I have a PRT sequence exported out of Naiad with manually created “Color” and “Density” channels so that Krakatoa would pick them up.
This worked with Krakatoa MX 2.0. However with the latest Krakatoa SR build, it does not seem to be picking up these channels.
A screenshot showing this is attached–both MX & SR are rendering the same PRT sequence (frame 40).
Frame 40 of the sequence is also attached for testing.
Please let me know how to get KSR to pick up Color and Density channels.
If would also be great to have a list of channel names which KSR recognizes. Thanks.
Nevermind, I just looked at the scene description and it looks like the PRTLoader section has channel overrides …
Commenting those out solved the problem. Is there a reason why these overrides are applied to PRTLoaders by default?
I swear I didn’t touch any of the Extra Attributes for PRTLoader tagging.
The Maya exporter grabs the colors of the Shader assigned to the PRT Loader stand-in and exports the colorRGB and incandescenceRGB as overrides.
I usually employ a Null as PRT Loader stand-in so it does not pick up override colors.
We should add an option to the PRT Loader attributes to skip the export of shader parameters. But it works just like in Max - if you assign a material to the PRT Loader, the colors will be overridden with the Diffuse Color. The main difference is that Max does not assign a default shader to the PRT Loader, while Maya does…
Looking at this again with an artist I’m working with right now, I really think there should be an option in there to toggle the usage of Maya material (and defaults to “off”) because some unsuspecting artists will just automatically assume the Color channel they baked into the PRT file is being ignored (at least that’s what happened in my artist’s case). I put the PRTVolume Export Material checkbox in the PRTLoader attributes and it’s working as expected here now. The changed mel script is attached in case anyone needs it. KrakatoaSR_Exporter.zip (17.5 KB)