Krakatoa for Maya

Just saw that you posted the build of Krakatoa for Maya and this makes me very happy. This is probably a redundant question but renders from Maya Krakatoa should look exactly like KrakatoaMX and KrakatoaSR right? So one artist could be rendering in Max if they wanted to and another in Maya and comp wouldn’t have to worry?

The two implementations SHARE the rendering code. You might even notice that the posted version of Krakatoa For Maya has the same version number 2.1.2 as the current KMX Public Beta build. We do this to make it easier to know which version for Maya matches which version for Max. If we fix something in the KMX code, the fix will propagate to the KMY code, in vice-versa.

Obviously, the KMY version is missing a few workflow features that KMX has (like Magma channels editing), but the renderer itself is identical and should produce pixel-perfect matching results. If it does not, it would be considered a bug.

Awesome, thanks for the answer!