What you are missing is that we currently support TP only at the very basic level via the IParticleObjectExt interface. We have no knowledge of what is happening inside of TP as we still have no access to the SDK, and from our discussions with Edwin at Siggraph some changes had to be made to the TP internal workings to allow Krakatoa to access the data it needs.
So currently all we get from TP is particle positions and velocities. The only shading you can perform on TP particles is via the Custom Material in the Krakatoa GUI (that’s why we still keep it there as it is not very usable for anything else). Alternatively, you can save the particles to PRT file and assign a material to the Loader. Of course, neither of these will let you use the power of Matterwaves at this point.
We realize this is not enough.
The GOOD NEWS is that we are in contact with Cebas North America (via Michael McCarty) and hope to get enough internal info (like latest SDK and possibly access to TP 3 Beta) to improve our support for TP. But we do not expect this to happen in Krakatoa 1.0, it would be most probably in a point release / update.
"The GOOD NEWS is that we are in contact with Cebas North America (via Michael McCarty) and hope to get enough internal info (like latest SDK and possibly access to TP 3 Beta) to improve our support for TP. But we do not expect this to happen in Krakatoa 1.0, it would be most probably in a point release / update.
"
ahh just read that… its not cool … tp compatibility is a must for a point renderer in max … but eh, i guess frantic dont use tp that much !