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Official release

Date – 26 May, 2022

Download – Build 5.00.00

 

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More control over Active Bodies

Create procedural animations for Active Bodies with a directable Thruster Force

Restrict Active Bodies to move or rotate along a selected horizontal or vertical axis using the Axis Lock.

Extra control over how Active Bodies interact with your scene — choose whether they should emit, attract, and retain fluids, and much more.

 


 

New and enhanced presets

Create realistic effects quickly and easily with new and enhanced presets.

 


 

Realistic Foam Patterns

Create more realistic foam, faster. Easily add variety to the size and look of your patterns.

 


 

Voxel Shader

Shade fire and smoke simulations, and meshes in a single simulator using the Voxel Shader — giving you more time to be creative.

 


 

Standalone Simulations

Speed up your simulations with the initial implementation of the Phoenix Standalone Simulator and easily debug your scenes through the Phoenix simscene Node Editor.

 


 

macOS support

Phoenix for Maya now runs on macOS.

 


 

Combined changelog since Phoenix

FD

4.41:

 

Status
colourGreen
titleNew
 
Status
titleflip solver
 New 'Size Variation' and 'Stringy' options for the Foam Pattern shapes, allowing for more diverse and interesting patterns

Status
colourGreen
titleNew
 
Status
titleflip solver
 Multithreaded the routine where moving obstacles push the FLIP particles

Status
colourGreen
titleNew
 
Status
titlefire/smoke solver
 'Burn Smoke RGB' color option for coloring the smoke created by fuel burning

Status
colourGreen
titleNew
 
Status
titleActive bodies
 Pick Active Bodies as emitters in Sources, as attractors in Body Force, in 'Distance To' fields in Tuner Expressions, as Birth Volumes and Render Cutters

Status
colourGreen
titleNew
 
Status
titleActive bodies
 New Thruster node for the Active Bodies, allowing you to propel an active body in a certain direction, which can also be attached to the body so it changes direction as the body rotates

Status
colourGreen
titleNew
 
Status
titleActive bodies
 New Axis Constraint node for the Active Bodies, allowing you to block the movement of the active body in a certain direction, or to also stop the active body from rotating around a certain axis

Status
colourGreen
titleNew
 
Status
titleActive bodies
 New option in the Active Body Solver to use the Simulator's jammed walls as obstacles for Active Bodies

Status
colourGreen
titleNew
 
Status
titleActive bodies
 Added an 'Affect by Foam' option to the Active Body Solver that controls how strongly the Foam pushes the Active Bodies - by default it is off

Status
colourGreen
titleNew
 
Status
titleActive bodies
 Use Cosmos assets as Active Bodies (latest V-Ray 5 is needed)

Status
colourGreen
titleNew
 
Status
titlevoxel shader
 New separate Voxel Shader node, allowing shading of both fire/smoke and meshes from the loaded data of the same Simulator without having to duplicate the Simulator

Status
colourGreen
titleNew
 
Status
titleparticle shader
 Option to flatten particles near the Liquid Simulator's borders in Ocean Mesh mode, like the vertices of the ocean do

Status
colourGreen
titleNew
 
Status
titleprt i/o
 PRT cache import straight into the Simulator and the Standalone Preview, without the need for a PRT Reader node. This also allows retiming of PRT sequences

Status
colourGreen
titleNew
 
Status
titlestandalone simulator
 New "phoenixfd" command-line executable that simulates .simscene files exported from 3ds Max, similar to V-Ray Standalone. It simulates up to 40% faster than inside 3ds Max or Maya. Currently it only supports Simulator and Source nodes, as well as Phoenix node properties. Still to be added are: Foam/Splash options, support for animated options and animated geometries, resimulation, textures

Status
colourGreen
titleNew
 
Status
titleStandalone Simulator
 Phoenix FD menu option to Export, Simulate and simultaneously launch the Standalone Preview application to observe the simulation result

Status
colourGreen
titleNew
 
Status
titleStandalone Simulator
 Added a Phoenix Node Viewer application for exploring the node graph of .simscene files. Dragging and dropping would also display .vrscene files

Status
colourGreen
titleNew
 
Status
titlestandalone preview
 Mesh Preview, including wireframe mode, customizable via the command line

Status
colourGreen
titleNew
 
Status
titlestandalone preview
 Viscosity Voxel Preview

Status
colourGreen
titleNew
 
Status
titlegpu preview
 Smoke Opacity modulated or replaced by textures will show in the viewport GPU Preview

Status
colourGreen
titleNew
 
Status
titlecache converter
 Reduce or increase grid resolution with the cache_converter tool

Status
colourGreen
titleNew
 
Status
titleToolbar
 Simulation Restore button in the Phoenix toolbar

Status
colourGreen
titleNew
 
Status
titlepresets
 New 'Jet Engine' and 'Stormy Sea' quick setup toolbar presets

Status
colourGreen
titleNew
 
Status
titlepresets
 New 'Ice Cubes' and 'Speedboat' quick setup toolbar presets

Status
colourGreen
titleNew
 
Status
titlephoenix
 macOS support and notarized Phoenix app bundle

Status
colourGreen
titleNew
 
Status
titlephoenix
 Support for Maya 2023

Status
colourGreen
titleNew
 
Status
titlephoenix
 Windows 11 support for NUMA machines. Windows Vista is no longer supported after this change and the minimum supported version is Windows 7

 

Status
colourYellow
titleImproveD
 
Status
titlefire/smoke solver
 Sped up fire/smoke simulations with up to 20%

Status
colourYellow
titleImproveD
 
Status
titlefire/smoke solver
 Multi-threaded the Adaptive Grid of fire/smoke simulations when Preallocation is On

Status
colourYellow
titleImproveD
 
Status
titlefire/smoke solver
 Repeatedly increase the resolution using resimulation that overwrites the same cache sequence

Status
colourYellow
titleImproveD
 
Status
titleflip solver
 FLIP resimulation now writes caches to new "_resim" files instead of overwriting the old ones

Status
colourYellow
titleImproveD
 
Status
titleflip solver
 Sped up and improved thread balance of liquid simulations with moving obstacles

Status
colourYellow
titleImproveD
 
Status
titleflip solver
 Improved Foam 'B2B Interaction' and Splash 'Liquid-Like' that don't shoot particles away and can now be used even with Ocean setups

Status
colourYellow
titleImproveD
 
Status
titleflip solver
 Allowed values below 1 for the 'Mist Amount' option and excluded it from affecting how fast Splash particles are deleted

Status
colourYellow
titleImproveD
 
Status
titleflip solver
 Made the default Foam 'Half Life' 10 like in 3ds Max

Status
colourYellow
titleImproveD
 
Status
titleflip solver
 Ocean Simulations with Adaptive Grid can now expand upwards without the ocean level changing

Status
colourYellow
titleImproveD
 
Status
titlesimulation
 Sped up simulations with enabled Motion Inertia that don't actually move

Status
colourYellow
titleImproveD
 
Status
titlesimulation
 Allowed rendering with V-Ray GPU while the CPU simulation is running in both IPR and production modes. With V-Ray CPU, the simulation is paused during rendering

Status
colourYellow
titleImproveD
 
Status
titleactive bodies
 New model for calculating buoyancy of Active Bodies, allowing better interaction with the Wave Force in large scale ocean vessel setups

Status
colourYellow
titleImproveD
 
Status
titleactive bodies
 'Collider Type' option in the Node Properties, allowing choice between fast or precise collision options

Status
colourYellow
titleImproveD
 
Status
titlevolume shader
 Reduced the required V-Ray GPU memory when rendering fire/smoke volumes

Status
colourYellow
titleImproveD
 
Status
titlevolume shader
 Sped up render start with thousands of simulator copies

Status
colourYellow
titleImproveD
 
Status
titleparticle shader
 Fall back to Bubble mode when rendering with V-Ray GPU in Point mode

Status
colourYellow
titleImproveD
 
Status
titleanimation
 Sped up 2x frame blending with Time Bend controls

Status
colourYellow
titleImproveD
 
Status
titlecache i/o
 Updated OpenVDB from version 5 to version 8.1

Status
colourYellow
titleImproveD
 
Status
titlecache i/o
 Sparsify VDBs exported by the Phoenix simulation or the Cache Converter so now they are generally smaller

Status
colourYellow
titleImproveD
 
Status
titlecache i/o
 Recognize by default Velocity(x), Velocity(y) and Velocity(z) channels from VDBs from thinkingParticles

Status
colourYellow
titleImproveD
 
Status
titlecache i/o
 Show the sizes on storage of the different data chunks in AUR files in the Standalone Preview and Cache Converter

Status
colourYellow
titleImproveD
 
Status
titlestandalone preview
 The Phoenix installer now associates the Phoenix Previewer as default program for opening AUR, VDB, F3D and PRT files

Status
colourYellow
titleImproveD
 
Status
titlestandalone preview
 Drag & drop AUR, VDB, F3D and PRT caches in the Phoenix Previewer

Status
colourYellow
titleImproveD
 
Status
titlestandalone preview
 'Auto Load Latest' option that monitors the storage for newly appearing sequence files

Status
colourYellow
titleImproveD
 
Status
titlestandalone preview
 Right click menu over the loaded cache directory for copying the full path or just the file name

Status
colourYellow
titleImproveD
 
Status
titlelogging
 'Log Verbosity' option in the Phoenix Preferences that has these levels: Debug, Info, Important, Warnings and Errors. Low res simulations can be 10% faster in 'Important' compared to 'Debug'

Status
colourYellow
titleImproveD
 
Status
titlepresets
 Faster and better looking Fire quick setup toolbar preset

Status
colourYellow
titleImproveD
 
Status
titlepresets
 Increased the brightness of the Cold Smoke quick setup toolbar preset

Status
colourYellow
titleImproveD
 
Status
titlepresets
 Increased the height and tweaked the colors of the Candle quick setup toolbar preset

Status
colourYellow
titleImproveD
 
Status
titlepresets
 Use just one Particle Shader for all emitters in the Ink in Water quick setup toolbar preset, and shade using the new 'Color From Particle RGB Channel' option

Status
colourYellow
titleImproveD
 
Status
titlepresets
 Improved the simulation and rendering of the Ocean toolbar quick setup preset and made it more like the Ship example scene

Status
colourYellow
titleImproveD
 
Status
titleparticle texture
 Allowed selecting channels that are not available in the entire cache sequence in the Color From Particle Channel box

Status
colourYellow
titleImproveD
 
Status
titleplain force
 Affect Temperature, Smoke and Fuel separately by turning off the new 'Affect All Fire/Smoke Channels' option

Status
colourYellow
titleImproveD
 
Status
titlemaya integration
 Create a set if it does not exist when opening the Sets Editor from the Particle Shader, Particle Texture, Source and Simulator Interaction

Status
colourYellow
titleImproveD
 
Status
titleuser interface
 Renamed the 'Droplet Breakup' option to 'Droplet Formation' in order to be more clear what the option does

Status
colourYellow
titleImproveD
 
Status
titleuser interface
 Renamed the 'B2B Interaction' option to 'Foam Volume' in order to be more clear what the option does

Status
colourYellow
titleImproveD
 
Status
titleuser interface
 Show a warning saying that Foam on Hit Resimulation requires Splashes to be resimulated

Status
colourYellow
titleImproveD
 
Status
titleinstallation
 The installer no longer places vray_phoenix, field3dio_phx, openvdbio_phx and distance_measurer_phx in V-Ray's plugins directory; Instead it appends the VRAY_FOR_MAYAXXXX_PLUGINS environment variable

 

Status
colourBlue
titleremoved
 
Status
titlePhoenix
 Dropped support for Maya 2018

Status
colourBlue
titleremoved
 
Status
titlePhoenix
 Dropped CentOS 6 support for V-Ray Next

Status
colourBlue
titleremoved
 
Status
titleUser Interface
 Hid the 'Backtrace (Classic)' Advection Method from the user interface

 

Status
colourRed
titlefixed
 
Status
titleflip solver
 Initial Liquid Fill produced wetmap over submerged Solid geometry even when there were no liquid particles nearby

Status
colourRed
titlefixed
 
Status
titleflip solver
 Wetmap didn't fully cover objects submerged in liquid created by a Volume Brush Source

Status
colourRed
titlefixed
 
Status
titleflip solver
 Volume Inject Liquid Sources created more particles in voxels partially overlapped by the emitter or by Solid obstacles

Status
colourRed
titlefixed
 
Status
titleflip solver
 The Variation Large option of the Foam was not working, since Phoenix 4.40

Status
colourRed
titlefixed
 
Status
titleflip solver
 Foam Birth Amount differed from 3ds Max. Now it's in particles per cubic centimeter

Status
colourRed
titlefixed
 
Status
titleflip solver
 The Viscosity Diffusion effect changed drastically between 1 and 0.999

Status
colourRed
titlefixed
 
Status
titleflip solver
 Non-Solid liquid emitters in Surface Force mode with disabled Motion Velocity contributed negative velocity

Status
colourRed
titlefixed
 
Status
titlefire/smoke solver
 Adaptive Grid crashed when a fire/smoke simulation expanded over 2.1 billion voxels

Status
colourRed
titlefixed
 
Status
titlefire/smoke solver
 Rare crash when resimulating with Adaptive Grid with Preallocation

Status
colourRed
titlefixed
 
Status
titlesimulation
 Rare crash if the simulation interacted with another Simulator

Status
colourRed
titlefixed
 
Status
titlesources
 Changing the grid resolution affected Volume Inject discharge of liquids (scenes saved with older Phoenix versions might simulate differently after this fix)

Status
colourRed
titlefixed
 
Status
titlesources
 Volume Inject mode for liquids emitted much less pressure than 3ds Max when units were set to meters

Status
colourRed
titlefixed
 
Status
titlesources
 Particles used as emitters kept adding velocity when Motion Velocity was Off but there were discharge modifiers in the Source

Status
colourRed
titlefixed
 
Status
titlesources
 Volume Brush created liquid, foam and splash particles with a gap around submerged objects, compared to Initial Liquid Fill

Status
colourRed
titlefixed
 
Status
titlesources
 Discharge modifiers in Object space were not correct when the emitter was another Simulator

Status
colourRed
titlefixed
 
Status
titlenparticles
 The Motion Velocity in the Extra Phoenix Attributes of nParticles used in a Source was ignored

Status
colourRed
titlefixed
 
Status
titleactive bodies
 Liquid resimulation broke Active Bodies simulation

Status
colourRed
titlefixed
 
Status
titleactive bodies
 Moving Active Bodies in Maya killed many FLIP particles, unlike in 3ds Max

Status
colourRed
titlefixed
 
Status
titleactive bodies
 Active Bodies may freeze in scenes with large meter scale

Status
colourRed
titlefixed
 
Status
titleactive bodies
 Restoring a simulation with Active Bodies caused them to jump to the scene origin for a frame

Status
colourRed
titlefixed
 
Status
titleactive bodies
 Sometimes a feedback loop accelerated Active Bodies through the liquid

Status
colourRed
titlefixed
 
Status
titlescene body interaction
 Explosive velocities were created when using a static liquid Simulator as a Volume Brush emitter

Status
colourRed
titlefixed
 
Status
titlescene body interaction
 Some Out of memory situations when interacting with scene geometries or particles were not handled and lead to a crash

Status
colourRed
titlefixed
 
Status
titlescene body interaction
 Geometries with scale of 0% created huge velocities in the simulation

Status
colourRed
titlefixed
 
Status
titlevray proxy
 Crash on simulation start with some large VRayProxies

Status
colourRed
titlefixed
 
Status
titlerender elements
 Buckets in the Shadow, Raw Shadow, GI, Raw GI, Light Select and Lighting render elements of a Simulator with Volume Light Cache

Status
colourRed
titlefixed
 
Status
titlerender elements
 Crash when Denoiser was used with a Simulator with the Volumetric ZDepth option set to 'Standard Element'

Status
colourRed
titlefixed
 
Status
titlevolume shader
 Noise with Fire simulation and reflective material with Glossy below 1

Status
colourRed
titlefixed
 
Status
titleparticle shader
 Render artifacts using Probabilistic Shading when mixing two Particle Shaders in Bubbles/Splashes/Cellular mode

Status
colourRed
titlefixed
 
Status
titleparticle shader
 Crash when rendering Particle Shader using Ray-traced Scattering mode and Probabilistic Shading turned on

Status
colourRed
titlefixed
 
Status
titleparticle shader
 Probabilistic volumetrics rendered particles in Point mode incorrectly when combined with Smoke

Status
colourRed
titlefixed
 
Status
titleparticle shader
 Render slowdown on machines with many cores in Bubble/Cellular/Splashes mode between V-Ray Next and V-Ray 5

Status
colourRed
titlefixed
 
Status
titleparticle shader
 Count Multiplier slowed down significantly after Phoenix 4.10

Status
colourRed
titlefixed
 
Status
titleparticle shader
 Count Multiplier above 1 created particles even between distant chunks of particles

Status
colourRed
titlefixed
 
Status
titlemesher
 Memory leak when rendering in Mesh mode

Status
colourRed
titlefixed
 
Status
titleocean mesher
 Artifacts in the mesh normals over liquid features which render in front of the horizon line, in Ocean or Cap Mesh mode with Horizon Roughness

Status
colourRed
titlefixed
 
Status
titleocean mesher
 Line artifacts or loss of detail with Cap Mesh mode and Ocean Мesh mode and low angled camera

Status
colourRed
titlefixed
 
Status
titleocean mesher
 Stepping artifacts in Ocean Mesh mode smoothed with Use Liquid Particles when the liquid level was much different than the ocean level

Status
colourRed
titlefixed
 
Status
titlev-ray ipr
 All types of Phoenix previews were drawn on top of and occluded V-Ray's Viewport IPR

Status
colourRed
titlefixed
 
Status
titlev-ray ipr
 Enabling "Initial Liquid Fill" in the Extra Phoenix Attributes in caused a V-Ray IPR refresh feedback loop

Status
colourRed
titlefixed
 
Status
titlev-ray ipr
 Crash when stopping V-Ray IPR rendering of a scene with Ocean Quick Setup preset

Status
colourRed
titlefixed
 
Status
titleproperty lister
 Crash when typing in the Clear Channels field of the Property Lister

Status
colourRed
titlefixed
 
Status
titleanimation
 Re-timed particles using Time Bend Controls lost their ID channel

Status
colourRed
titlefixed
 
Status
titleanimation
 Re-timing particles without IDs caused them to disappear in blended frames

Status
colourRed
titlefixed
 
Status
titleanimation
 Grid previews disappeared when switching to "Velocity" Grid Blend mode after changing the Input Play Speed to <1 while the Grid Blend mode was a different one

Status
colourRed
titlefixed
 
Status
titleanimation
 Grid simulation with high velocity using Adaptive Grid and Precise Tracing Grid Blend mode appeared chopped apart

Status
colourRed
titlefixed
 
Status
titlebody force
 Moving geometries used in a Body Force created wrong velocities with the Internal Damp or Damp Min Vel options since Phoenix 4.30

Status
colourRed
titlefixed
 
Status
titlepreview
 Particle Preview size did not work for some particle systems in Maya 2022

Status
colourRed
titlefixed
 
Status
titlepreview
 All Phoenix previews were not updated properly on scrolling the timeline when 'Smooth shade all' and 'Use default material' were both ON in Maya 2022

Status
colourRed
titlefixed
 
Status
titlepreview
 Viewport got stuck when using a Particle Texture as a Surface Channel for meshing

Status
colourRed
titlefixed
 
Status
titlepreview
 The 'Only if Selected' preview option did not work for the Velocity Streamlines

Status
colourRed
titlefixed
 
Status
titlepreview
 The preview did not clear if using Play Length and scrolling the timeline to an empty frame

Status
colourRed
titlefixed
 
Status
titlestandalone preview
 Cache File Content time did not show leading zeroes before hours and minutes

Status
colourRed
titlefixed
 
Status
titlestandalone preview
 The vertical scroll in the Log and the Cache File Content windows did not work if the text had too many lines

Status
colourRed
titlefixed
 
Status
titlestandalone preview
 Rare crash when opening the Particle Preview rollout of the Phoenix Previewer

Status
colourRed
titlefixed
 
Status
titlestandalone preview
 Saving an image sequence in the Standalone previewer in CLI mode was saving only the first frame

Status
colourRed
titlefixed
 
Status
titlestandalone preview
 Zooming in very close on large cache files locked the camera

Status
colourRed
titlefixed
 
Status
titlegpu preview
 The GPU preview was stretched and skewed with a rotated Simulator in Maya 2022

Status
colourRed
titlefixed
 
Status
titlecache i/o
 Opening a Maya scene with a Simulator created after Phoenix 4.40 and simulating always created a particle TexUVW channel

Status
colourRed
titlefixed
 
Status
titlecache i/o
 Particles created by the simulation sometimes had invalid or repeating IDs

Status
colourRed
titlefixed
 
Status
titlecache i/o
 Тhe grid velocity from the vector "vel" channel of imported VDB caches was not the correct scale

Status
colourRed
titlefixed
 
Status
titlecache i/o
 Grid RGB channel broke when the grid size was above 1 billion voxels

Status
colourRed
titlefixed
 
Status
titlecache i/o
 AUR caches containing Particle Velocity increased in size, since Phoenix 4.40

Status
colourRed
titlefixed
 
Status
titlecache i/o
 Smoothed Velocity channel of VDB caches incorrectly had very large or very small scale

Status
colourRed
titlefixed
 
Status
titlepresets
 The Blood Splatter and Coffee Quick Setup presets used different VRayMtl and Particle Shader settings than the 3ds Max ones

Status
colourRed
titlefixed
 
Status
titlepresets
 The Honey and Beer Quick Setup presets differed from the 3ds Max ones

Status
colourRed
titlefixed
 
Status
titlepresets
 The Waterfall toolbar Quick Setup preset changed since Phoenix 4.30

Status
colourRed
titlefixed
 
Status
titleuser interface
 Container Dimensions in the Simulation rollout were not correct

Status
colourRed
titlefixed
 
Status
titleScripting
 The 'phxfd' module could not be imported and Phoenix Python functions could not be called in Maya 2022

Status
colourRed
titlefixed
 
Status
titleLogging
 Simulations which started under 10 million voxels but later expanded, stopped writing to the Phoenix log file, since Phoenix 4.40

Status
colourRed
titlefixed
 
Status
titleInstallation
 The Phoenix Previewer and Cache Converter did not install with execute permissions on Linux