Table of Contents

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