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With Phoenix FD 4.30 we added force tuning to Voxel and Particle Tuners.= This allows forces to affect particles or voxels with certain channels, in= side or outside geometries, or according to textures, effectively allowing = you to mask forces and gain precise control over how, when and where forces= affect the simulation.
We sped up our particle preview and added the ability to preview the Ren= dering Displacement of the particles in the viewport.
Rendering of fire/smoke with the Use Probabilistic Shading option is now= much faster with V-Ray 5. Both fire/smoke simulations, as well as large FL= IP liquid simulations are also sped up.
We did some more changes to simulations, allowing for more control and q= uicker iterations, and we also improved our Standalone Preview and Cache Co= nverter tools, so be sure to check them out!
NEW&= nbsp;PARTICLE TUNER Ch= oose forces to affect the particles when the Tuner condition passes. This a= llows forces to affect particles with certain channels, inside or outside g= eometries or according to textures
NEW&= nbsp;VOXEL TUNER Choos= e forces to affect the voxels when the Tuner condition passes, same as the = Particle Tuner
NEW&= nbsp;PREVIEW Displace = the particle preview in the viewport when Rendering Displacement is enabled=
NEW&= nbsp;CACHE I/O Cachele= ss Simulation option for speeding up large simulations. It keeps in memory = only the last simulated frame and GPU Preview images or per-frame renders c= an be saved
IMPROVED FLIP SOLVER No= w Liquid particles can stick to WetMaps without the need for the Liquid to = have viscosity. The strength of the sticky effect now depends only on the S= ticky Liquid value and the WetMap viscosity
IMPROVED FLIP SOLVER De= lete Liquid particles when a Source's Inject Power is negative
IMPROVED FLIP SOLVER Ch= ange the Motion Velocity, Viscosity or RGB of existing Liquid particles wit= h a Source in Volume Brush mode with disabled Emit Liquid
IMPROVED FLIP SOLVER Re= duced the peak memory usage of the FLIP liquid simulations
IMPROVED GRID SOLVER Sp= ed up the Multi-Pass Transport method with up to 20%
IMPROVED VOLUME SHADER = Sped up rendering of volumes when Use Probabilistic Shading is enabled
IMPROVED PARTICLE SHADER&nbs= p;Color Map for the Particle Shader using V-Ray 5 GPU
IMPROVED PREVIEW Multit= hreaded gathering of Particle Preview data
IMPROVED GPU PREVIEW Sh= ow multiple Simulators in the classic GPU Preview, instead of only the sele= cted one
IMPROVED CACHE I/O Sped= up grid channel compression when saving AUR from the simulation or cache_c= onverter tool
IMPROVED STANDALONE PREVIEW&= nbsp;New layout where all panels can be docked, reordered or detached from = the main window
IMPROVED STANDALONE PREVIEW&= nbsp;Added information about the currently loaded path and the date of the = cache's last modification
IMPROVED CACHE CONVERTER&nbs= p;Convert all caches in a folder without specifying frame range
IMPROVED CACHE CONVERTER&nbs= p;Convert VDB to AUR caches
IMPROVED CACHE CONVERTER&nbs= p;Added a -storageQuality optional argument, useful when writing AUR caches=
IMPROVED CACHE CONVERTER&nbs= p;Stop the conversion and show a meaningful error message if the Cache Conv= erter can't find its openvdbio.dll
IMPROVED USER INTERFACE = ;Stop the simulation with the ESC key or SHIFT + ESC combination
FIXED&= nbsp;FLIP SOLVER Newbo= rn Splash particles kept splitting and creating more Splashes underwater
FIXED&= nbsp;FLIP SOLVER WetMa= p's viscosity was ignored by the Sticky Liquids effect when interacting wit= h variable viscosity Liquid particles
FIXED&= nbsp;FLIP SOLVER Stick= y Liquid's strength did not scale Linearly
FIXED&= nbsp;FLIP SOLVER Foam'= s Half Life deleted different amount of particles when simulating on differ= ent number of threads
FIXED&= nbsp;FLIP SOLVER Liqui= d particles got deleted on contact with animated obstacles having only rota= tion
FIXED&= nbsp;FLIP SOLVER A fas= t moving simulator with Fillup For Ocean had particles created outside the = grid, which are then not deleted
FIXED&= nbsp;GRID SOLVER Crash= on Load & Start with Drag particles with RGB
FIXED&= nbsp;SOURCES Different= amount of Source Particles (Drag/Foam/Splash) was born each new simulation= or on different number of simulation threads
FIXED&= nbsp;SOURCES Sources w= ere emitting up to 50% slower in very high resolution scenes, since Phoenix= FD 4.20
FIXED&= nbsp;VOLUME SHADER Cra= sh when rendering AUR files over 2.1 billion voxels with Linear Sampler
FIXED&= nbsp;V-RAY IPR Random = crash in IPR when changing any properties of a Particle Shader
FIXED&= nbsp;MESHER Setting Mo= tion Blur Multiplier for Mesh modes did not affect the inertial velocity of= a moving container
FIXED&= nbsp;OCEAN MESHER Cras= h after previewing the ocean mesh in the viewport, deleting the caches, and= enabling Pure Ocean
FIXED&= nbsp;OCEAN MESHER Unde= rwater Goggles did not render correctly with Motion Blur
FIXED&= nbsp;OCEAN MESHER Ocea= n Mesh mode with any 3ds Max modifiers did not render on V-Ray GPU
FIXED&= nbsp;PREVIEW Multithre= aded gathering of Particle Preview data
FIXED&= nbsp;CACHE I/O Size of= particles simulated to OpenVDB were in voxels instead of units
FIXED&= nbsp;CACHE I/O Restori= ng from VDB causes missing FLIP particles, wrong Initial Fillup, and wrong = results with rotating simulators
FIXED&= nbsp;CACHE I/O Could n= ot save AUR caches where a single grid channel was over 3.05 GB. AUR files = saved after the fix can not be opened with older Phoenix versions
FIXED&= nbsp;CACHE I/O Could n= ot read huge particle systems from AUR cache files (with hundreds of millio= ns of particles). New AUR files will not be readable by older Phoenix versi= ons.
FIXED&= nbsp;CACHE I/O Rare cr= ash while blending frames including particles with velocity data
FIXED&= nbsp;CACHE I/O Rarely = caches were loaded with missing horizontal voxel slices, which affected the= previews, and rendering of fire/smoke and meshes
FIXED&= nbsp;3DS MAX INTEGRATION&nb= sp;Phoenix Textures could not be created in the Material Editor or the 3ds = Max Map Browser when Arnold was set as current renderer
FIXED&= nbsp;STANDALONE PREVIEW&nbs= p;After pressing Cancel in the Browse dialog window, the saving path was er= ased
FIXED&= nbsp;VRSCENES 3D textu= re maps with Object XYZ mapping rendered with wrong scale with V-Ray Standa= lone on CPU
FIXED&= nbsp;USER INTERFACE An= imating any Phoenix curves or color gradients (in Discharge Modifiers, Volu= metric Settings and Particle Texture) did not update them when scrolling th= e timeline