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Official release

Date – 23 September, 2020

Download – Build 4.30.00

 


With Phoenix FD 4.30 we added support for V-Ray 5 for Maya.

We also added force tuning to Voxel and Particle Tuners. This allows forces to affect particles or voxels with certain channels, inside 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.

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 FLIP liquid simulations are also sped up.

We did some more changes to simulations, allowing for more control and quicker iterations, and we also improved our Standalone Preview and Cache Converter tools, so be sure to check them out! 



Status
colourGreen
titleNew
 
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titlephoenix fd
 Support for V-Ray 5

Status
colourGreen
titleNew
 
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titleparticle tuner
 Choose forces to affect the particles when the Tuner condition passes. This allows forces to affect particles with certain channels, inside or outside geometries or according to textures

Status
colourGreen
titleNew
 
Status
titlevoxel tuner
 Choose forces to affect the voxels when the Tuner condition passes, same as the Particle Tuner

Status
colourGreen
titleNew
 
Status
titlecache i/o
 Cacheless Simulation option for speeding up large simulations. It keeps in memory only the last simulated frame and GPU Preview images or per-frame renders can be saved 


Status
colourYellow
titleImproveD
 
Status
titleflip Solver
 Now the Wetmap 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 Sticky Liquid option value and the WetMap Viscosity - the Liquid Viscosity does not affect it directly anymoreviscosity

Status
colourYellow
titleImproveD
 
Status
titleflip Solver
 Delete Liquid particles when a Source's Inject Power is negative

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colourYellow
titleImproveD
 
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titleflip Solver
 Change the Motion Velocity, Viscosity or RGB of existing Liquid particles with a Source in Volume Brush mode with disabled Emit Liquid

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colourYellow
titleImproveD
 
Status
titleflip Solver
 Reduced the peak memory usage of the FLIP liquid simulations

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colourYellow
titleImproveD
 
Status
titleflip Solver
 Now 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 Sticky Liquid value and the WetMap viscosity StatuscolourYellowtitleImproveD 
Status
titlegrid Solver
 Sped up the Multi-Pass Transport method with up to 20%

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colourYellow
titleImproveD
 
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titlevolume shader
 Sped up rendering of volumes when Use Probabilistic Shading is enabled

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colourYellow
titleImproveD
 
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titleparticle shader
 Color Map for the Particle Shader using V-Ray 5 GPU

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colourYellow
titleImproveD
 
Status
titlemesher
 Viewport preview and render in Mesh mode using a texture as a Surface Channel

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colourYellow
titleImproveD
 
Status
titlecache i/o
 Sped up grid channel compression when saving AUR from the simulation or cache_converter tool

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colourYellow
titleImproveD
 
Status
titlestandalone preview
 New layout where all panels can be docked, reordered or detached from the main window

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colourYellow
titleImproveD
 
Status
titlestandalone preview
 Added information about the currently loaded path and the date of the cache's last modification

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colourYellow
titleImproveD
 
Status
titlecache converter
 Convert all caches in a folder without specifying frame range

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colourYellow
titleImproveD
 
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titlecache converter
 Convert VDB to AUR caches

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colourYellow
titleImproveD
 
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titlecache converter
 Added a -storageQuality optional argument, useful when writing AUR caches

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colourYellow
titleImproveD
 
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titlecache converter
 Stop the conversion and show a meaningful error message if the Cache Converter can't find its openvdbio.dll

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colourYellow
titleImproveD
 
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titlemaya integration
 Implement the Ocean and Grid Textures as native Maya textures, allowing them to be rendered with renderers other than V-Ray

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colourYellow
titleImproveD
 
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titlemaya integration
 More verbosity for Maya Batch simulations

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colourYellow
titleImproveD
 
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titleUser Interface
 Stop the simulation with the ESC key or SHIFT + ESC combination under Windows

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colourYellow
titleImproveD
 
Status
titlescripting
 New phxfdBatchRestoreStop() MEL function taking both a start and a stop frame (the existing phxfdBatchRestore() does not have a stop frame) 


Status
colourBlue
titleremoved
 
Status
titlePhoenix FD
 Dropped support for V-Ray 3 


Status
colourRed
titlefixed
 
Status
titleFLIP Solver
 Newborn Splash particles kept splitting and creating more Splashes underwater

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colourRed
titlefixed
 
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titleFLIP Solver
 WetMap's viscosity was ignored by the Sticky Liquids effect when interacting with variable viscosity Liquid particles

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colourRed
titlefixed
 
Status
titleFLIP Solver
 Sticky Liquid's strength did not scale Linearly

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colourRed
titlefixed
 
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titleFLIP Solver
 Foam's Half Life deleted different amount of particles when simulating on different number of threads

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colourRed
titlefixed
 
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titleFLIP Solver
 Slow simulation and low CPU utilization in FLIP liquid simulation scenes with large number of complex geometries

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colourRed
titlefixed
 
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titleFLIP Solver
 A fast moving simulator with Fillup For Ocean had particles created outside the grid, which are then not deleted

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colourRed
titlefixed
 
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titlegrid Solver
 Crash on Load & Start with Drag particles with RGB

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colourRed
titlefixed
 
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titlesources
 Different amount of Source Particles (Drag/Foam/Splash) was born each new simulation or on different number of simulation threads

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colourRed
titlefixed
 
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titlesources
 Source mapped with Camera Perspective Projection produced incorrect results

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colourRed
titlefixed
 
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titlesources
 Sources were emitting up to 50% slower in very high resolution scenes, since Phoenix FD 4.20

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colourRed
titlefixed
 
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titleVolume Shader
 Crash when rendering AUR files over 2.1 billion voxels with Linear Sampler

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colourRed
titlefixed
 
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titleVolume Shader
 Volume rendering did not scale well with many threads and randomly took longer

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colourRed
titlefixed
 
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titlev-ray ipr
 Random crash in IPR when changing any properties of a Particle Shader

Status
colourRed
titlefixed
 
Status
titletexuvw
 Maya froze when starting a simulation without TexUVW, if the Simulator had a Maya Mesh with a linked TexUVW UV set and Cached Playback was enabled

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colourRed
titlefixed
 
Status
titletexuvw
 Flipped TexUVW triangles in Maya Mesh mode

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colourRed
titlefixed
 
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titleOcean Mesher
 Crash after previewing the ocean mesh in the viewport, deleting the caches, and enabling Pure Ocean

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colourRed
titlefixed
 
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titleOcean Mesher
 Artifacts in the viewport with ocean displacement

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colourRed
titlefixed
 
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titleOcean Texture
 Crash when changing strength of V-Ray Displacement using a Phoenix Ocean Texture right after scene open

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colourRed
titlefixed
 
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titleGrid Texture
 The Grid Texture did not render correctly when reading one of the Rendering Channels from a Simulator in Mesh Mode

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colourRed
titlefixed
 
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titleCache I/O
 Size of particles simulated to OpenVDB were in voxels instead of units

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colourRed
titlefixed
 
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titleCache I/O
 Restoring from VDB causes missing FLIP particles, wrong Initial Fillup, and wrong results with rotating simulators

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colourRed
titlefixed
 
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titleCache I/O
 Could not 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

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colourRed
titlefixed
 
Status
titleCache I/O
 Could not read huge particle systems from AUR cache files (with hundreds of millions of particles). New AUR files will not be readable by older Phoenix versions.

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colourRed
titlefixed
 
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titleCache I/O
 Rare crash while blending frames including particles with velocity data

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colourRed
titlefixed
 
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titleCache I/O
 Rarely caches were loaded with missing horizontal voxel slices, which affected the previews, and rendering of fire/smoke and meshes

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colourRed
titlefixed
 
Status
titlemaya integration
 Maya Mesh UV-sets and Color-sets were getting cleared when Cached Playback was enabled

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colourRed
titlefixed
 
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titlepreview
 Particle preview displacement was not updated when changing displacement settings

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colourRed
titlefixed
 
Status
titleStandalone Preview
 After pressing Cancel in the Browse dialog window, the saving path was erased

Status
colourRed
titlefixed
 
Status
titleScripting
 The phxfdSaveCache() function could save only AUR caches without particles and only during simulation

Status
colourRed
titlefixed
 
Status
titleuser interface
 Pressing Start on the Phoenix Shelf with many Simulators in the scene, one of which was paused, showed the simulator selection dialogue