For rendering in Krakatoa, you need literally millions of particles. For 4K resolution, you might in fact need several HUNDRED millions.
Obviously, RealFlow cannot produce those amounts in reasonable time (it wasn’t designed to do that). Even Naiad would take a while to do that.
There are a few approaches to producing more particles out of a “low resolution” simulation. Not all of them are currently available in Krakatoa MX, and some require additional tools.
*Partitioning the PRT Loader using a high-frequency Noise modifier. This is covered in the Tutorials section.
thinkboxsoftware.com/krak-pa … sting-fil/
Basically, you add a Noise modifier to the PRT Loader and set it to a very high frequency (low scale) to jitter the original particles around their original position and produce a diffusion of particles. Then you resave the sequence as Partitions with the option to respect PRT Loader Modifiers enabled, and you get a denser, but somewhat fuzzy cloud.
*Partitioning the PRT sequence using a PFlow system. This is slower because it requires the loading the PRT files into PFlow and shifting the positions there. I consider this an obsolete approach, but it is still valid. I am including it mostly because it provides images showing the “spongy” result of these two approaches:
thinkboxsoftware.com/krak-pa … e-sequenc/
*Frost + PRT Volume repopulation - this requires the Frost particle mesher (a separate plugin from Thinkbox).
thinkboxsoftware.com/news/20 … katoa.html
Basically, you create a blob mesh from the original RealFlow particles, then fill the mesh with new particles and acquire data from the original particles (Velocity, Color etc.) and can produce millions out of thousands. Here is a complete tutorial showing the idea in detail:
thinkboxsoftware.com/krakato … and-frost/
*Particle Repopulation in Krakatoa SR and Krakatoa MY - this feature is not in Krakatoa MX yet, but should be in soon. It is similar to the above approach, but does not involve meshing or Frost.
thinkboxsoftware.com/news/20 … eview.html
Since Krakatoa SR uses the same license as the network render licenses of Krakatoa, for users of our Standard and Pro bundles it would be possible to set up a scene to render in Krakatoa SR and take advantage of the Repopulation feature. Alternatively, you might want to wait a bit for Krakatoa MX to add support for it - I hope it will be this month, but cannot promise anything yet.
*Last but not least, you could resimulate the same RealFlow simulation with different initial settings to produce your own partitions. But I suspect it won’t be easy, fast or practical…