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Official release

Date – 23 September, 2020

Download – Build 4.30.00

 

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, 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.

We sped up our particle preview and added the ability to preview the Rendering 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 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!


 

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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

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

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colourGreen
titleNew
 
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titlepreview
 Displace the particle preview in the viewport when Rendering Displacement is enabled

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colourGreen
titleNew
 
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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

 

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colourYellow
titleImproveD
 
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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

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

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colourYellow
titleImproveD
 
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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 
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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
 
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titlepreview
 Multithreaded gathering of Particle Preview data

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colourYellow
titleImproveD
 
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titlegpu preview
 Show multiple Simulators in the classic GPU Preview, instead of only the selected one

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

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

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

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

 

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colourRed
titlefixed
 
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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
 
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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
 Liquid particles got deleted on contact with animated obstacles having only rotation

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

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colourRed
titlefixed
 
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titleMesher
 Setting Motion Blur Multiplier for Mesh modes did not affect the inertial velocity of a moving container

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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
 Underwater Goggles did not render correctly with Motion Blur

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colourRed
titlefixed
 
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titleOcean Mesher
 Ocean Mesh mode with any 3ds Max modifiers did not render on V-Ray GPU

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colourRed
titlefixed
 
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titlePreview
 Multithreaded gathering of Particle Preview data

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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
 
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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
 
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title3ds max integration
 Phoenix Textures could not be created in the Material Editor or the 3ds Max Map Browser when Arnold was set as current renderer

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

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colourRed
titlefixed
 
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titlevrscenes
 3D texture maps with Object XYZ mapping rendered with wrong scale with V-Ray Standalone on CPU

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colourRed
titlefixed
 
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titleuser interface
 Animating any Phoenix curves or color gradients (in Discharge Modifiers, Volumetric Settings and Particle Texture) did not update them when scrolling the timeline