Ok, here is the current plan:
*Both Color Source lists will be removed from the PRT Loader.
*New “Ignore Material” checkbox will be added to the Viewport section.
When rendering, the following hierarchy will be used for the Color Channel:
Global Color Override (overwrites the Color channel coming from below)
Global KCMs (can get, modify and set the Color channel)
Object Material (overwrites the Color channel coming from below, unless a Vertex Color Map is used to pass it through)
Object KCMs (can get, modify and set the Color channel)
Saved Color from PRT
The above works already, except for the Vertex Color Map support that’s broken.
When showing in the viewport, the bottom 3 sources of the rendering pipeline are supported. The color calculated in them will be displayed, if there are global KCMs or Overrides, they will not be shown (those are render-time-only).
When the Ignore Material checkbox is checked, the color from the bottom 2 sources will be shown - if there is no KCM modifying the color, the Saved Color will be displayed. If there is a KCM, its result will be displayed.
This way, one can use a KCM set to Color and Disabled In Render to visualize other channels in the viewport, for example Normals, Positions, UVs etc. Switching the Ignore Material checkbox would show the channel in the viewport, but the Material color would still render.
We wanted to support the global 3ds Max Display tab “Shaded: Object Color / Material Color” switch for this, but could not find out how to access it via the SDK (it is a Max 1.0 thing and obviously hard to find). So a pre-PRT Loader checkbox must do, and it might be more flexible that way.
Last but not least, with the amount of workflow changes and things that feel “broken” due to differences to Krakatoa 1.1, we are contemplating to release this as Krakatoa 2.0 to avoid any confusion.