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Change each voxel and particle's properties during simulation, and use c= ustomizable conditions to delete particles.
Float your objects over pools or wash them away in floods with bas= ic rigid body simulation for Phoenix liquids.
Transport texture coordinates along fluids during simulation and use the= m for advanced render-time effects.
Load AUR, VDB and F3D cache files, preview them and save image sequences= .
NEW&= nbsp;ACTIVE BODIES New= rigid body solver node, interacting with the Liquid Simulator. No mutual i= nteraction between rigid bodies yet
NEW&= nbsp;PHOENIX FD New Te= xUVW channel for fire/smoke and liquid simulations, moving with the fluid a= nd allowing for render-time texture mapping of surfaces and volume color an= d opacity, as well as for adding displaced detail moving with the fluid in = all render modes
NEW&= nbsp;VOXEL TUNER New n= ode allowing to change any grid channel during simulation depending on cond= itions based on grid channel values, textures or distance to meshes
NEW&= nbsp;PARTICLE TUNER Ne= w node allowing to change any particle channel or delete particles during s= imulation depending on conditions based on particle channel values
NEW&= nbsp;PREVIEW New Stand= alone Previewer tool for AUR, VDB and F3D cache files, much faster than the= 3ds Max and Maya viewports and currently showing voxels and a new velocity= streamline preview
NEW&= nbsp;GRID SOLVER Simul= ate the RGB channel for Drag particles
IMPROVED INSTALLATION N= ow Phoenix FD can load in Maya and simulate without V-Ray installed
IMPROVED FLIP SOLVER Op= timized Birth Volumes
IMPROVED FLIP SOLVER Ap= ply the Initial Vel. Rand. option not just to newborn Splash, but to splitt= ing splash particles as well
IMPROVED PARTICLE SHADER&nbs= p;Speed up and improve CPU utilization for Optimizing Particle Congestion w= ith large cache files
IMPROVED RENDER CURVES = Copy-paste support for render gradients and curves
IMPROVED CACHE I/O Sped= up Grid RGB channel saving to compressed AUR cache files up to 8 times
IMPROVED CACHE I/O Save= and load Grid Viscosity from VDBs created by Phoenix
IMPROVED CACHE I/O Sped= up loading of VDB caches by reading their min-max channel ranges from meta= data instead of calculating them
IMPROVED CACHE I/O Adde= d cache info to VDB caches describing which version of Phoenix FD was used = during simulation
IMPROVED MAYA INTEGRATION&nb= sp;Name the Linux '.so' libraries in the plug-ins directory '.phxso' so the= y don't appear in the Plug-in Manager window
IMPROVED MAYA INTEGRATION&nb= sp;Do not load caches while the timeline changes during sequence vrscene ex= port or render
IMPROVED USER INTERFACE = ;Renamed "Use Light Cache" to "Volume Light Cache" so it's not confused wit= h V-Ray's Light Cache
IMPROVED USER INTERFACE = ;Enabled Motion Velocity in Sources by default for new scenes
IMPROVED USER INTERFACE = ;Changed Mapper's Initializer option to off by default for new scenes
IMPROVED SDK Renamed au= ra_ver.h to phoenix_ver.h
IMPROVED SDK Removed gr= id and particle channel defines from aurinterface.h
FIXED&= nbsp;SCENE BODY INTERACTION= Hang during simulation if interacting with geometries with zero-area = triangles
FIXED&= nbsp;GRID SOLVER Rando= m hang when stopping a fire/smoke simulation affected by a force and starti= ng it again
FIXED&= nbsp;GRID SOLVER Some = voxels lose velocity and freeze using Massive Vorticity
FIXED&= nbsp;VOLUMETRIC SHADER = ;Crash with caches over 2.1 billion voxels with Phoenix Light Cache, since = Phoenix FD 3.12
FIXED&= nbsp;PARTICLE SHADER R= eflections of excluded area lights still showed up on a Particle Shader's B= ubbles/Splashes
FIXED&= nbsp;MESHER Phoenix Me= sh mode with a 2D scalar Displacement map rendered with artifacts
FIXED&= nbsp;OCEAN MESHER Enab= ling the Underwater Goggles option had no effect since Phoenix FD 3.12
FIXED&= nbsp;PREVIEW Particle = Preview was not cleared when hiding the Simulator
FIXED&= nbsp;CACHE I/O Exporte= d FLIP VDBs from Phoenix for Maya contained random values for the Smoke cha= nnel if it was enabled in Output
FIXED&= nbsp;CACHE I/O Simulat= ing the Fire/Smoke Temperature channel to VDB incorrectly showed the minimu= m data range as 0, instead of 300
FIXED&= nbsp;CACHE I/O Drag pa= rticles exported to VDB could not render with motion blur even with exporte= d grid velocity
FIXED&= nbsp;PREVIEW Jittering= Preview with Detail reduction and Adaptive grid
FIXED&= nbsp;GPU PREVIEW Image= s saved from the GPU Preview in Simple Smoke mode had different smoke opaci= ty than the viewport
FIXED&= nbsp;GRID TEXTURE Mel = error when rescaling a Grid Texture channel if the Grid Texture was not sel= ected in the attribute editor
FIXED&= nbsp;OCEAN TEXTURE Ver= tical Offset of the Ocean Texture did offset the displaced ocean horizontal= ly
FIXED&= nbsp;OCEAN TEXTURE Buc= ket artifacts when rendering an Ocean Texture used as a color map for a mat= erial
FIXED&= nbsp;BODY FORCE Crash = when simulating using a Body Force node without an object, since Phoenix FD= 3.13
FIXED&= nbsp;MAPPER Mapper's I= nitializer option was not working with Liquid simulators
FIXED&= nbsp;MAYA INTEGRATION = If the Simulation license dropped during Maya batch simulation, Phoenix did= not try to re-acquire it and canceled the simulation
FIXED&= nbsp;SUBMITTING SIMULATIONS= Overriding the cache output directory with the Backburner submitter i= n Maya was not working