Patch release
Date – Jun. 7, 2017
New Features
PhoenixFD
- Remove the DEMO configuration and implement support for TRIAL builds
Simulation
Option to control droplet breakup and droplet size when Surface Tension is used
Ability to chain simulations and delete caches via RMB menu in the Start/Clear buttons in the shelf
Rendering
Ocean Off-Screen margin option to allow extending the ocean outside of the render view
Advection render Displacement mode for render-time advection
Option to control the roughness of the ocean horizon
Preview
- Auto Reduction for the preview of particles
Auto White Speed for the preview of particles
Slice preview for particles
Preview for the particle RGB channel
I/O
Add an option to use environment variables in Phoenix FD cache files path
Source
Option to disable or enable liquid discharge from the Liquid Source
BodyForce
Ability for the Body Force to evenly fill a volume
Fields
Support for the Maya Drag field
PRT I/O
Export and import the RGB Color channel to/from PRT caches
Modified Features
Rendering
Optimized Particle-based mesh smoothing of very large files
Curve control
- New and converted Bezier and Spline ramp points should follow the slope of the curve
Bug Fixes
Simulation
Adaptive grid attached to animated body is jittering when motion speed changes
Fast moving fire emitter leaves frozen voxels using Adaptive Grid
Occasional crash when the simulator is deleted while the simulation is running
Deleting a simulator from an unsaved scene does not delete its cache files
Second NUMA node is not recognized and utilized on machines with more than 64 cores
Drag particles are not affected by Body Force even when the affected channels include Velocity
Foam and splash occasionally gets stuck when exiting the borders of a ship simulation
Crash when Liquid resimulation affects the grid channels
Rigged models do not interact by default with liquids in Maya
Splashes are born underwater with Splash By Free Fly above 0
Inertial forces with value set to 0 still affect the liquid
Crash when Liquid resimulation affects the grid channels
Rigged models do not interact by default with liquids in Maya
Rendering
Rendering artifacts with Optimize Congestion in Bubble mode and Liquid Geometry
Flickering ocean surface seen in reflections with a moving camera
Bubbles that intersect the liquid surface render over-bright with enabled Particle Shader Light Cache
Black artifacts rendering with Light Cache when the container is inside refractive geometry with gray fog color
Rendering particles as Points in Geometry mode produce NaN Pixels
No motion blur on the simulator in ocean mode with a moving camera locked to a moving simulator
Blending particles that are born and die each frame produces a lot less particles
Pausing a simulator, scrolling the timeline to an earlier frame and rendering always renders the last simulated frame
A Phoenix container without cache does not render when using opacity curve by Smoke to fill the volume
- Bubbles rendered with Particle Shader with Size Variation change sizes during animation
Grid
Grid Y and Z axes in the Grid rollout do not match the Maya axis settings
Input
Opening a cache file with a negative frame index does not load the rest of the sequence
Cannot load a cache under Linux which uses square brackets in its path
Preview
Black Artifacts on smoke borders in the GPU preview with Maya 2016
Viewport icons can not be hidden
Source
Mapped RGB won't work with Liquid Source in Maya
Sources that have only motion velocity always act in inject mode
FollowPath
Even when Pipe Radius in FollowPath is set to 0, there is visible radius
FollowPath with Rotation speed set to 0 still rotates the fluid
WaveForce
Warning saying that "outColor is not expected as texture input to oceantex" when simulating with WaveForce
Turbulence
Turbulence in Pressure Mode cannot affect the Liquid simulator
Pressure Mode deactivates the preview of Turbulence Streamlines
Mapper
Crash when transferring velocity between two sims using a Mapper, Grid Texture and SPF over 1
PhoenixFDGridTex
Crash when using Grid Texture as discharge map with overlapped simulators
If a simulator is renamed, liquid becomes not renderable with Phoenix texture
PhoenixFDOceanTex
Wrong mapping when a PhoenixFDOceanTex is plugged in VRayDisplacement
QuickSetups
The Quick Setup presets do not render particles if set into Geometry Mode
The turbulence Strength of the Cigarette and Fire presets does not scale according to the emitter size
Installation
The Phoenix installation doesn't create or edit the vrlclient.xml file on Linux
Submitter
Submitting to Backburner for simulation and render won't work when V-Ray is not set as the current renderer