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.

 


 

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.

 


 

Foam Texture

Add foam over the generated infinite ocean when using the Phoenix FD Ocean texture.

 


 

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

  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

  Foam Texture implemented in Maya

  Simulate the RGB channel for Drag particles

 

  Now Phoenix FD can load in Maya and simulate without V-Ray installed

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

  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

  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

  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

  Multithreaded the data gathering pre-process of the GPU Preview

  GPU Preview for smoke in the Standalone Preview

  Do not load caches while the timeline changes during sequence vrscene export or render

  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 Shelf, Outliner and Phoenix menu icons for the Phoenix nodes

  Name the Linux '.so' libraries in the plug-ins directory '.phxso' so they don't appear in the Plug-in Manager window

  Open URLs in the default OS browser instead of Edge under Windows

 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 Maya 2015

 

  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

  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

  Crash when rendering many overlapped particles, since Phoenix FD 3.14

  Memory leak with render elements enabled in Volumetric 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

  Particle Preview was not cleared when hiding the Simulator

  Exported FLIP VDBs from Phoenix 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

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

  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

  Could not change the Particle Size of the particle preview, since Phoenix FD 3.14

  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

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

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

  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

  Simulation remaining time was wrong after pausing or restoring

  Overriding the cache output directory with the Backburner submitter in Maya was not working

 


 

 

Complete changelog since Phoenix FD 3.99.00 Beta:

 

  Foam Texture implemented in Maya

 

  Added the Active Bodies and the original geometry to separate render layers

  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

  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

  Create and delete expression items via a right click menu

  Copying of Voxel and Particle Tuners now works by using Duplicate Special with enabled 'Duplicate input graph' and 'Assign unique name to children nodes'

  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

  Multithreaded the data gathering pre-process of the GPU Preview

  GPU Preview for smoke in the Standalone Preview

  Option to change the background color

  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

  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 Shelf, Outliner and Phoenix menu icons for the Phoenix nodes

  Open URLs in the default OS browser instead of Edge under Windows

 

  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

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

  Ground Friction and Ground Elasticity were not working properly

  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 wrote in the History Undo stack on every simulation frame

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

  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 was set to 0

  Dynamics Antitear strength and Antitear iterations parameters were not disabled when using FLIP

  Particle 'Texture UVW' checkbox in the Output rollout got reset after enabling it and deselecting the Simulator

  Crash if switching a Value expression to Distance To during simulation

  Undo/redo of modifying expressions for Tuners was not working correctly

  The tree view text did not update when changing value expression types, connecting textures and nodes

  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

  Crash when a Voxel/Particle Tuner was deleted during a simulation

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

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

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

  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

  Could not change the Particle Size of the particle preview, since Phoenix FD 3.14

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

  Simulation remaining time was wrong after pausing or restoring