Krakatoa for Maya – An Introduction
Come learn about the renderer used to create content for movie hits like Avatar, The Avengers, Transformers 3, Harry Potter 8 and Oblivion, as well as the upcoming Star Trek – Into Darkness, Man of Steel, After Earth, and more!
Krakatoa MY seamlessly connects Autodesk Maya with the Krakatoa renderer and provides a number of features designed to accelerate artists’ workflow when manipulating millions of particles. Krakatoa MY shares the same rendering core with Krakatoa SR (Stand-alone Renderer) and Krakatoa MX (3ds Max) which will produce identical results given the same input data and settings.
Register for a session now by clicking a date below:
Tue, May 7, 2013 11:00 AM – 12:30 PM PDT
Wed, May 8, 2013 4:30 PM – 6:00 PM BST
Once registered you will receive an email confirming your registration
with information you need to join the Webinar.
Key features of Krakatoa MY include:
- Point or voxel representation of particle data, with various filter modes, motion blur and depth of field camera effects, and HDRI render passes output to OpenEXR files
- Simultaneous support of both additive and volumetric shading models, with per-particle control over color, emission, absorption, density and more
- Support for various light scattering algorithms, high-quality self-shadowing and occlusions from both geometry and DTEX maps
- Dedicated particle loader object supporting Krakatoa .PRT file sequences, RealFlow .BIN file sequences and .CSV file sequences, with the ability to offset, retime, combine and modify already cached particles
- Dedicated PRT Volume and PRT Fractal objects inside the Maya viewports provide procedural particle creation from polygon mesh volumes and mathematical algorithms
- Particle partitioning tools for caching multiple versions of the same simulation to combine into high-density particle clouds
- Particle repopulation for render-time conversion of low-count simulations into high-count particle clouds























