basic Tutorial...

Hello and happy new year.
Here’s a very basic tutorial about Krakatoa and C4D, using X-Particles.
It’s about 22 minutes, but I spent 10 figuring out how dumb I am :slight_smile:

Hope it saves you some time. Please post errors or questions.

http://noseman.org/tutorials/basic_tut_101.mov

thank you

This is AWESOME!
The video explains most of the workflows correctly.
Some notes though for the sake of clarity.

*The Override Density SETS the Density to the specified value. (ABSOLUTE CHANGE)
*The Lighting Pass / Final Pass Density values SCALE the incoming Density (RELATIVE CHANGE)
*Each particle starts with a default value of 1.0.
*Each particle source object can override the Density of its particles.

Let’s say you have two sources - one is an X-Particles source and the other is a PRT Loader loading a BIN sequence saved from the same system.
By default, both will contain particles that have a default Density value of 1.0.
Let’s say both have 2 million particles.
You render them side by side and you see that they look the same and are too dark/solid.
You have two options (but really, there is only one correct way to do this): You could override the density (which I would never do, you will see why), or you could reduce the Exponent of the Final pass and/or the Lighting pass Density.
Reducing the Exponent by 1 will make the particles 10 times less dense, so instead of using their default density of 1.0 multiplied by 0.5, they will appear to have Density of 0.05 in the renderer.

So far, so good. But now let’s say you want to increase the particle count of the live X-Particles system to 4 million (twice as many), but you want to keep the two looking EXACTLY as dense in the rendering (the one would be just 2 times smoother).
To do this, you can go into your Krakatoa X-Particles Source > Setup tab, enable the Override Density there and set it to 0.5. Now each particles in your live X-Particles source will be two times less dense, but you will have two times more particles, so it should look about the same when rendered.
If you render, the PRT Loader will load 2 million with Density of 1.0 and scale each by 5E-2 (0.05, you were off by a zero in the video). But the X-Particles source will load 4 million with Density of 0.5 and scale each by the same value, producing per-particle Density of 0.025, but accumulate twice as many and produce the same result.

Now let’s say you save the new 4 million particles to their own cache and the Density channel was included in it. At this point, you have a sequence with 2 million and Density of 1.0, and a sequence with 4 million with Density of 0.5. If in the future you must create a new C4D scene with two PRT Loaders and put them side by side, they will render automatically with the same apparent density because the channel of the second one was pre-scaled.

Now your customer comes along and being as annoying as most customers are, he says: But the second system has two times more particles, I want it to actually appear two times as dense!

What do you do now? This times you DO have two possible solutions:

  1. Enable the Density Override in the second PRT Loader to set the value to 1.0 again.
  2. Enable the Global Density Override and leave it at 1.

The two approaches do exactly the same, just at different points of the rendering pipeline - the one is local to the object, the other is global to the scene. When would you use the one over the other?

I personally would chose approach 2. in this case, because it is In Your Face in the render settings and it is very obvious why the particles render the way they do. It tells the system to take every incoming particle and make it Density of 1. Period. If you go the 1. route, a month from now you would forget which object had what local overrides, it might confuse you to no end. Also, if you happen to have 10 or 100 PRT Loader objects in the scene, checking a single checkbox to make them all appear to have Density of 1.0 would be a lot less painful :wink:

Btw, in the next Beta 3 we hope to have the Lighting Pass and Emission Strength grayed out correctly when the respective Enable checkboxes are not checked. It will make things a lot clearer…

Now to something completely different. The Waves. That is a Moire effect that can be caused by the size of the Attenuation Map (which is based on the size of the Shadow Map of the light you created). The Attenuation Map is what stored information about how one particle is affecting all particles behind it, so it is the key to volumetric shadow casting.
Point lights generate 6 maps in a cube, then convert that to a single unwrapped map. This means that in most cases, you are wasting space storing empty information about areas of the scene that don’t contain any particles. Also, Point lights are not supported in Voxel mode for technical reasons.

So I recommend

  1. Using a Spot when possible
  2. Adjusting the Spot’s Angle via a Krakatoa Light Tag to better concentrate on where the particles are to maximize the use of the Attenuation Map’s resolution (right now the Spot’s own Cone Angle is ignored, but I have logged it as a Bug, it should be taken as is without the need for a Light Tag).
  3. Change the Shadow Map size either in the Spot itself, or in the Light Tag. Changing the resolution down will smooth out the shadows but might lose detail, increasing the resolution might add detail, or increase the Moire affect depending on the particle count (larger resolutions require more particles to cover all pixels just like with the camera rendering).

Using a Point light makes sense when trying to illuminate in all directions from inside a cloud. Otherwise, try using Spots when you can.

Thank you very much for your passion and the great introductory video, I am sure it will help a lot of people!

Just remembered that there was another slight misconception that required some clarification:

In Particle (point rendering) mode, Krakatoa always draws point-sized particles. Increasing / decreasing the Density does not change the size of the particle, only its opacity to light. So if you have a gradient of many particles in a line (say, a hair strand), varying the density would look like changing the thickness, but in reality Krakatoa draws exactly the same sized pixels, just with different opacity, like in this KMX example: thinkboxsoftware.com/news/20 … art-1.html
This is similar to how Anti-Aliasing works - a semi-occluded by geometry pixel has half the opacity of a fully occluded one…

In Neatest Filter mode, each particle will be drawn completely into a single pixel.
In Bilinear Filter mode with Filter Size of 1, each particle will be drawn into a 2x2 pixel matrix. Increasing the Filter Size will increase the number of covered pixels.
In Bicubic mode, the matrix is 3x3 pixels.

The latter two make the particle appear a bit larger, but its opacity (based on its initial Density scaled by Final Pass Density) will be varied across the pixels it covers, so the result will look smoother and will blend better together with the other particles around it, but the total amount of volumetric density it represents will be conserved.
You can see some images of the patterns the various Filter Modes create here: thinkboxsoftware.com/krak-pa … ring-mode/

Hope this helps.

I might add that the workflow with the PRT Saver could also work for the current frame, like you tried with the X-Particles Initial State. Just hit save current frame in the PRT Saver and you can load that and experiment without all the preparing time loss.

Besides this and Bobos remarks I have to say, congrats on working this far out already! :smiley:

don’t know way i only just get blue screen :frowning:

Can you open the Script > Console and take a look? Does it show 0 particles, or more than that? I find it suspicious that the render time is 00:00:00.
Can you clear the Console, render again, Copy All and post it here to take a look?

hi Bobo hear is shot i don’t know way

Thanks noseman! happy new year and glad to see u here!

I will take a look and post the scene once I figured it out.
So far it looks like there are no particles drawn, considering your log file.

and this my file if you want
and guys did this maybe mean i have problem in license but for your info when my license not working i get message but i flow your step in the form and i think she working maybe :slight_smile: but no more message when i heat render the problem i don’t see particle render :frowning:
drive.google.com/file/d/0BwHTuc … sp=sharing

For me the Scene works just fine.

Attached is the scene and the screenshot from my workspace

Test_Working.zip (358 KB)

Which Version of X-Particles are you using btw, I am using X-Particles V2.54 Pro, could be that this is needed, I am not sure if the Demo of X-Particles is supported.

hi TylerAfx when i tray open your file i get this Incorrect file structure
the other thing how can be sure if my license working or not working

I asked our Lead Developer (Conrad) and he said that you would not get the Log report and blue background without a valid license. So your license is working, but your particles are not, for some reason. Looks like the Krakatoa C4D Bridge is not sending any particles to Krakatoa the renderer.

Just to test this, follow these steps:

*Create a polygon Sphere
*Create a Krakatoa PRT Volume, pick the Sphere
*Create a default Target light
*Set renderer to Krakatoa, reduce Final Pass Density Exponent from -1 to -2.
*Hit Render

You should get about 500,000 particles generated and rendered in the shape of a sphere.

hi Bobo yes you are right 100% and TylerAfx you to right i have old x-partical i just test it wit emitter and work fine and i flow Bobo step and it is work fine the last thing is there is user guide manual i can read :slight_smile:

Here is a quick recording I just made half an hour ago that gives you some initial guidance:
viewtopic.php?f=197&t=11113

Some Work In Progress documentation (Reference Manual) explaining the UI controls of the Renderer and the various objects can be found here:
thinkboxsoftware.com/kc4d-re … gs-dialog/
I have been working on it since last week, so there are several more weeks to go before it has everything needed, but it should help you understand what most of the controls were meant for.

We don’t have any written tutorials or User Manual yet, but there will be.

Reading the Krakatoa MX and Krakatoa MY User Manual pages explaining the principles of Krakatoa might also be useful. They have relatively little application-specific details. Here are some useful ones:

KMY:
thinkboxsoftware.com/kmy-vol … rendering/

KMX - some articles on this page:
thinkboxsoftware.com/krakatoa-rendering/
especially
thinkboxsoftware.com/krak-fi … ainy-look/

Hope this helps…

thank you Bobo so much

same thing it’s happening to me… is krakatoa working just with x-particle 2.5??

Yes, as the current X-Particles SDK changed significantly for 2.5, Krakatoa for Cinema 4D is only working with the latest. But as all updates for X-Particles are free, it shouldn’t be a problem to run the latest build;)

Is krakatoa beta 3 working with x-particle 2.5 Demo ? I can’t get particle rendering result with demo.