half a frame, this is not a real issue. For those other rare cases, one can use the Max Multi-Pass motion blur but would have to live with recalculating everything multiple times.
*Depth Of Field is NOT based on a multi-pass method though, and other than Scanline Renderer, Krakatoa can do DOF and Motion Blur at the same time. 
*DOF is calculated using the target distance and the f-stop value, so we ask the user to provide the f-stop either by adding a mental ray DOF effect to the camera (because it has the value), or use a Brazil camera which we also support. (in fact, we even support Spherical lenses from the Brazil camera!)
*DOF is created by calculating the disk area a particle would occupy on screen and sampling random points in that area, where the number of points is controlled by a DOF Sample Rate value which technically defines the quality of the effect.
With very low values, very few samples will be drawn and even the original particle position will be randomized, so it creates a relatively noisy effect.
Here is an example - the following scene has 3 teapots, no DOF and rendered in 0.484 sec.:

This shows a very very low DOF Sample Rate setting of 0.001. Render time: 0.515 sec.:

Sample Rate 0.1, Render time: 0.594 sec.:

Sample Rate 1.0, Render time: 1.422 sec.:

Sample Rate 3.0, Render time: 3.234 sec.:

Sample Rate 5.0, Render time: 5.078 sec.:

So in short, we use the fact that we draw particles very fast and just draw a lot more samples per particle. Thus, when rendering 10 million particles with DOF, you might actually draw 100 million samples on screen…
Hope this helps!
As for purchases, I assume we will start selling officially after we release for Siggraph, so you don’t have to go to San Diego to get Krakatoa 1.0. We intend to release a free testdrive version - in fact, if you install the commercial version without a license, you would just get some watermarking and disabled network rendering support, but all other features should run in otherwise unlimited trial mode.
Oh, and we have added some features that are NOT mentioned in this thread yet 