Change each voxel and particle's properties during simulation, and use customizable conditions to delete particles.
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
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
Now Phoenix FD can load in Maya and simulate without V-Ray installed
Optimized Birth Volumes
Apply the Initial Vel. Rand. option not just to newborn Splash, but to splitting splash particles as well
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
Name the Linux '.so' libraries in the plug-ins directory '.phxso' so they don't appear in the Plug-in Manager window
Do not load caches while the timeline changes during sequence vrscene export or render
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
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
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
Enabling the Underwater Goggles option had no effect since Phoenix FD 3.12
Particle Preview was not cleared when hiding the Simulator
Exported FLIP VDBs from Phoenix for Maya contained random values for the Smoke channel if it was enabled in Output
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
Images saved from the GPU Preview in Simple Smoke mode had different smoke opacity than the viewport
Mel error when rescaling a Grid Texture channel if the Grid Texture was not selected in the attribute editor
Vertical Offset of the Ocean Texture did offset the displaced ocean horizontally
Bucket artifacts when rendering an Ocean Texture used as a color map for a material
Crash when simulating using a Body Force node without an object, since Phoenix FD 3.13
Mapper's Initializer option was not working with Liquid simulators
If the Simulation license dropped during Maya batch simulation, Phoenix did not try to re-acquire it and canceled the simulation
Overriding the cache output directory with the Backburner submitter in Maya was not working