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Documentation : Effex : Post Effects : KrakatoaSR (Effex)

### Rendering

Basic Precomputations Rendering Passes
Rendering

In the following all description content that is displayed in italic is a quote taken from the thinkbox Krakatoa MY user reference manual which you can find here: http://www.thinkboxsoftware.com/krakatoa-my-render-settings/

#### Splatting Type

Particles - the particles will be drawn as pixel-sized points, filtered over multiple pixels according to the Filtering settings.
Voxels - the particles will be registered on a voxel grid and the voxels will be rendered using a plane marching at half-way angle between the view direction and the light direction, once per light.

#### Point Render Filter

Nearest - Draws the particle in exactly one pixel by using the pixel that has the maximum coverage.
Bilinear - Default. When Point Filter Size is 1, draws the particle into the closest 2x2 pixels using bilinear filtering. Covers more pixels as the Filter Size increases.
Bicubic - Draws the particle into the closest 3x3 pixels using bicubic filtering.

#### Point Filter Size

Default is 1. This is the Final Pass Bilinear Filter Size - higher values produce blurrier rendering. The image below shows the result of applying a Bilinear Filter with sizes of 1, 2, 3 and 4 to the same PRT Volume particles while illuminating with Shadows set to Bilinear Filter Size 1:
Image Courtesy Thinkbox Software

Rendering::Color

#### Source

Defines which coloring mode to use.
Color field
Uses the Color field for a constant color applied to particles.
Property:Color
Uses the color property of the particles. If they don't have one attached the Color field will be used.
Particle Property
Uses a user-defined particle property

#### Particle Property

(Only available if Source: Particle Property)
Takes a particle property of any type.
If it is a scalar property it's value will be color mapped with the Map on Scalar Property gradient.
If it is a vector (and not a color property in specific) the length of the vector will be mapped on the gradient.
For both cases the range is defined by Range Minimum and Range Maximum (while for vector properties only Range Maximum is of interest).

#### Color

(Only used if Source: Color field)
The color assigned to particles.

#### Map on Scalar Property

(Only used if Source: Particle Property)
The color mapping based on the property value inside the range that is defined by Range Minimum and Range Maximum (while for vector properties only Range Maximum is of interest).

#### Range Minimum

(Only if Source: Particle Property)
The minimum of the input range.

#### Range Maximum

(Only if Source: Particle Property)
The maximum of the input range.

Rendering::Density
Here we can find settings to define the density of a particle.

#### Particle Property

Takes a particle property of any type.
If it is a scalar property it's value will be directly used.
If it is a vector (and not a color property in specific) the length of the vector will be mapped on the range that is defined from 0.0 to Max. Length (while for vector properties only Range Maximum is of interest).

#### Max. Length

(Only if Particle Property is linked)
The maximum of the input range.

#### Density

The Density and the Exponent values are used to define a single render property = (Density) * 10 ^ (Exponent)
This makes it easy to increase/decrease the value by orders of magnitude or express very small or very large numbers. For example, instead of entering 0.00000005, the user can enter 5.0 and -8. They define a global Density scale for all particles.

#### Exponent

The Density and the Exponent values are used to define a single render property = (Density) * 10 ^ (Exponent)
This makes it easy to increase/decrease the value by orders of magnitude or express very small or very large numbers. For example, instead of entering 0.00000005, the user can enter 5.0 and -8. They define a global Density scale for all particles.

#### Constraints

You can modify the density of particles by using constraints.
This allows to extent the render features tremendously and offers an amazing amount of control in Krakatoa Renderings.
Drop any constraints in here. See 'Constraints' for more information.

Rendering::Absorption
Here you can find settings that define the absorption behavior of the medium.

#### Particle property

Takes a particle property of any type. This node is optional.
If no particle property is used, the absorption color is used instead.
If it is a scalar property it's value will be color mapped with the Map on Scalar Property gradient.
If it is a vector (and not a color property in specific) the length of the vector will be mapped on the gradient.
For both cases the range is defined by Range Minimum and Range Maximum (while for vector properties only Range Maximum is of interest).

#### Absorption Color

The Absorption Color used. This rather defines which colors of the lighting are absorbed more or less. Darker values mean more absorption.

#### Preview

The color of the particles and the absorption color both result in a color that is not easy to predict. This is a preview of the approximate color resulting from absorption.

#### Map on Scalar Property

(Only used if a Particle Property is linked)
The color mapping based on the property value inside the range that is defined by Range Minimum and Range Maximum (while for vector properties only Range Maximum is of interest).

#### Property Range Minimum

(Only if Particle Property is linked)
The minimum of the input range.

#### Property Range Maximum

(Only if Particle Property is linked)
The maximum of the input range for the mapping.

#### Constraints

You can modify the absorption of particles by using constraints.
This allows to extent the render features tremendously and offers an amazing amount of control in Krakatoa Renderings.
Drop any constraints in here. See 'Constraints' for more information.

Rendering::Emission
The following settings allow to control the luminance emission of particles.

#### Particle Property

Takes a particle property of any type. This node is optional.
If no particle property is used, the Emission color is used instead.
If it is a scalar property it's value will be color mapped with the Map on Scalar Property gradient.
If it is a vector (and not a color property in specific) the length of the vector will be mapped on the gradient.
For both cases the range is defined by Range Minimum and Range Maximum (while for vector properties only Range Maximum is of interest).

#### Color

The emission color used if no particle property is used.

#### Intensity

The Intensity and the Exponent values are used to define a single render property = (Intenisty) * 10 ^ (Exponent
This makes it easy to increase/decrease the value by orders of magnitude or express very small or very large numbers. For example, instead of entering 0.00000005, the user can enter 5.0 and -8. They define a global Density scale for all particles.

#### Exponent

The Intensity and the Exponent values are used to define a single render property = (Intenisty) * 10 ^ (Exponent)
This makes it easy to increase/decrease the value by orders of magnitude or express very small or very large numbers. For example, instead of entering 0.00000005, the user can enter 5.0 and -8. They define a global Density scale for all particles.

#### Map on Scalar Property

(Only used if a Particle Property is linked)
The color mapping based on the property value inside the range that is defined by Range Minimum and Range Maximum (while for vector properties only Range Maximum is of interest).

#### Property Range Minimum

(Only if Particle Property is linked)
The minimum of the input range for the mapping.

#### Property Range Maximum

(Only if Particle Property is linked)
The maximum of the input range for the mapping.

#### Constraints

You can modify the luminance emission of particles by using constraints.
This allows to extent the render features tremendously and offers an amazing amount of control in Krakatoa Renderings.
Drop any constraints in here. See 'Constraints' for more information.

Rendering::Scattering

#### Phase

Shading Modes
Isotropic, Henyey-Greenstein, Schlick
No special requirements. All particles can use them.
Phong Surface Shading
Particles must have a normal property attached for surface shading.
Kajiya-Kai Hair, Marschner Hair
Particles must have a normal and a tangent property attached (usually used for hair rendering).

#### Anisotropy Property

Takes a particle property of any type. This node is optional.
If it is a scalar property its value will be directly used.
If it is a vector (and not a color property in specific) the length of the vector will be mapped on the range that is defined from 0.0 to Max. Length (while for vector properties only Range Maximum is of interest).
If no property is linked the Anisotropy value is used instead.

#### Max. Length

(Only if Particle Property is linked)
The maximum of the input range.

#### Anisotropy

#### Constraints

You can modify the anisotropy of particles by using constraints.
This allows to extent the render features tremendously and offers an amazing amount of control in Krakatoa Renderings.
Drop any constraints in here. See 'Constraints' for more information.

Rendering::Self-Shadowing

#### Render Filter

Nearest - Draws the particle in exactly one pixel by using the pixel that has the maximum coverage.
Bilinear - Default. When Filter Size is 1, draws the particle into the closest 2x2 pixels using bilinear filtering. Covers more pixels as the Filter Size increases.
Bicubic - Draws the particle into the closest 3x3 pixels using bicubic filtering.

#### Filter Size

This is the Bilinear Filter Size - higher values produce blurrier shadows. In the image below, the same PRT Volume particles were rendered using Filter Size of 1,2,4 and 8.
Image Courtesy Thinkbox Software

#### Particle Property

Takes a particle property of any type. This node is optional.
If it is a scalar property it's value will be directly used.
If it is a vector (and not a color property in specific) the length of the vector will be mapped on the range that is defined from 0.0 to Max. Length (while for vector properties only Range Maximum is of interest).
If it is a color property it's color is used directly.
If no property is linked the Density setting is used instead.

#### Max. Length

(Only if Particle Property is linked)
The maximum of the input range.

#### Density

The Self-Shadow Density and the Exponent values are used to define a single render property = (Self-Shadow Density) * 10 ^ (Exponent)
This makes it easy to increase/decrease the value by orders of magnitude or express very small or very large numbers. For example, instead of entering 0.00000005, the user can enter 5.0 and -8.
They define a global Density scale for all particles.

#### Exponent

The Self-Shadow Density and the Exponent values are used to define a single render property = (Self-Shadow Density) * 10 ^ (Exponent)
This makes it easy to increase/decrease the value by orders of magnitude or express very small or very large numbers. For example, instead of entering 0.00000005, the user can enter 5.0 and -8.
They define a global Density scale for all particles.

#### Constraints

You can modify the self-shadowing absorption of particles by using constraints.
This allows to extent the render features tremendously and offers an amazing amount of control in Krakatoa Renderings.
Drop any constraints in here. See 'Constraints' for more information.