Can someone give me a hint, what shaders can be used with Krakatoa and which not.
Right now i’m struggling with realflow and at the end i want to render
water / splashes and of course foam.
So water mesh will be rendered with mental ray
( But here is my first question) I have read that some guys have also rendered their
water completely with Krakatoa - how is that possible?
As far as i know, only the standard shaders are able to be used right?
Next the water splashes and foam. Please, just take a look at that image.
What i want to create is the splashes and the foam ( which are mostly white shaded )
So shall i render with the voxel mode and just use a white color ( no shader at all )
But would be the best approach to get a decent look.
On my last project at PF, we used a Krakatoa white particles pass rendered in Particle (point) mode for the white part of the splashes, composited with a V-Ray water pass for the rest. It looked pretty good, but it requires some 2D compositing magic.
Kind of like the Frost demo image: thinkboxsoftware.com/news/20 … katoa.html
For the next version of Krakatoa, we might have a better workflow, but with 1.6.1, your best bet is to render the particles for the white caps/splashes using white particles and the rest in your rendered of choice.
So maybe a combination of Particle Mode and Voxel Mode will give me a good result.
Am i right that in the Voxel mode i can not give out render elements? That’s really a pity