The following video (Unlisted, please don’t share outside of this group yet!) shows some of the most basic Krakatoa VRY workflows in 3ds Max 2017:
The second video discusses Refractions, as well as tweaking Emission Strength due to particle count changes.
This would be amazing for our water workflow! We’re taking a break till Jan 2, will get to it afterwards!
A note about the Emission Strength - since the PRT Volume adjusts its Density as it adds/removes particles and keeps the values consistent on a per-cubic-unit basis, if you add a Magma where the per-particle Emission is set to a value multiplied by the per-particle Density, changing the particle count will NOT change the GI contribution.
The reason for the issue in the video is that we were using a Global Emission Override that just added the same value to each particle without taking into account the per-particle Density…