Beta release
Date – Dec. 7, 2016
New Features
PhoenixFD
- Implemented Phoenix FD Toolbar for Maya with quick simulation Start/Stop controls and quick creation of nodes
- Added various Quick Setup presets to the Phoenix FD Toolbar for automatic creation of Simulators and Sources around an emitter
- Support for Maya 2017
- New Simulation licenses to be run without GUI in Backburner/Deadline/MayaBatch mode
- Online Licensing support
Simulation
- FLIP Liquid solver
- New vorticity confinement algorithm that adds high detail and improves the rolling of smoke and fire
- PCG conservation that improves the behavior of smoke and fire
- Follow Path force
- Body Attraction and Morphing forces
- Wave Force that transfers the effect of the PhoenixFDOceanTex onto the simulation
- Initial Liquid fill up option for objects
- Re-timing by Time Bend resimulation for fire/smoke
- Direct re-timing and re-meshing of FLIP liquids
- Dedicated Mist particles
- Controls for burning fuel depletion and smoke production
- Per object wetting
- Scene scale multiplier per simulator
- Grid Confine Geometry for Fire/Smoke
Rendering
- Render option to control the strength of volumetric shadows
- Added shadow strength and point size options to the point shader
- Added a separate control for the step of shadow rays
- Replaced the default Maya ramps and color gradients with unified Phoenix controls
- Ability to pop out and enlarge curves and color gradients
- Support for matte objects
- Enabled pure Volumetric rendering for V-Ray RT
- Particle Age render element
- Cap mesh render mode
- Respect the maxRenderThreads setting in V-Ray during rendering
- Particle-based mesh smoothing
Preview
- Implement viewport selection for the Phoenix objects in Maya 2016.5+
I/O
- Export simulations to OpenVDB
- Allowed passing custom names for imported OpenVDB/Field3D channels
- Implemented 32bit export of the RGB channel to aur caches
PhoenixFDParticleTex
- Implemented Particle Texture, to be used as a mask for wetting
Modified Features
PhoenixFD
- Tooltips in the attribute editor
- Separate sources for Liquids and Fire/Smoke
Auto create Particle Shaders when Foam or Splashes are enabled for simulation
Phoenix Preferences option to open the log file location
Simulation
- Up-res and add detail to a sim without changing the shape using the Resimulation
- Allow resimulation with both Wavelet and RGB simultaneously
- Ability to decrease resolution with resimulation
- Direct cascade connection between Liquid simulators
- Push the foam with moving geometry
- Foam surface lock control
- Allow the Source Noise to affect Brush and Inject modes
- Phoenix Preferences option to turn on/off the use of a V-Ray license for sampling textures during simulation
- Support for VRayVertexColors texture
- Do not allow more than one source to be connected to the same emitter object
Rendering
- Optimized fire/smoke rendering in Volumetric mode
- Optimized the Linear and Spherical samplers
- Probabilistic volumetric rendering mode for Fire/Smoke and particles
- Foam Shader light cache speedup option
- Optimized the Foam Shader's Point mode
- Added a new Fire Opacity Mode in which the fire has its own opacity curve
- Cutter support in Mesh mode rendering
- Cutter support for VRayMesh and Alembic files via VRayProxy
- Support for motion blurred render Cutter and Glass geometry
- Motion blur clipping by the Cutter geometry for non-Mesh modes
- Allowed gradual transition between the default Black Body Fire model and an artistic model using the Physically Based option
- Display the channel data range in the curve and color gradient render controls
- Limited the volumetric render curves between 0 and 1
- Gradient controls now display the colors with gamma correction
- Using grid-based self-shadowing, create less lights for the scene than for the grid
- Added velocity based fade out for the ocean displacement
- Ability to create ocean from imported Houdini OpenVDB caches
- Smoothing option for the input cache that can be used to remove grid artifacts
- Improved and optimized the motion blur for volumetrics
- Improved motion blur using UVW coordinates from a Phoenix simulation
- The Fire emissive lights produce specular lighting
- Show warning in Maya DR if the input caches are not shared on the network
- Phoenix Preferences option to turn on/off the RT support
- Support for instancer in geometry mode
- Simulation is paused during rendering
Preview
- Automatic preview detail reduction
- Automatic channel ranges for the viewport grid preview
- Changed the viewport representation of the Phoenix objects to wireframe icons
- Viewport particle, voxel and GPU preview now works with all Maya viewport modes
- Show the RGB channel in the GPU preview
- Improved the velocity voxel preview
- Preview particles colored by the velocity
- Create low res viewport mesh preview in ocean mode
- Channel data interval information in the cache info
- Cache info describing which version of PhoenixFD was used during simulation
- Display a status text in the viewport while a simulation is running
I/O
- Included the number format and file extension in input and output paths
- *.aur caches use a four-digit zero-padded number for proper file sorting
- Loading of Thinkbox Stoke OpenVDB/Field3D cache files
- Updated the OpenVDB library to version 3.0
- Support for nameless OpenVDB channels
- UTF-8 cache paths support for Windows and Linux
- The cache path must be exported to vrscene always with UNIX type slashes
- Add a new keyword in Phoenix FD for Maya I/O path that points to the current workspace(project) directory
- No to all, Move All and Copy All buttons with the move cache dialog
Turbulence
Added a scalar Speed channel
Grid Texture
Added a scalar Speed channel
Ocean Texture
- Added the meter scale as an attribute to the Ocean texture
Source
- Added an Add Selected Objects button
AuraSDK
- Samples to read and visualize a cache file
Deprecated Features
PhoenixFD
- Dropped support for Windows XP
- Sample scenes are no longer shipped with the installation, and are instead available on the docs site
Simulation
- The Slow Moving advection method
Rendering
- Dropped the legacy Fire emissive light placing modes
Bug Fixes
PhoenixFD
- Missing build type (adv, edu, nfr, demo) in the start menu folder
- Undoing a deleted PhoenixFD Simulator node crashes Maya
- Moving/Copying the cache on scene rename doesn't work for the resimulation cache
- No error messages are shown in out-of-memory situations
- Phoenix installation stops VRL service
Simulation
- The Patterns Strength parameter throws foam particles high in the air
- Wrong texture mapping of source discharge and channels with volume brush and inject
- Rotating simulator with adaptive grid produces wrong forces
- Foam and splash can be born through jammed walls or frozen obstacles
- Crash when the cell size is set to zero
- Crash with simulation of large wrapped grids
- Different behavior between the positive and the negative open walls of the simulator
- Diagonal spike artifacts with Multi-Pass advection at low speed or high SPF
- Burning depletes Fuel faster proportionally to the Steps per frame
- Leaks from geometry container when the wall is less than two cells wide
- The grid fit camera algorithm sometimes allows the simulator to shrink too much
- The adaptive grid expands through walls entirely blocked by frozen objects
- Adaptive grid can super-expand to unreasonable size in case of a short burst of high velocity
- When an adaptive limit is reached, the grid refuses to expand at all instead of expanding up to the limit
- Crash when adaptive grid memory allocation fails
- Adaptive grid can't expand over 2.1 billion voxels
- Adaptive grid with jammed walls creates velocity at the walls in fire/smoke mode
- Occasional jittering with wavelet turbulence and adaptive grid
- Wrong bounding box with adaptive grid and No Smaller than Initial Grid off
- Crash when simulating with Wavelet and Forward Transfer
- Crash with grid-only resimulation including drag particles with timeout
- The cascade connection produces gaps when the source is moving
- The custom gravity vector should be set in world space, not in node space
- VRayDistanceTex does not update with moving geometry
- Fix Discharge Modifiers using the emitter normal
- Enabling Burning while simulating crashes Maya
- Crash when using animated particle instancer as source
- Texture animation during simulation is lagging one frame behind
- Wrong simulation with Maya Mesh render mode
- Wrong body transformation with parent constraint in batch mode
- Starting resimulation from a frame when the grid has already adapted causes wrong grid position
Rendering
- Fixed various issues where the Ocean Surface does not fit the rendering or preview
- Can't build ocean when the Invert Volume option is on
- Wrong normals on the ocean stitching strip at certain camera angles
- Meshing artifacts at the sim border when the ocean level is higher than the simulator
- Broken ocean displacement when the camera is oriented exactly vertically
- Wrong ocean meshing at low camera height
- Ocean mesh is not visible on some frames
- In Mesh render mode, the surface displacement works as if there is an ocean
- Imported ocean caches from Houdini can mesh with holes at the bottom
- The foam displacement does not match the liquid displacement
- Foam Shader ignored the Invert Cutter option
- Local and distributed foam render buckets differ with Foam Shader size variation
- Fixed multiple issues where random colored bubbles would appear during distributed rendering
- Bubble mode with displacement produces white areas on the foam
- Foam Shader pressure variation causes flickering in animation
- Foam sliding on inclined geometry is hidden by it during the rendering
- Foam Shader caustics do not work if GI visibility is off
- The point shader produces different opacity when the image resolution is changed
- The point shader produces very different renders in ortho
- Container in Volumetric Geometry mode is not shaded in Multi Matte Element
- Volumetric Heat Haze rendering mode does not render correctly
- Frame blending does not work properly with adaptive grid
- Loop playback of an adaptive grid cuts out portions of the grid
- Inverted render Cutter cuts all the emissive lights outside it, instead of inside it
- Wrong shading if emissive/diffuse/transparency source is set to texture without actually providing one
- Crash when rendering in mesh mode a simulator that was used as a cascade source for a fire/smoke simulator
- Different buckets in distributed rendering mode with light cache
- The lighting render elements do not include the grid self-illumination with LC off
- Black grid self-illumination with disabled scattering and very thick smoke
- No grid self-illumination in geometry mode without light cache
- The emissive lights construction is not thread safe
- Crash with emissive lights enabled and V-Ray's Hidden Lights option disabled
- Crash when loading a cache while V-Ray RT is running
- Motion blur remains the same length when varying the FPS in V-Ray RT
- Rendering with motion blur and duration=0 will preprocess forever
- Volumetric mode ignores the V-Ray object properties motion blur override samples
- Simulator does not render with motion blur, velocity channel, play speed set to 0 and wind from movement option turned on
- Bucket artifacts with a moving grid using Phoenix Light Cache together with motion blur
- Artifacts on the wall of the simulator when rendering liquids in Isosurface mode
- Noise on flat iso-surfaces created from textures
- Fog correction produces improper blending with semi-transparent geometry
- Reflected geometry misses Fire lighting in some buckets
- Wrong rendering with V-Ray 3, geometry mode and other geometry inside the simulator
- Animation renders garbage after the cache sequence ends
- The emissive lights are created even when rendering liquids
- Crash if rendering with enabled displacement without a map
- Two simulators in a vrscene sharing a cache with offset animation render the same frame
- Bucket artifacts with a moving grid using Phoenix Light Cache together with motion blur
- V-Ray RT won't render smoke shaded by Smoke channel
- Reset to Defaults resets only the curves/gradients and does not change the other options
- Emissive lights are calculated in Maya and V-Ray RT even when the Fire channel does not exist
Preview
- The preview of OpenVDB caches doesn't always update when changing frames
- The cell preview stops drawing after V-Ray RT is used
- Crash on enabling mesh preview with a non-existant surface channel
- Cell preview does not update when changing Load Nearest if Missing
- The mesh preview does not have normals in Viewport 2.0
- Fire multiplier changes are not updated in the GPU preview
- The GPU preview is saved with wrong name when # is present in the name
- Rewinding meshed smoke simulation crashes Maya
- Phoenix FD fails to initialize OpenGL 2.0 if Maya was started with a file to open
- Blended frames are missing channel info and show only smoke in the Maya preview
I/O
- Wrong winding of the faces of a meshed Field3D cache
- OpenVDB levelset caches render with inverted normals and winding
- Can't blend between imported OpenVDB or Field3D files
- The container jitters or has incorrect position with OpenVDB caches from FumeFX
- The Speed channel is not working when rendering a Field3D/OpenVDB cache
- Imported OpenVDB files have wrong orientation in V-Ray RT
- Field3D files from FumeFX using boundless sim or wavelet are not scaled correctly
- Field3D caches over 4GB cannot be loaded
- Aur cache files over 2GB cannot be loaded
- Too many simulated particles break the export compressor and cause a crash on read
- Can't load negative frame numbers
- $(simoutput) is not working as input for instanced Simulator node
- Using name of a second simulator as input for the main Sim node is not working
Turbulence
- Turbulence with size and strength 0 still affects simulation
Grid Texture
- The the velocity and temperature channels are not read properly
- Crash at the moment a PhoenixFDGridTex is assigned as an input to a composite map
Force Field
- Field doesn't work in batch mode
Particle Group
- Render time only and Use Simulator's cache do not work with motion blur