Krakatoa C4D - BETA 3 - Jan. 08, 2014

[size=150]Downloads[/size]
[attachment=0]KrakatoaC4D_2.3.0.54412_Windows.zip[/attachment]
[attachment=1]KrakatoaC4D_2.3.0.54412_OSX.zip[/attachment]
Major Bug Fixes:
• Fixed a bug that would cause the render to hang if a license was not found.
• Fixed a bug that was causing the plugin to crash. The problem affected R14 on OSX only.

Supports:
• Cinema 4D R14 (64 bit) on Windows and OSX
• Cinema 4D R15 (64 bit) on Windows and OSX

[size=150]Requests & Bug Reports[/size]
For discussion and requests, please post here: viewforum.php?f=197
To report bugs, please post here: viewforum.php?f=196

[size=150]Licensing[/size]
If you have not already received a license, please email a “Krakatoa C4D License Request” to beta@thinkboxsoftware.com

You must provide the following information:
• MAC address of your computer or license server.
• Hostname of your computer or license server.
• Specify if you would like a floating or node-locked license.

For information on how to find your MAC address, click here.
For licensing information and troubleshooting, click here.

[size=150]Licensing Dialog[/size]

  • Moved licensing tools to a dedicated “Licensing” tab in the Render Settings dialog.
  • Fixed the hanging of C4D on OSX when specifying a license.
  • Note that the dialog will not show the current license settings stored on the machine. It is only used to input new license information and register it with the OS.

[size=150]Render Settings Krakatoa User Interface[/size]

  • Use Absorption was not being greyed out when Force Addtive Mode was on
  • Lighting Pass Density and Emission Strength controls are now greyed out when their respective Use… checkboxes are unchecked.
  • Line Separators are now used to group the Lighting Pass, Final Pass and Emission Strength controls.
    [size=150]All Particle Source Objects[/size]
  • Changed the default object source Absorption Override from white to black to match the Use Absorption Off behavior.
  • Added sliders to Fill Radius, Subdivs and NumParticles Per Subdiv in ParticleSource UI.
  • Particle Percentage value is now an actual percent.

[size=150]PRT Loader[/size]

  • Use Particle Limit now defaults to checked.
  • Moved the percentage and limits up in the PRT Loader UI, added separator lines
  • Added checkbox “Use Display Color In Render” which allows gradients based on a control channel to appear in the rendered image or be copied to other channels (e.g. Color->Emission) via Channel Copy Tag. (Update from UglyKids)

[size=150]PRT Volume[/size]

  • PRT Volume Voxel Spacing now defaults to 2.0 to produce 1MP from a default Box.
  • Added sliders to Voxel Spacing, Subdivs, Jitter Per Voxel, Shell Start and Thickness in PRT Volume
  • Added separator lines.
  • “Use Shell” checkbox was being ignored. This has been fixed in the KSR API.
  • New “Use World Space” checkbox. Checked by default. When unchecked, the particles will be created in object space of the source mesh and the PRT Volume transforms will apply to the particles, allowing multiple PRT Volumes of the same mesh to have different scene Position, Rotation and Scale values.

[size=150]PRT Fractal[/size]

  • Default Random Seed is now 4545 to match the one used in Krakatoa MY. Note that KC4D and KMY don’t match the KMX seeds due to the difference in random number generators used.

[size=150]TFD Source[/size]

  • Added Sliders to relevant controls
  • Changed Voxel Spacing to world units.

[size=150]Emitter Source[/size]

  • Skipping dead/invisible Emitter particles that used to render at the origin.
  • Emitter Velocity (v3) is now exported as Normal, v1 as Tangent to match C4D behavior when aligning particle geometry.

[size=150]PRT Saver[/size]

  • Reformatted the UI.
  • Removed some channel types that made no sense.
  • Removed the Step option since PRT sequences don’t allow skipping frames (yet)

[size=150]Channel Operators Tags[/size]

  • Added an Enable checkbox to all Channel Operators to allow the disabling of the operation without removing the Tag.

[size=150]C4D Lights[/size]

  • All C4D light types are now exported as either Point, Spot or Direct lights without the need for a Krakatoa Light Tag. Note that Point, Area and IES lights are considered Krakatoa Point lights and won’t render in Voxel mode.
  • Infinite/Parallel lights without explicit Inner/Outer Radius value will use the Shadow Map Parallel Width value instead, even if Shadow Map is not set as active shadow type.
  • All relevant parameters including Inner/Outer Angle or Radius, Falloff Mode, Cone Shape and Aspect Ratio are now exported without the need for a Krakatoa Light Tag.
  • The Decay Exponent (equivalent to Falloff Mode) in the Krakatoa Light Tag is now disabled and will only be applied if the Color Overrides are enabled.

[size=150]Other Bug Fixes[/size]

  • Fixed a crash with TP source when Motion Blur is enabled (Update from UglyKids)
  • Channel Copy arguments order was inverted - Destination channel was being copied into the Source due to a typo. This has been fixed.