Is this possible using the C4D version of Krakatoa? I know we do not have magma, but was wondering if perhaps we could use a noise shader and then copy this channel from colour to density to achieve a similar result? The colour channel will use UVW, the noise is 3D, however as far as I can tell, we do not have access to the SignedDistance channel, but even so, should we be able to achieve something similar although a more simplistic approach?
Currently textures do not seem to be working, so my test failed.
While the Noise example here won’t work because it depends on some logical operators (if greater than this, do that, else do that), you DO have access to SignedDistance!
*Create a default Sphere
*Create a PRT Volume (the Sphere will be connected automatically to it because selected)
*Add a Channel Scale tag, set to Density and Scale to -0.01
*Add a Copy Channel tag, set the Source Channel to and enter “SignedDistance”.
*Set the Destination Channel to Density.
*Add a default Spot light and render in Krakatoa with Final Pass Density 1.0 Exponent -1.
RESULT: You should see a denser core with falloff against the surface because the SignedDistance is 0.0 at the surface and -100 at the center of the Sphere. So we made 0.0 to 1.0 by multiplying by -0.01 (flipped the sign and scaled down 100 times).
We have not included all possible channels in all possible lists. SignedDistance only exists in PRT Volumes. Once you know it is there, you can type it in when needed in Tags etc.
I specifically started with the Scale step first and then the Copy, because on my machine adding the Copy and then the Scale puts them in the wrong order. From left to right, you need to Copy the SignedDistance into Density first, then Scale by -0.01. Your Tags were Scale first, copy later, and the Enable Channel Copying was off, just to confuse me
Once I enabled it and swapped the order of the Tags, it rendered correctly.
I think the scale issue with C4D is definitely something that should be noted in the docs, as Cinema 4D will default to using cm for projects and unit display.
What “scale issues”? I always use Centimeters in Cinema 4D and everything works ok. The steps I posted were for a Centimeters scene.
There will be some discussion in the docs about scene scale, specifically regarding “Cubic Unit Density”. There is already something about KMY that applies to all Krakatoa versions: thinkboxsoftware.com/kmy-vol … rendering/
But 1 centimeter is the same to Krakatoa as 1 meter, because it is exported as 1 Generic Unit. If everything is to scale, there won’t be any difference in the rendering. youtube.com/watch?feature=pl … uU7rc#t=32
Of course, a Sphere with 100 cm radius will render differently from a 1 meter Sphere (although in physical terms they are equivalent), because the former will be 100 times bigger inside Krakatoa than the latter, and the Density Exponent will require some tweaking to compensate…
After my original scene didn’t work, I rebuilt using metres as units and it then worked, I mistakenly thought this was why my this scene didn’t work originally but it was the order of the tags that was incorrect as you pointed out. Nothing to do with scale…
Please ignore me, there is no scale issue with C4D and Krakatoa that I am aware of.
this got me hooked. and this is extremely nice to have access to the SDF, so we can play around and define our own LevelSets!
these tags and the channels funcitionalities makes things extremely powerful since it is a (very very) stripped down tiny version of MagmaFlow inside C4D!
great.