Krakatoa for Softimage - Unofficial

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Krakatoa for SoftimageAuthor: James Vecore
A Softimage custom renderer plug-in for KrakatoaSR built on KrakatoaSR's C++ API. It is featured on Krakatoa manufacturer Thinkbox Software's blog here. James has made video demos available on vimeo.com for the release and for the first update versions.

Features as outlined on the release's vimeo page: [..] Works with ICE driven point clouds All Krakatoa supported channels are mapped and pulled from ice if they exist (Emission, Absorption, etc) All parameters in KrakatoaSR exposed in the renderer options Region render support Scene lights can be restricted with a group Occlusion mesh support Multi-channel exr output supported

The Following ICE Channels are mapped for Krakatoa if they exist and are not being optimized away by ICE (see here for details on this): PointPosition Color Density Lighting MBlurTime Absorption Emission PointNormal Tangent PointVelocity Eccentricity PhaseEccentricity SpecularPower SpecularLevel DiffuseLevel GlintGlossiness GlintLevel GlintSize Specular2Glossiness Specular2Level Specular2Shift SpecularGlossiness SpecularShift


This addon is Open Source and available on github.com. Note that there are no binary releases available right now. In case someone has a build ready, please consider submitting it using the »Something missing?« form above.

local backup: KrakatoaForSoftimage-master.zip (repository snapshot from Feb 21st 2014)

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Bullit
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Joined: 24 May 2012, 09:44

Krakatoa for Softimage - Unofficial

Post by Bullit » 22 Mar 2013, 19:40



http://groups.google.com/group/xsi_list ... 440f0054da
James Vecore View profile
More options Mar 22, 2:08 pm


Here is a video of a plugin I started working on for Softimage. I'm
integrating KrakatoaSR as a renderer into Softimage:

https://vimeo.com/62377510

Please excuse the programmer art. I don't actually know how to make anything
look good with Krakatoa yet.

Features So Far:

- Integrated as a renderer plug-in using KrakatoaSR's C++ API

- Works with ICE driven point clouds

- All Krakatoa supported channels are mapped and pulled from
ice if they exist (Emission, Absorption, etc)

- All parameters in KrakatoaSR exposed in the renderer options

- Region render support

- Scene lights can be restricted with a group

- Occlusion mesh support (also through a group)

- Multi-channel EXR output supported.

Now for a real question. While integrating the ICE channel support I noticed
that even if I put a Set Data for an attribute like PointNormal, ICE will
still optimize it away unless it is being directly used for display or
simulation. This seems a tad overly aggressive. My current work around is to
drop a log values before the set data and turn off the logging which forces
the channel into existence. Please tell there is some other easier way to
force a channel to not be optimized away? Or some way from C++ to force the
evaluation of the ICEAttribute. I have to imagine other renderers would have
similar problems with channels that aren't needed for viewport display or
simulation but are needed for rendering.

Thanks,

-James

jamination
Posts: 174
Joined: 10 Jul 2009, 21:58

Re: Krakatoa for Softimage - Unofficial

Post by jamination » 22 Mar 2013, 19:47

what is the difference between this and emrpc4 and fury2. taking nothing away from the developer but it seems softimage has this area covered.
Last edited by jamination on 22 Mar 2013, 20:25, edited 1 time in total.
Phil Harbath
Jamination Productions

Bullit
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Posts: 2621
Joined: 24 May 2012, 09:44

Re: Krakatoa for Softimage - Unofficial

Post by Bullit » 22 Mar 2013, 20:24

Don't know, i have never used either, but Karakatoa has the reputation of being one of the best.

Bullit
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Posts: 2621
Joined: 24 May 2012, 09:44

Re: Krakatoa for Softimage - Unofficial

Post by Bullit » 31 Dec 2013, 16:04

Update


This is a quick update to the Krakatoa for Softimage plugin that wrote. It adds some features but more importantly it announces that this plugin has been open-sourced at github.com: github.com/jamesvecore/KrakatoaForSoftimage. Now anyone can download and build this plugin as well contribute to the development of plugin through github pull requests.

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