The following approach uses Frost to generate an arbitrary number of new particles to render in Krakatoa by filling a metaballs volume with particles. The other problem is that Krakatoa renders every particle as a pixel-sized point, which means that low particle counts usually don’t have enough spatial density to produce good results when seen in a close up (the Voxel Rendering only partially solves the problem). Unfortunately, a BIN file saved from RealFlow cannot be manipulated easily to produce a denser cloud. The one problem is that the Partitioning feature of Krakatoa requires access to the simulation parameters in order to manipulate the Random Seed values and produce minor variations in the particle distribution and behavior and thus generate slightly different versions of the same simulation. The other most often asked question about Krakatoa is: How do I change the particle shape to render larger than a pixel? One of the most often asked question on the Krakatoa support forums is: How do I partition particles coming from 3rd party sources, e.g.
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