Krakatoa
Frost II
Look ma, not just for metaballs
Vimeo: http://www.vimeo.com/20718513

Baby Hammer Head Shark by Jeffrey Oswald courtesy of Turbosquid & 3dWorld Mag
1000 Frosted Crabs – 1000 scaled instances of animated geometry
Vimeo: http://www.vimeo.com/20718275
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Frosted crabs with Frosting
Full Size
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Updated the FX Floater
This is a revamped update of my other script Fume & Flow Floater.
It has been reworked to be cleaner as well as added functionality.
Install, info, and changes are HERE

Krakatoa and 100 million particles
A small amount by some standards. Bobo posted a really cool looking image the other day during a discussion about pflow and nice turbulent wind. This is what I came up with. It is comprised of 10 partitions of a 10 million particle flow. The color is generated via Krakatoa Channel Modifier based on age and emission (self illumination) is controlled by particle density.
4k- Particle Render – 100 million particles 10 mb
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Pflow, Fume, and Krakatoa
Goopy Fume rendered with Krakatoa. Really rough, initial test, thought it looked kinda neat.

Burning Paper
Been a while, here is something…
All particles rendered in Krakatoa and colored via the new KCM (Krakatoa Channel Modifier), just a couple million with the exception of the ground plane. Mostly about flame structure and scale study but thought i’d post it.
The paper is over a million particles image mapped in pflow. The burn is controlled by a animated gradient ramp and a box#3 test. The box#3 data test samples the color of the gradient ramp object, when true (the burn line) it assigns an integer value to the particle and passes it to a new event. This integer value is then acquired by a KCM and colored when the particle data is brought back into a PRT Loader.
The fire is generated in two different passes. It consist of approx 2.25 million particles (a little overkill I might add for the amount of burn happening). The first pass, the base flames, are generated via a spawn the works with the burn line as described above. These particles are simulated then fed back through pflow to generate the second fire pass, the long tendrils. Both of these simulations are then individually saved back to separate Krakatoa PRTs. The particles data is then reloaded using a PRT loader and colored via KCM using both age+lifespan and temperature+gradient ramp.
The six passes were comped in fusion. The background, Paper & debris particle passes, the shadows, and the two fire passes. Some post blur to soften the fire particles, that’s it though.
I hope to get some more time to revisit it, I have a few other ideas I would like to implement.


