First I still get the “does not contain prerequisite smoke channel” error when trying to render fumefx directly when using the fuel only channel. Did I miss something? I did notice there is the fire channel in the KCM, for some reason I was under the impression you could gather fuel only data directly from the grid. Could you please layout the basic workflow? Doesn’t seem readily apparent to me
Second I noticed that voxel rendering does not need lights in additive mode, is that an easter egg?
The FumeFx stuff still requires the ‘Smoke’ channel, which this is directly translated into Krakatoa’s ‘Density’ channel. You are correct though, that the ‘Fire’ channel could be used with a Density of zero, so I’ll look into that eventually. Right now Fume support still hasn’t been confirmed by Kresimir, so I’m reluctant to polish it further until I know if we are allowed to give it to you
In additive mode, no lights are required because the particles are made emissive(ie. emitting their own light from the ‘Emission’ channel), and have zero Density so that they don’t cast shadows on other particles. Hence, it does not require any lights.
Thanks for the explanation Darcy. All appendages are crossed hoping Kreso gives the go ahead
Ah, emmision, I should have realized , with self illumination enable, beautiful (note this does work even with the use emission check button in the off state)
Have there been any changes made in this area? ie do we still need to use the smoke channel, or can just the fire channel be used yet? I guess I should try it and find out
I didn’t allow Fire without the Smoke channel, but we did sort out a couple of things Fume-related. Most importantly, we have inked an agreement with Kreso to officially allow Krakatoa to support FumeFx.
Rendering with Fume should play out like this now:
The Smoke channel from Fume is translated into the Density channel of Krakatoa.
The Velocity, TextureCoord (FluidMapping), Temperature, and Fuel channels are all available to Krakatoa Channel Modifiers.
The Fire channel from Fume is directly available in Krakatoa Channel Modifiers, assuming that the simulation has saved the Fuel channel.
There is a Krakatoa FumeFx modifier that can be placed on FumeFx objects in order to disable the loading of specific channels, or the entire FumeFx object. This can be used to disable specific Fume objects in the scene, or to prevent costly channels such as the Velocity channel from being loaded by Krakatoa.
I’ll make a note to look into allowing Fire where there is no Smoke. Let me know if anything is not working for you, or if I am missing some important features.
Great news! I was hoping so after reading the 1.5 features page
#1 understood #2 excellent #3 super #4 fantastic, the only issue I noticed with this was in order to open the FumeFX Floater Display you have to select the FumeFX object, I should note this was in 1.4.6 (sorry it has been a while since I have been able to play with Krakatoa, PF Box#2 beta has been keeping me so preoccupied) It would be nice, if possible, if the FFX Floater Display “saw through” the the FumeFX modifier.
I must be missing something. I cannot see the Fire channel in the MagmaFlow Input Channel node. AFAIK I was able to write the Fire Channel to PRT, as I selected it in the Channels list. I can’t remember for sure but I am pretty sure it was in the KCM in beta 6.
I guess I forgot to add it to the list (I was on vacation when the Fire support was added).
That being said, you can type in ANY name in the Input node and if the channel exists in the source, it will be loaded. The list in the node is just a quick shortcut to typical names, not all names possible (since you can use arbitrary names in PRTs and KCMs).
Same applies to the Output node. If you type in Johnny in the channel field, you will CREATE a new channel with that name and you can write anything to it.
Of course, we will be having a bigger booth this year (that’s what I am hearing at least). But don’t look for Frantic Films, it will be under the Prime Focus logo.