How are shadows going to work with the krak atmos? What currently works for casting and receiving shadows? Any build coming up?
If it is any help, I can tell you in final render:
The shadows seem to be the same method for all types, which I guess makes sense. I assume this is the same for all engines?
PRT Volume
Standard lights cast shadows but do not receive
Skylight does not cast or receive (understandable)
fR lights don’t work (understandable)
and of course no GI (understandable)
The Kratmospheric currently uses the Krakatoa internal engine for lighting, meaning it only supports what Krakatoa the renderer does. I have a plan for trying to support the native Max interface for lighting, but there is not currently any space on the timeline for seeing how this will work out. There isn’t really anything that would prevent area lights from working in the Kratmospheric in the future.
At some point will be be able to do the other shading models, like Phong or Schlick?