Patch release
Date – Nov. 14, 2017
New Features
Phoenix FD
- Support for Maya 2018
Simulation
Resimulation over OpenVDB caches exported from Phoenix FD
Restoring simulation from OpenVDB caches exported from Phoenix FD
- Load the simulation initial state from OpenVDB or Field3D
- Option to control the randomness in velocity direction at Splash birth
- Option to allow only expansion of the adaptive grid, but disable shrinking
Rendering
Stronger Approximate Scattering for brighter regions and lower scattering for the darker regions of the same volume
- Added a new frame blending method using both Velocity and Advection Origin, producing smoother fire/smoke retiming
Preview
Viewport preview for visualizing the influence of both native and Phoenix forces
Particle Shader
Option to allow offsetting the particles vertically
Source
Equalized source emission from particles with 3ds Max
- Support for using meshes from particle instancer as obstacles or emitters
- Implemented support for using the Particle Texture and Grid Texture as masks for a Source
Curve Controls
Ability to horizontally or vertically stretch and flip the selection in curve and gradient controls
Follow Path
Added an option to break the spline into segments which influence the simulator simultaneously
Tools
Added a command line cache_converter tool, allowing conversion of already existing AUR cache sequences to OpenVDB without simulating again
SDK
Added a new interface for sampling volumetrics at render time
Modified Features
Simulation
Change adaptive limit defaults to non-zero
- Display an error if the FLIP resimulation cannot find Liquid particles
Rendering
- Use particle ID instead of Age channel when looping particles
- Sped up Ocean construction
Source
- Disable Motion Velocity for the sources in Maya by default as in 3ds Max
Scripting
- Use Grid space for script commands by default
- Ability to start a new simulation in the OnSimulationEnd() script callback
SDK
- Equalized the public interface classes between 3ds Max and Maya
Removed Features
SDK
- Removed all old public interfaces
Phoenix FD
- Removed the "Initialize from Object" function from the Phoenix FD menu - a Source in Brush mode can be used for the same effect
Bug Fixes
Simulation
The General-Purpose Time Bend Resimulation was not working correctly in Phoenix FD 3.04
Restoring Resimulation was not working in Phoenix FD 3.04Occasional crash when the simulator is deleted while the simulation is running
Sampling textures during simulation without using V-Ray did not work since Phoenix FD 3.00.02
Resimulation might produce less smoke and temperature
Liquid particles penetrate the walls of complex or thin static geometry
After loading a cache or simulating, CPU usage remains high on machines with many threads
Overlapping Solid Fire/Smoke emitters in Surface Force mode emit inside each other's volumes
Instability with high incoming velocities through the grid walls
Fire/Smoke simulations using Solid emitters in Surface Force mode with Noise produce different results on each run
Fire/Smoke simulations using Solid emitters and Buffered or PCG Conservation produce different results on each run
Non-solid sources in Surface Force mode do not affect Liquid simulations
Foam born from Sources in Surface Force mode does not respect the simulator Foam Size and Variation settings
- When splashes split, they form visible lines of particles
- Big difference between Splash behavior with Liquid-Like at 0 and at 0.001
- Increasing the Splash Threshold never eliminates all born splashes
- Foam Rise and Falling speed set to 0 do not freeze foam particles
- Submerged foam particles ascend high into the air near negative open simulator walls
- The Simulate Air Effects option may create huge velocities at voxels where the liquid contacts geometry
- Random hang when restoring the simulation with more than 1 Steps Per Frame
- The Simulator includes hidden objects when set to Include mode, even though Exclude hidden is set
- Crash if Adaptive Grid with high preallocation fails during simulation startup
- Adaptive Grid's Extra Margin for Liquid simulators does not work
- Grid artifacts with Liquid simulation using Confine Geometry with curved surfaces
- Liquid particles get created on the back end of a moving liquid simulator with Initial Fillup, raising the liquid level
- Missing warning when starting the simulation after adding solid geometry to a Volume source through Outliner
- Simulation stops due numerical error without printing a warning or error
- Overlapping a Solid Surface Force source with a non-solid body with Clear Inside does not clear the smoke
Rendering
Artifacts when rendering overlapping containers in Volumetric Geometry mode
- Flickering when rendering Smoke Color based on a gradient with varying data range with Approximate Scattering
- Crash when blending caches with Drag particles
- Random crash when blending between frames which contain very few particles
- Crash when rendering in Mesh mode with Surface channel set to Texture
- Sequence render with V-Ray and Fire Lights keeps showing the lights after the cache sequence ends
- Smoothing Particle Size is always 1 when rendering
- Subdivided Ocean surface may abruptly change its detail with animated camera
- Rendering in Isosurface mode using Cutter produces wrong normals in Maya
- Using Liquid Particles for Mesh Smoothing together with Cutter Geometry still uses particles outside the Cutter
- Using Liquid Particles for Mesh Smoothing does not take effect until the Smoothness is raised to 3
- Warning about using local machine Input path for distributed rendering even if the path is UNC but starts with forward slashes
- Cannot key the Playback Mode parameter during sequence render
- Fix dark and non-uniform horizon using the Horizon Roughness option
Particle Shader
Bucket artifacts when rendering dense bubbles with the Particle Shader's light cache enabled
- Particle Shader does not displace particles according to the connected Liquid Simulator's transform
- Particle Shader's Particle Reduction parameter doesn't use particle ID which leads to particles disappearing in animation
Preview
Crash when enabling Mesh preview when using displacement by a Grid Texture
- Crash when enabling Mesh preview when Surface Channel is set to Texture
- Crash when opening the Hypershade with a Paints preset with Play Speed less than 1.0
- Crash when rendering a simulator via mayapy with Mesh preview enabled
- The running Simulation info overlaps the Viewport Renderer info
- Particle channels in the Cache File Content list are wrong when using Loop with Overlap
- Voxel Preview color can not be changed in Maya 2017 and 2018
- Preview artifacts in Ocean Mesh mode near the camera in Maya
- Slowdown due to Simulator reading cache files even when hidden in Maya, using Viewport 2
I/O
Error about not enough memory to save the cache when a particle channel is over 2GB
Source
Disabling the Emit Liquid source option does not stop liquid discharge in Volume Inject mode
- Mapped source discharge by a texture does not clamp the texture input between 0 and 1
- Discharge Modifier based on normals in object space use them in wrong scale
- Discharge Modifier by World Speed does not work correctly with simulator attached to moving emitter
- nParticles don't affect the simulation velocity even when Motion Velocity is enabled from the Source
- Crash when using VRayVertexColors with Set Index as an RGB source map
Body Force
Body Force does not affect parts of the grid that expanded using Adaptive Grid
Follow Path
The Fade Start parameter was not working in Phoenix FD 3.04
- Artifacts when simulating using a FollowPath force on a circular spline
Turbulence
Turbulence's Speed parameter in Maya is much slower than in 3ds Max
Mapper
The Mapper cannot completely freeze or exactly set velocity in the simulation
- Grid velocity from the Mapper has Y/Z axes swapped
Presets
Errors when saving and loading presets
PhoenixFDGridTex
Crash when plugging a Phoenix Grid Texture through a Multiply/Divide node into the displacement slot
Scripting
phxfdBatchResim tries to restore the resimulation instead of starting it
Submitter
Can't submit to Backburner if the Scene Copy Dir ends with a slash