Error: PARTICLECHANNELSHAPETEXTURER_INTERFACE

Hi,

first, i want to thank for joining me into Krakatoa beta testing :wink:



After quick render i have strange output:

Couldn’t get the PARTICLECHANNELSHAPETEXTURER_INTERFACE from the system.

The IParticleChannelMeshMapR was null.



Also, I don’t see any difference in particle quantity

I’m doing something wrong? :confused:

Hi, and Welcome!



Don’t worry, this is not an error message.

This is just a debug print that lets us see what Krakatoa is doing internally.



In this case, it means that the PFlow does not have texture coordinates assigned and this the corresponding channel does not exist. If you would add a Mapping operator to the flow, the message would stop appearing.



PFlow tries to keep the number of particle channels low and only creates certain channels when required (this is why one has to explicitly enable channels in scripted operators for example). Krakatoa checks to see if certain supported channels exist and if they don’t, it prints these messages to the Listener.



Cheers,



Borislav “Bobo” Petrov

Technical Director 3D VFX

Frantic Films Winnipeg

Also, I don’t see any

difference in particle

quantity

I’m doing something wrong? :confused:



Looking at the screenshot, you requested 20K particles to be created from frame 0 to frame 30 and 14000 were rendered on frame 21. How many did you expect to see?



Cheers,



Borislav “Bobo” Petrov

Technical Director 3D VFX

Frantic Films Winnipeg

Thanks for explanation :wink:


Looking at the screenshot, you

requested 20K particles to be

created from frame 0 to frame

30 and 14000 were rendered on

frame 21. How many did you

expect to see?



PFlow particle count is ok, I probably not figured out how exactly works density per particle, exponent :confused:

For some reason I thought that Krakatoa will make more particles in rendering… :slight_smile:

Ok, going back to learning

I figured so much :slight_smile:



We have plans to allow this in Krakatoa in the future - for example by replacing each particle in PFlow with a bunch of procedurally distributed particles, or by replacing each Pflow particle with a pre-saved cloud of PFlow particles (sort of like the PRT Loaders we have now, but using each particle as an implicit loader)



This is surely not going to be a 1.0 feature, but if you read this forum, you might find some discussions along these lines.



Borislav “Bobo” Petrov

Technical Director 3D VFX

Frantic Films Winnipeg