A few Krakatoa tests and a question about density

Hi,

just want to say that Krakatoa is really a dazzling piece of code. I did a few tests with 0.9.13 a few weeks ago, you can see the flash videos here: http://www.kai-wolter.com/research/krak



The ocean like surface was done with the nice OceanWaves plugin (http://charles.hollemeersch.net/Projects/24/oceanwaves).



I did not observe any new issues at that time, the only thing that I had problems with, was the density parameter.

Well it works great for particles having more or less the same distance from the camera, but if you want to cover an object completely with particles (opaque alpha) and the object is for instance the surface of an ocean (like in the videos) you have a problem. You can optimize the density for the ocean surface in the background but thus you get no opaque surface in the front. If you do it for the front it is likely that you get aliasing issues in the back.



Well one can render two passes and blend them with a depth pass in the post, but it would be uber cool to link the density parameter (or even others) to the camera, or rather to control it by the distance from the particle to the camera.



Kai

It’s not the distance to camera so much as the density of particles in space, both 3D and screen.



Render out your images at 200x200, 800x800, and 2400x2400. Compare the alpha channels.


  • Chad

Hi Chad,

can’t check it because my licence file has expired but I know what you mean. You are right and well it is a point renderer, so it is all about screen space, but the “problem” still exists.



Kai