Disable Shadow

Hey guys,

maybe it’s a strange question but it is possible to disable shadow from lights onto particles?
If i take the example from the docs ( Normal Pass via magma flow)
I get a shadow from my lights onto my object ( particles )
So is there a way do disable shadow catching onto my particles?
Because a normal pass doesn’t got shadows included, i hope you get what i mean.

cheers

naik

i guess you like to have the particles self iluminated?
then you just have to apply a kcm to your prt loader and set the output channel to emission (color -> Emission output channel). Activate “Use Emission” in main rollout to get it work. thats it.

Cheers Cruzifer

awesome!

Thanks Cruzifer for your helping hand.

Where in the current docs did you find the Normal Pass from MagmaFlow?
I searched and couldn’t find it. If it is there, it should be marked for an older version of Krakatoa, since 1.5.x and higher have a dedicated Render Element for that.
Open Render Setup dialog, click on Render Elements tab, add a Krakatoa Normal element, done.

In the tutorial for Z-Depth pass there is also a note that it is for older versions because 1.6.x has its own Render Element for that.
Even if you set up a Custom Data Render Element using MagmaFlow, you will get the color written out to the frame buffer as pure un-illuminated color, although you can multiply it by the Lighting channel in the flow to get is shaded.

I want to fix the docs, so please post the link to the page you mentioned.

i found this bobo:

thinkboxsoftware.com/krak-pa … l_To_Color

Cheers Cruzifer

That does not count. :slight_smile:
It is a MagmaFlow example how to output the Normal as a Color (in fact one of the first MagmaFlow examples ever), but it is not an instruction about creating a Normals pass which would have involved the Emission channel for sure (as seen in this tutorial which is also obsolete: thinkboxsoftware.com/krak-zdepth-pass )
I remember an old topic about creating a CustomData Render Element to output various channels, but that was in Krakatoa 1.5 and might be still available in some old CHM file. I cannot find it in the Online version of the help, so I hope it is gone.

Hey Bobo,

yes i know about the render element.
But i thought it’s time to learn more about the magma flow and
it was in the section “Introductory Tutorials” --> Introduction to MagmaFlow (v1.5x)
Editing the Flow - Normals to Color

Ah, thanks. These are introductory examples, not instructions how to make a usable render pass, so I can relax now :slight_smile:
If you switch the Output to Emission and enable Emission in the Krakatoa Main Controls and render without Lighting while using the same Emission Strength as Density, you should get something useful. BUT you would have to switch the Filtering to Nearest and this will fill only one pixel per particle, while the Render Element would fill all 2x2 or 3x3 (Bilinear / Bicubic) pixels. That’s why we recommend using Render Elements for this purpose. There is a CustomData Render Element that lets you apply the MagmaFlow knowledge you are after to create your own Render Elements. If you don’t want shadows in your MagmaFlow color output, use that.

I would really recommend this video as an introduction to the fastest ways to create MagmaFlows:
youtube.com/watch?v=9rmOunBRKoA

I use keyboard shortcuts 99% of the time and barely ever connect anything with the mouse.
Knowing what operators you need is the tricky part, but once you have an idea what you want to do, the UI should not get in the way…