Fair enough, the documentation of the partitioning process could use an update.
In the mean time, here are the basics:
*As you probably know, the main idea behind partitioning is that you can use a Particle Flow that contains Operators with a Random Seed (“Uniqueness”) parameter and produce many very similar but slightly different versions where the positioning of particles, application of random speeds etc. are randomized using an incrementing seed value.
So if you have something that looks good with 100K or 1M particles but you want to get the particle count up to 10 or more million, you can save 10 or more versions of the 1M system and combine them together.
To do this, all you need to set up is:
*Switch Krakatoa to “Save Particles To File Sequence” mode.
*Specify a saving path in the Save Particles rollout.
*In the Max Render Setup dialog, set the time range you want to process.
*Open the Partitioning rollout and make sure all the Operators you want to modify per partition are checked (they are by default).
*Enter the total number of partitions you intend to produce. The Max. is 100 and you can always set it as hight, but produce less actual partitions. The default is 10.
*You can specify a range to process at once, for example if the Max. is 10 and you enter 1 to 3, only the first 3 partitions will be processed and later you can continue with 4 to 10 if you like the results so far.
*Press the “Generate Partition Range Locally…” or “Generate All Partitions Locally” to either process the From/To range specified or all 10 partitions. Keep in mind you can cancel at any time so it doesn’t matter much.
*You will see Krakatoa calculating and saving the PFlow to disk, producing multiple versions of the same Particle Flow with incremented random seeds.
*If you have a good multi-core 64 bit machine with plenty of RAM, you could also save the scene, open two or more copies of Max, load the same scene and set the Range to different portions of the total number of partitions, e.g. 1 to 3, 4 to 6, 7 to 9 etc. and launch them all in parallel. This way, you can get the final results many times faster… (that’s what the Range option is there for actually).
*Once you are done calculating, create a PRT Loader at the world origin, pick ANY of the saved sequences and confirm the loading of all partitions.
*If you render the PRT Loader (disable the PFlow!), you should get a denser version of the PFlow combining 10 (or more) variations of the same flow.
Some notes for your particular case - if you intend to use a single frame and you know the exact frame needed, you can specify that as the only frame to save, but you will get a warning that two frames will have to be processed. This is because PFlow is too “smart” and refuses to update its random seeds unless two or more frames are being saved. Also note that while you might be saving frame 100, PFlow still has to preroll the 99 frames if emission started at 0 so you would save disk space, but not necessarily much time. Saving several frames might be a better idea so you can pick the one you like the most.
There are some more advanced features in there, but these are the absolute basics.
Please feel free to ask ANY questions here (even if you think they are “stupid”) so we can base the improvements to our documentation on your feedback!