Official release
New Features
- The emissive lights must produce specular lighting
- Smoothing option for the input cache that can be used to remove grid artifacts
- Lifespan option for the simple particles
- Mesher
- Simple method needed for creating a standing volume
- Foam shader - render time particle reduction
- Simulation without cache files
- Render channel for volumetric normals
- Render channel for z-depth
- Direct support for vrmesh and alembic files
Modified Features
Simplify the UI
Improved motion blur using the UVW coordinates
Ability to load frames from the base simulation in resimulation mode
Support for direct rendering of particles with VRay
Light cache option for the foam shader in fog mode
Curve and Gradient point reduction
Remove Preview Color slider
Geometry mode for the foam shader
Resimulation must automatically change the transparency graph in order to match the base simulation
Bug Fixes
Phoenix render elements are 2 times brighter then they should be
Support for subdivision and NURBS surfaces
Incorrect rendering with emissive lights and Irradiance Map
The cache path is not updated properly after changing the workspace
Foam shader ignores the invert gizmo option
Intermediate objects must be always ignored, even if they are selected
Per vertex Object velocity is not affecting normal geometry (only sources)
Emission lights do not work with texture source for emission
Slow viewport preview even with all channels disabled
The cache path must be exported always with Unix type slashes
Sometimes during the simulation the viewport shows wrong/empty frame
Newly created cells with adaptive grid with jammed wall, are not frozen
Incorrect force with Wind from movement in the first frame if the simulation was not started from there
Wrong size information in the Manual adaptation limits rollout
Phoenix is not working with VRayDistanceTex
The grid size information is not updated properly when using Viewport 2.0
Wrong position of the particles when resimulating with increased grid resolution
Occasional jittering with wavelet turbulence and adaptive grid
Simulator does not render with motion blur, velocity channel, play speed set to 0 and wind from movement option turned on
Dead lock at the last frame with the new synchronization when time scale is 0
Support for VRayVertexColors texture
Grid adaptation must not depend on the max advection step
Crash/Incorrect result with quad face sets as sources
Wrong rendering with V-Ray 3.0, geometry mode and other geometry inside the simulator
Disable Liquid Shadows option can prevent also self-shadowing
Particle sources are processed even when they are ignored from Scene Interaction
Foam shader caustics do not work if GI visibility is off
Generate/Receive Caustics options are swapped in the foam shader
Incorrect simulator wrapping when using as non-solid source
Random freezing during resimulation