Official release

Date – 21 November, 2019

Download – Build 4.00.00


 

New Voxel and Particle Tuners

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

 


 

thinkingParticles Integration

We’ve added Phoenix operators for thinkingParticles and you can now emit fluid via Phoenix sources from thinkingParticles geometries.

 


 

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.

 


 

Combined changelog since Phoenix FD 3:

 

  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 Voxel Tuner node allowing to change any grid channel during simulation depending on conditions based on grid channel values, textures or distance to meshes

  New Particle Tuner 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

  Ship the Visual C++ redistributable with the Phoenix installer and install it silently in the end, if needed

  Ability to animate the Phoenix per-node properties

  Make the Foam Falling Speed vary depending on the bubble sizes

  Apply the Initial Vel. Rand. option not just to newborn Splash, but to splitting splash particles as well

  Optimized Birth Volumes

  Improve the CPU core usage of the Initial Fill Up phase in FLIP simulation

  Represent all drag particles in the scene using the keyword "Drag" in the Clear Channels field and Affect fields of forces

  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

  Read Data Channels from thinkingParticles using the Particle Texture

  Optimized rendering of tens or hundreds of Simulators in Volumetric render mode

  Renamed 'Fade Out' to 'Border Fade' and changed it from voxels to world units

  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

  Option to color the particle preview according not just to Speed, but to Age, Size and Viscosity as well

  Better viewport performance with many particle systems in a single Simulator

  Don't reset the preview Detail Reduction on loading a new cache sequence in 3ds Max

  Option to save images from the classic GPU Preview at the render resolution

  Multithreaded the data gathering pre-process of the GPU Preview

  GPU Preview for smoke in the Standalone Preview

  Added new toolbar icons for the Phoenix nodes

  Display the total number of particles in the Cache File Content list in the Simulation rollout

  Enabled Motion Velocity in Sources by default for new scenes

  Changed Mapper's Initializer option to off by default for new scenes

  Renamed "Use Light Cache" to "Volume Light Cache" so it's not confused with V-Ray's Light Cache

  Added new toolbar icons for the Phoenix nodes

  Renamed aura_ver.h to phoenix_ver.h, and aurinterface.h to phx_cache_interface.h

  Removed grid and particle channel defines from phx_cache_interface.h, and renamed GridChannels::ChU/V/W to ChRed/Green/Blue, and ParticleChannels::ChR to ChSize in phx_cache_interface.h

  Removed the frameTime2contentTime() member of PhoenixSimInterface. Now only PhoenixFrameDataInterface::frameTime2contentTime() should be used

 

  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

  Exporting Viscosity channel affected the simulation even when the Viscosity was set to 0

  Some FLIP particles could have a slightly negative Age when born from Surface Force sources

  The FLIP simulation took increasingly longer time and was quick again after restore

  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

  Wrong render of a frame different than the current timeline frame with enabled GPU Preview

  Crash on render stop with Particle Shader and Liquid simulator using the same geometry as render Cutter and Motion Blur enabled

  Crash during distributed rendering with Particle Shader using Backburner, since Phoenix FD 3.14

  Reflections of excluded area lights still showed up on a Particle Shader's Bubbles/Splashes

  Crash when rendering many overlapped particles, since Phoenix FD 3.14

  Memory leak with render elements enabled in Volumetric mode

  The Simulator's Velocity Render Element was not rendered in some frames in any of the Mesh modes with Render Cutter

  Black triangles near the container border with motion blur in Mesh Mode

  Crash with high Ocean Subdivs and Mesh Smoothing with enabled Use Liquid Particles

  Mesh mode with a 2D scalar Displacement map rendered with artifacts

  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

  Differences in velocity length between AUR and VDB caches of the same simulation exported from Phoenix

  The Export PRT Particles dialog exported the entire simulation cache range instead of the Timeline range when the Timeline checkbox is enabled

  Jittering Preview with Detail reduction and Adaptive grid

  Voxels and velocities in the voxel preview of a rotated simulator were not billboarded towards the camera

  Simulations with particles sometimes show the frames from the previous run in the viewport

  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

  Using a Grid Texture without a Simulator as displacement rendered slower than using a Grid Texture with a Simulator

  Grid Texture applied to thinkingParticles did not get updated correctly when rendering a sequence

  Crash when selecting a thinkingParticles system with the Particle Texture

  Crash when simulating using a Mapper with a Particle Texture, while the same Particle Texture was also used in a material

  Fixed differences between 3ds Max and Maya's Phoenix oceans

  Displaced Cap Mesh using Ocean Texture was offset from the Simulator box if using offset for the Ocean Texture

  Opening a scene containing Phoenix Ocean Texture connected a VRayDisplacementMod prompted for adjusting the settings of the texture

  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

  The message asking for creating a Particle Shader popped up again after disabling Foam/Splash and enabling them again

  Merging a Simulator from a scene with different scale changed its grid resolution

  Simulation remaining time was wrong after pausing or restoring

  Empty grids filled with density using the opacity curve rendered with different density between 3ds Max and exporting to VRscene

 


 

 

Complete changelog since Phoenix FD 3.99.00 Beta:

 

  Ability to animate the Phoenix per-node properties

  Set the original objects' visibility of the Active Bodies to Bounding Box

  Do not inherit the positions of Active Body originals in the hierarchy, so animated Active Bodies won't move faster than the originals

  Represent all drag particles in the scene using the keyword "Drag" in the Clear Channels field and Affect fields of forces

  Make the Foam Falling Speed vary depending on the bubble sizes

  Improve the CPU core usage of the Initial Fill Up phase in FLIP simulation

  Emit TexUVW from emitters with mapped textures, and emit changing TexUVW values over time from Sources

  Now the Particle Tuner can affect the particle scalar speed and the separate X/Y/Z components of the particle velocity, as well as the R/G/B components of the particle RGB

  Value expression items can now read the particle scalar Speed channel, as well as the Velocity along X, Y and Z

  Now the Voxel Tuner can affect the separate X/Y/Z components of the voxel velocity, as well as the R/G/B components of the voxel RGB

  Renamed 'Fade Out' to 'Border Fade' and changed it from voxels to world units

  Ship the Visual C++ redistributable with the Phoenix installer and install it silently in the end, if needed

  Read Data Channels from thinkingParticles using the Particle Texture

  Option to color the particle preview according not just to Speed, but to Age, Size and Viscosity as well

  Better viewport performance with many particle systems in a single Simulator

  Option to save images from the classic GPU Preview at the render resolution

  Multithreaded the data gathering pre-process of the GPU Preview

  GPU Preview for smoke in the Standalone Preview

  Option to change the background color

  Display the total number of particles in the Cache File Content list in the Simulation rollout

  Renamed Active Bodies Solver "Auto-create dummies" option to "Auto-Create Center of Mass Gizmo"

  Added new toolbar icons for the Phoenix nodes

  Renamed aurinterface.h to phx_cache_interface.h

  Renamed GridChannels::ChU/V/W to ChRed/Green/Blue, and ParticleChannels::ChR to ChSize in phx_cache_interface.h

  Removed the frameTime2contentTime() member of PhoenixSimInterface. Now only PhoenixFrameDataInterface::frameTime2contentTime() should be used

 

  Some installations of Phoenix could not load in 3ds Max

  Exporting Viscosity channel affected the simulation even when the Viscosity was set to 0

  Some FLIP particles could have a slightly negative Age when born from Surface Force sources

  The FLIP simulation took increasingly longer time and was quick again after restore

  Active Bodies could not work in Include list mode of the Simulator

  'Create Center of Mass' button worked on any type of nodes, including the Active Body solver itself or the already created centers of mass

  Active Bodies with Ground Elasticity set to 1 were accelerating during rotation

  Friction with the Fluid parameter causes unstable behavior of Active Bodies

  Active Bodies were not moving correctly with Phoenix simulator linked to an animated object

  Active Bodies affected the Phoenix simulation even when disabled from the Dynamics roll-out

  Wrong render of a frame different than the current timeline frame with enabled GPU Preview

  Crash during distributed rendering with Particle Shader using Backburner, since Phoenix FD 3.14

  Crash on render stop with Particle Shader and Liquid simulator using the same geometry as render Cutter and Motion Blur enabled

  Crash when rendering many overlapped particles, since Phoenix FD 3.14

  Memory leak with render elements enabled in Volumetric mode

  Possible crash when Tex UVW Interpolation Step is set to 0

  Crash if switching a Value expression to Distance To during simulation

  Texture maps created from the Expression Edit window were not immediately shown in the Material Editor if it was already open

  Clicking the navigation button that should select the second expression item child, selected the first one instead

  The voxel tuner could not affect the scalar Speed using the Buildup Time option

  Black triangles near the container border with motion blur in Mesh Mode

  Crash with high Ocean Subdivs and Mesh Smoothing with enabled Use Liquid Particles

  TP Force Operator with Affect Orientation enabled scaled particles incorrectly

  Crash when creating Thinking Particles using Phoenix Birth operator referencing an empty particle system

  Using a Grid Texture without a Simulator as displacement rendered slower than using a Grid Texture with a Simulator

  Crash when selecting a thinkingParticles system with the Particle Texture

  Fixed differences between 3ds Max and Maya's Phoenix oceans

  Displaced Cap Mesh using Ocean Texture was offset from the Simulator box if using offset for the Ocean Texture

  Opening a scene containing Phoenix Ocean Texture connected a VRayDisplacementMod prompted for adjusting the settings of the texture

  Changing the Timeline frame did reset the Flip YZ orientation of the cache

  Vector velocity preview was not correctly billboarded

  Voxels and velocities in the voxel preview of a rotated simulator were not billboarded towards the camera

  Simulations with particles sometimes show the frames from the previous run in the viewport

  Differences in velocity length between AUR and VDB caches of the same simulation exported from Phoenix

  The Export PRT Particles dialog exported the entire simulation cache range instead of the Timeline range when the Timeline checkbox is enabled

  The message asking for creating a Particle Shader popped up again after disabling Foam/Splash and enabling them again

  Merging a Simulator from a scene with different scale changed its grid resolution

  Simulation remaining time was wrong after pausing or restoring