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Beta release

Date – 17 September, 2019

Download Build 3.99 BETA


 

New Voxel and Particle Tuners

Change each voxel and particle's properties during simulation, and use customizable conditions to delete particles.

 


 

thinkingParticles Integration

We’ve added Phoenix operators for thinkingParticles and you can now emit fluid via Phoenix sources from thinkingParticles geometries.

 


 

 

Active Bodies

 Float your objects over pools or wash them away in floods with basic rigid body simulation for Phoenix liquids.

 


 

Tex UVW

Transport texture coordinates along fluids during simulation and use them for advanced render-time effects.

 


 

Standalone Cache Preview tool

Load AUR, VDB and F3D cache files, preview them and save image sequences.

 


 

Complete changelog:

 

Status
colourGreen
titleNew
 
Status
titleActive bodies
 New rigid body solver node, interacting with the Liquid Simulator. No mutual interaction between rigid bodies yet

Status
colourGreen
titleNew
 
Status
titlephoenix fd
 New TexUVW channel for fire/smoke and liquid simulations, moving with the fluid and allowing for render-time texture mapping of surfaces and volume color and opacity, as well as for adding displaced detail moving with the fluid in all render modes

Status
colourGreen
titleNew
 
Status
titlevoxel tuner
 New node allowing to change any grid channel during simulation depending on conditions based on grid channel values, textures or distance to meshes

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colourGreen
titleNew
 
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titleparticle tuner
 New node allowing to change any particle channel or delete particles during simulation depending on conditions based on particle channel values

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colourGreen
titleNew
 
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titlethinking particles
 Phoenix FD Birth, Sample and Force operators for thinkingParticles

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colourGreen
titleNew
 
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titlePreview
 New Standalone 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

Status
colourGreen
titleNew
 
Status
titleGrid Solver
 Simulate the RGB channel for Drag particles

Status
colourGreen
titleNew
 
Status
titlePRT I/O
 Register the PRT Reader path into the 3ds Max Asset Tracker for repathing, archiving, and asset transfer for distributed rendering with V-Ray Next

Status
colourGreen
titleNew
 
Status
titlescripting
 New <node>.getFrameInfo MAXScript function that retrieves the currently loaded frame info string

 

Status
colourYellow
titleImproveD
 
Status
titleinstallation
 Now Phoenix for V-Ray 3 and for V-Ray Next can load in 3ds Max and simulate without V-Ray installed, and can render with Scanline, Corona, Octane, etc. so Phoenix installers for Scanline are no longer needed

Status
colourYellow
titleImproveD
 
Status
titleFLIP Solver
 Optimized Birth Volumes

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colourYellow
titleImproveD
 
Status
titleFLIP Solver
 Apply the Initial Vel. Rand. option not just to newborn Splash, but to splitting splash particles as well

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colourYellow
titleImproveD
 
Status
titleSources
 Emit from instanced thinkingParticles meshes when Prt Shape is set to Use Particle Shape

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colourYellow
titleImproveD
 
Status
titlesources
 Emit from thinkingParticles meshes which are different per each particle when Prt Shape is set to Use Particle Shape

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colourYellow
titleImproveD
 
Status
titleVolumetric Shader
 Optimized rendering of tens or hundreds of Simulators in Volumetric render mode

Status
colourYellow
titleImproveD
 
Status
titleparticle shader
 Speed up and improve CPU utilization for Optimizing Particle Congestion with large cache files

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colourYellow
titleImproveD
 
Status
titlerender curves
 Copy-paste support for render gradients and curves

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colourYellow
titleImproveD
 
Status
titlecache i/o
 Sped up Grid RGB channel saving to compressed AUR cache files up to 8 times

Status
colourYellow
titleImproveD
 
Status
titlecache i/o
 Save and load Grid Viscosity from VDBs created by Phoenix

Status
colourYellow
titleImproveD
 
Status
titleCACHE I/O
 Sped up loading of VDB caches by reading their min-max channel ranges from metadata instead of calculating them

Status
colourYellow
titleImproveD
 
Status
titleCACHE I/O
 Added cache info to VDB caches describing which version of Phoenix FD was used during simulation

Status
colourYellow
titleImproveD
 
Status
titleCACHE I/O
 Hidden script option to disable the preset popup when loading Field3D or OpenVDB caches - inDontOfferPresets

Status
colourYellow
titleImproveD
 
Status
titleprt i/o
 Sped up export of PRT files up to 5 times

Status
colourYellow
titleImproveD
 
Status
titleprt i/o
 Allowed use of # in the PRT Reader for specifying sequences just like cache paths in the Simulator work

Status
colourYellow
titleImproveD
 
Status
titlepreview
 Don't reset the preview Detail Reduction on loading a new cache sequence in 3ds Max

Status
colourYellow
titleImproveD
 
Status
titleuser interface
 Renamed "Use Light Cache" to "Volume Light Cache" so it's not confused with V-Ray's Light Cache

Status
colourYellow
titleImproveD
 
Status
titleUSER INTERFACE
 Enabled Motion Velocity in Sources by default for new scenes

Status
colourYellow
titleImproveD
 
Status
titleUSER INTERFACE
 Changed Mapper's Initializer option to off by default for new scenes

Status
colourYellow
titleImproveD
 
Status
titlesdk
 Renamed aura_ver.h to phoenix_ver.h

Status
colourYellow
titleImproveD
 
Status
titlesdk
 Removed grid and particle channel defines from aurinterface.h

 

Status
colourBlue
titleremoved
 
Status
titlephoenix fd
 Dropped support for 3ds Max 2014

 

Status
colourRed
titlefixed
 
Status
titleScene Body Interaction
 Hang during simulation if interacting with geometries with zero-area triangles

Status
colourRed
titlefixed
 
Status
titlegrid solver
 Random hang when stopping a fire/smoke simulation affected by a force and starting it again

Status
colourRed
titlefixed
 
Status
titlegrid solver
 Some voxels lose velocity and freeze using Massive Vorticity

Status
colourRed
titlefixed
 
Status
titlesources
 Creating Discharge Modifiers or changing their curves did not support undo/redo

Status
colourRed
titlefixed
 
Status
titlevolumetric shader
 Crash with caches over 2.1 billion voxels with Phoenix Light Cache, since Phoenix FD 3.12

Status
colourRed
titlefixed
 
Status
titleparticle shader
 Reflections of excluded area lights still showed up on a Particle Shader's Bubbles/Splashes

Status
colourRed
titlefixed
 
Status
titlemesher
 Phoenix Mesh mode with a 2D scalar Displacement map rendered with artifacts

Status
colourRed
titlefixed
 
Status
titlemesher
 The Simulator's Velocity Render Element was not rendered in some frames in any of the Mesh modes with Render Cutter

Status
colourRed
titlefixed
 
Status
titleocean mesher
 Enabling the Underwater Goggles option had no effect since Phoenix FD 3.12

Status
colourRed
titlefixed
 
Status
titleocean mesher
 Orthographic viewport did not render Ocean Mesh correctly with Phoenix for Scanline

Status
colourRed
titlefixed
 
Status
titlecache i/o
 Simulating the Fire/Smoke Temperature channel to VDB incorrectly showed the minimum data range as 0, instead of 300

Status
colourRed
titlefixed
 
Status
titlecache i/o
 Drag particles exported to VDB could not render with motion blur even with exported grid velocity

Status
colourRed
titlefixed
 
Status
titlepreview
 Jittering Preview with Detail reduction and Adaptive grid

Status
colourRed
titlefixed
 
Status
titlebody force
 Crash when simulating using a Body Force node without an object, since Phoenix FD 3.13

Status
colourRed
titlefixed
 
Status
titlepath follow
 Modifier-Based Space Warps over a Spline caused the Path Follow force to work incorrectly

Status
colourRed
titlefixed
 
Status
titlemapper
 Mapper's Initializer option was not working with Liquid simulators

Status
colourRed
titlefixed
 
Status
titlegrid texture
 Grid Texture applied to thinkingParticles did not get updated correctly when rendering a sequence

Status
colourRed
titlefixed
 
Status
titleparticle texture
 Crash when simulating using a Mapper with a Particle Texture, while the same Particle Texture was also used in a material

Status
colourRed
titlefixed
 
Status
titlefoam texture
 Wrong Mapping of the Foam Texture when the Ocean texture used tiling other than 1.0 in World XYZ with 'Use the original non-displaced vertices'

Status
colourRed
titlefixed
 
Status
title3ds Max Integration
 Crash when simulating with Cascade Simulator enabled but no Simulator chosen

Status
colourRed
titlefixed
 
Status
title3ds Max Integration
 Adding an X-Ref Scene or X-Ref Object broke the Output path of existing Simulators in the current scene if it contained a macro

Status
colourRed
titlefixed
 
Status
titlevrscenes
 Empty grids filled with density using the opacity curve rendered with different density between 3ds Max and exporting to VRscene