Change each voxel and particle's properties during simulation, and use customizable conditions to delete particles.
We’ve added Phoenix operators for thinkingParticles and you can now emit fluid via Phoenix sources from thinkingParticles geometries.
Float your objects over pools or wash them away in floods with basic rigid body simulation for Phoenix liquids.
Transport texture coordinates along fluids during simulation and use them for advanced render-time effects.
Load AUR, VDB and F3D cache files, preview them and save image sequences.
New rigid body solver node, interacting with the Liquid Simulator. No mutual interaction between rigid bodies yet
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
New node allowing to change any grid channel during simulation depending on conditions based on grid channel values, textures or distance to meshes
New node allowing to change any particle channel or delete particles during simulation depending on conditions based on particle channel values
Phoenix FD Birth, Sample and Force operators for thinkingParticles
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
Simulate the RGB channel for Drag particles
Register the PRT Reader path into the 3ds Max Asset Tracker for repathing, archiving, and asset transfer for distributed rendering with V-Ray Next
New <node>.getFrameInfo MAXScript function that retrieves the currently loaded frame info string
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
Optimized Birth Volumes
Apply the Initial Vel. Rand. option not just to newborn Splash, but to splitting splash particles as well
Emit from instanced thinkingParticles meshes when Prt Shape is set to Use Particle Shape
Emit from thinkingParticles meshes which are different per each particle when Prt Shape is set to Use Particle Shape
Optimized rendering of tens or hundreds of Simulators in Volumetric render mode
Speed up and improve CPU utilization for Optimizing Particle Congestion with large cache files
Copy-paste support for render gradients and curves
Sped up Grid RGB channel saving to compressed AUR cache files up to 8 times
Save and load Grid Viscosity from VDBs created by Phoenix
Sped up loading of VDB caches by reading their min-max channel ranges from metadata instead of calculating them
Added cache info to VDB caches describing which version of Phoenix FD was used during simulation
Hidden script option to disable the preset popup when loading Field3D or OpenVDB caches - inDontOfferPresets
Sped up export of PRT files up to 5 times
Allowed use of # in the PRT Reader for specifying sequences just like cache paths in the Simulator work
Don't reset the preview Detail Reduction on loading a new cache sequence in 3ds Max
Renamed "Use Light Cache" to "Volume Light Cache" so it's not confused with V-Ray's Light Cache
Enabled Motion Velocity in Sources by default for new scenes
Changed Mapper's Initializer option to off by default for new scenes
Renamed aura_ver.h to phoenix_ver.h
Removed grid and particle channel defines from aurinterface.h
Dropped support for 3ds Max 2014
Hang during simulation if interacting with geometries with zero-area triangles
Random hang when stopping a fire/smoke simulation affected by a force and starting it again
Some voxels lose velocity and freeze using Massive Vorticity
Creating Discharge Modifiers or changing their curves did not support undo/redo
Crash with caches over 2.1 billion voxels with Phoenix Light Cache, since Phoenix FD 3.12
Reflections of excluded area lights still showed up on a Particle Shader's Bubbles/Splashes
Phoenix Mesh mode with a 2D scalar Displacement map rendered with artifacts
The Simulator's Velocity Render Element was not rendered in some frames in any of the Mesh modes with Render Cutter
Enabling the Underwater Goggles option had no effect since Phoenix FD 3.12
Orthographic viewport did not render Ocean Mesh correctly with Phoenix for Scanline
Simulating the Fire/Smoke Temperature channel to VDB incorrectly showed the minimum data range as 0, instead of 300
Drag particles exported to VDB could not render with motion blur even with exported grid velocity
Jittering Preview with Detail reduction and Adaptive grid
Crash when simulating using a Body Force node without an object, since Phoenix FD 3.13
Modifier-Based Space Warps over a Spline caused the Path Follow force to work incorrectly
Mapper's Initializer option was not working with Liquid simulators
Grid Texture applied to thinkingParticles did not get updated correctly when rendering a sequence
Crash when simulating using a Mapper with a Particle Texture, while the same Particle Texture was also used in a material
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'
Crash when simulating with Cascade Simulator enabled but no Simulator chosen
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
Empty grids filled with density using the opacity curve rendered with different density between 3ds Max and exporting to VRscene