I think I understand what you are describing. I will try clarify what Krakatoa SR does.
Krakatoa SR is C++ library. The library exposes access to our renderer. Its input is a scene (user defined camera, lights, particles, etc.) and its output is a rendered image.
So, if you are familiar with the RenderMan C API. Krakatoa SR is exactly analogous to the RenderMan C API. When writing a C program, you can use RenderMan’s API to define a scene, and produce a rendered image.
You can’t write a Krakatoa procedural for RenderMan, in the same way you couldn’t write a RenderMan procedural for Krakatoa. Both Krakatoa and RenderMan produce 2D rendered images as output, and the only way to combine the two outputs is through compositing.
This is what I think you’re asking about (correct me if I’m wrong):
-You’d want a procedural for a 3rd party renderer that can draw Krakatoa particles directly within the other rendered image (no compositing required).
If that is the case, that is not possible with Krakatoa SR, as it produces output images. It is theoretically possible for us to adapt the API to work with specific 3rd party renderer’s APIs in this way though. We have experimented with doing so within 3dsmax, since 3dsmax allows for raytraced volume plugins (Maya however does not). It was somewhat successful, but it was written as a voxel raytracer, and not the normal Krakatoa point-renderer.
I hope this clarified how Krakatoa SR works.