Official release
Date – Feb. 14, 2018
Download – Build 3.10.00
New Features
FLIP Solver
Variable viscosity for the FLIP solver. Added to the Sources, Grid Texture and Mapper
- Default RGB color for Initial Fill Up of the simulation and Initial Liquid Fill of interacting geometries
Particle Shader
- Use texture RGB color to shade particles in the Particles Shader
Ocean Texture
- Implemented looping and direct frame index option for the Ocean Texture
Improvements
FLIP Solver
WetMap particles are now able to stick to deforming and fast-moving geometries
Improved the thread loading of the FLIP solver
- Added a Fill Up for Ocean option which can be disabled so Initial Fill Up would not produce liquid voxels and mesh under the fillup level
Volumetric Shader
- Render negative Fire from caches imported from FumeFX
Animation
- Renamed Cache Start to Cache Origin and Play Start to Timeline Origin
V-Ray RT and IPR
- Ignore the Optimize Big Volumetric Grids option when the current render is V-Ray RT
Ocean Mesher
- Allow simultaneous use of the Vertical Fade Level and Fade Above Velocity displacement options
- Added a hidden cache stretching parameter used to fill air pockets in imported Houdini VDB caches used for ocean meshing - "cachestretchzone"
Ocean Texture
- Optimized the Ocean Texture
Path Follow
- Reverse the direction or attraction of FollowPath using a negative Follow Speed or negative Pull Speed
Grid Texture
- Added the Single Clamped option to the Tiling modes of the Phoenix Texture in Maya
VRScenes
- Resolve environment variables in Phoenix paths during rendering and not during export
Cache I/O
Multithreaded writing and loading of AUR caches. After this change, old versions of Phoenix won't be able to open new caches. New Phoenix versions will open old caches without problems.
- Merged the OpenVDB DLL into the Phoenix plugin
User Interface
- Added options for using the Timeline beginning/end as the simulation start/stop frame
Presets
- Offer presets when loading VDB or F3D files in Phoenix for Maya
- Add a menu for loading VDB or F3D compatibility presets to the Rendering rollout
Maya Integration
- Group the Browse, Delete Cache, Reset to Default and Help cache path functions in a dropdown menu for each path, like in 3ds Max
- Show the resolved cache paths for the current frame for Input, Output, Resim and Preview in Maya
- Connect Phoenix cache paths to the Maya File Path Editor
- If the connection to the license server is lost, automatically try to reconnect
- Added GUI buttons for all controls which connect the Simulator to geometries, lights or forces
SDK
- Allow providing custom motion blur start and end frame times through the Phoenix SDK
Removed Features
Phoenix FD
- Dropped support for Maya 2014
Bug Fixes
FLIP Solver
Random crash with liquid simulation when particles exit the grid and there is an obstacle on the border
- Random crash while simulating liquid in contact with moving solid source geometries
- Hang when not all existing FLIP particle systems are affected by a Phoenix force
- Solid bodies with Clear Inside kill liquid particles on contact
- Can't use another simulator as an obstacle to FLIP liquid
- Restoring liquid simulation with moving simulator creates incorrect velocities at the borders
- Load & Start of a non-backup liquid cache does not load all the liquid particles
- In Maya, moving the simulator leaves the wetmaps of obstacles at their old positions
- Animated object entering the simulator does not emit liquid from its entire surface
- Liquid cannot wet the inside of a Confine Geometry
Grid Solver
Overlapping non-solid Surface Force sources sum their temperatures to very high values
- Crash with fire/smoke simulations and Confine Geometry if Object Voxels is different than Circumscribed
Simulation General
Crash during simulation when Phoenix FD runs out of memory
- Pressing Start quickly and repeatedly could crash the simulation with enabled Force Preview
- Hang when using Load for a Resimulation
- Can't Start a simulation from the toolbar after a failed Restore
Scene Interaction
Maya hangs after sequential simulation of two intersecting simulators
V-Ray RT and IPR
Crash when the Ocean Texture is used as liquid simulator displacement when rendering with V-Ray RT
- Maya crashes when trying to render a displaced mesh with V-Ray IPR
Volumetric Shader
No scene shadows if Visible to Camera is disabled in Volumetric Geometry mode
- Fire/Smoke in Volumetric Geometry mode does not render at all when Min Visible Opacity is set to 0.0
Particle Shader
Crash when rendering a Particle Shader with Liquid Geometry set to a Simulator used by a Particle Texture with motion blur
Animation
Precise Tracing and Interpolation methods don't work smoothly for particles if the original simulation has SPF above 1
Render Curves
The color of a newly added color gradient point is ignored if the point is between two others in Maya
GPU Preview
Enabling GPU preview for the first time does not show until updating the view in Maya
- The GPU Preview in Maya does not properly use the light positions
Body Force
- Crash when a body used by Body Force is moved far away from the simulator
Wave Force
Swapped Wave Force Y/Z axes in Maya
Wave Force icon helper position in the viewport affects the simulation
Mapper
Mapper's Time-Constant is not working correctly with a mask
Ocean Texture
Phoenix Ocean Texture can't be animated in Maya 2018 with Parallel Evaluation
Crash when rendering Ocean simulation using V-Ray Standalone with -numThreads command
- Artifacts when rendering an OceanTex with V-Ray Displacement in Maya
Ocean Mesher
Handled out-of-memory when rendering high-poly Phoenix ocean on large resolutions
nParticles
Crash when emitting from nParticles with particleSamplerInfo plugged in Source's RGB channel
- Hang when nParticles with radius PP die while used by a Source in 'Sphere, use size' mode
Maya Integration
Resim Base Cache Files path resets to a wrong value when deleting the text
SDK
All Phoenix nodes except for the Maya Simulator returned NULL for getPhoenixSDKInterface()