
Change the Draw Point Filter control to Bucubic.
Click the Redo previous render (Krakatoa) icon - the resulting image will have each particle drawn into exactly one pixel, producing a very sharp result without any anti-aliasing. Change the Draw Point Filter control from the default Bilinear to Nearest. When drawing the particles as point, you have the choice between three filtering modes: Nearest, Bilinear and Bicubic. Let’s keep the Final Pass Exponent at -5 and try some other settings before we look at how to increase the particle count. But with only 34K particles, this is not really possible. When rendering in Krakatoa, it should be your goal to produce an image where individual particles cannot be distinguished. Going down one step further with the Final Pass Density produces much fainter particles:. Click the Redo previous render (Krakatoa) icon - the individual particles become a bit less pronounced, but there is still a bit of shadow casting from particles onto particles:. Change the Final Pass Exponent to -5 and leave the Final Pass Density at 1.0. Reducing the Final Pass Density from its defaults of 5.0 and Exponent of -1 to 5.0E-3 or 5.0E-4 does not change the result at all!. This is why we will have to reduce the Final Pass Density multiplier of Krakatoa a lot more than in the previous tutorial where the Buddha statue a was significantly larger object.
This is because the per-particle density will be distributed into a much larger volume.But if the same particles are simulated as a larger cloud occupying a cubic volume of 10x10x10 units, the average spatial density will be 1000 times lower per cubic unit.If you are rendering a simulation that has 10,000 particles within a single cubic scene unit and each particle carries a per-particle Density value of 1.0, the resulting volumetric spatial density will be 10,000.This means that the scale of the particle simulation matters.Krakatoa calculates the density in world units.