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Beta release

Date – 17 September, 2019

Download  LINK HEREBuild 3.99 BETA


 

 

New Voxel and Particle Tuners

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

 


 

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

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colourGreen
titleNew
 
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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

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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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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
 
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titleGrid Solver
 Simulate the RGB channel for Drag particles

 

Status
colourYellow
titleImproveD
 
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titleinstallation
 Now Phoenix FD can load in Maya and simulate without V-Ray installed

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colourYellow
titleImproveD
 
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titleFLIP Solver
 Optimized Birth Volumes

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

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

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

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

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

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

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colourYellow
titleImproveD
 
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titleMaya Integration
 Name the Linux '.so' libraries in the plug-ins directory '.phxso' so they don't appear in the Plug-in Manager window

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colourYellow
titleImproveD
 
Status
titleMaya Integration
 Do not load caches while the timeline changes during sequence vrscene export or render

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

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

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

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colourYellow
titleImproveD
 
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titlesdk
 Renamed aura_ver.h to phoenix_ver.h

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

 

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

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

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

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

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

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

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

Status
colourRed
titlefixed
 
Status
titlepreview
 Particle Preview was not cleared when hiding the Simulator

Status
colourRed
titlefixed
 
Status
titlecache i/o
 Exported FLIP VDBs from Phoenix for Maya contained random values for the Smoke channel if it was enabled in Output

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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

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

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

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colourRed
titlefixed
 
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titlegpu preview
 Images saved from the GPU Preview in Simple Smoke mode had different smoke opacity than the viewport

Status
colourRed
titlefixed
 
Status
titlegrid texture
 Mel error when rescaling a Grid Texture channel if the Grid Texture was not selected in the attribute editor

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colourRed
titlefixed
 
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titleocean texture
 Vertical Offset of the Ocean Texture did offset the displaced ocean horizontally

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colourRed
titlefixed
 
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titleOCEAN TEXTURE
 Bucket artifacts when rendering an Ocean Texture used as a color map for a material

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

Status
colourRed
titlefixed
 
Status
titlemaya Integration
 If the Simulation license dropped during Maya batch simulation, Phoenix did not try to re-acquire it and canceled the simulation

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colourRed
titlefixed
 
Status
titlesubmitting simulations
 Overriding the cache output directory with the Backburner submitter in Maya was not working