With Phoenix FD 4.10 we added support for Maya 2020. We also we sped up the particle preview and the Particle Shader. We did fixes and improvements to our new Active Bodies and Standalone Preview, as well as the usual round of other bugfixes and small improvements.
Support for Maya 2020
Count Multiplier for increasing the number of particles in the Particle Shader
GPU Preview for fire in the Standalone Preview
Controls for the GPU Preview light direction
Sped up FLIP particle resimulation with 10%, up to 20% on some scenes
Do not offset the Foam particles vertically during simulation
Pop-up menu with density presets in the right-click properties of bodies
Sped up the particle collection rendering pre-process up to 2 times
Smoke Color 'Based On' support for grid channels when saving images from the GPU Preview
Support for 'Use Own Opacity' when saving images from the GPU Preview
Sped up loading of new frames for the Particle Preview with 20%
Store velocity of Drag particles in their particle data instead of in the Grid Velocity. Added an Output Drag Particle Velocity option to Sources
Options to save a range of frames and a single frame
Text box for the loaded cache file info
By default name the saved image files the same way as the input cache files
Image saving to PNG files
Dropped support for Maya 2016 and 2016 Extension 2 (2016.5)
The 'Use the referenced scene name' option is now hidden from the Input rollout and can be accessed only through script using 'inPathReferenced'
When using Variable Viscosity, some particles were not behaving properly
FLIP particles resimulation produced NaN-values with Simulate Air Effects
Failing to load cache for resimulation displayed an error message, but did not stop the resimulation
During the first restore frame, bodies in the simulation had incorrect velocities
Active Bodies were falling slower with more Steps per Frame
Active Body simulation did not work with deformed geometry
Active Bodies Ground Plane could not be hidden
Active Bodies Clones were created hidden if the geometry was hidden
A Phoenix smoke volume inside a Mesh with Refraction Glossiness below 1.0 rendered blocky
Random artifacts when rendering smoke using Volume Light Cache in Volumetric Geometry mode
Break Shadow Links did not affect the Simulator in Volumetric mode using V-Ray CPU
Inconsistencies with Light Linking in Volumetric mode between renders with V-Ray for Maya and V-Ray Standalone if "Light Evaluation" was set to "Adaptive Lights" or "Uniform Probabilistic"
Particle Shader in Points Mode with motion blur always rendered one point at the particle position, even if the interval center was shifted
Particle Shader in Points Mode rendered incorrectly using a 360 V-Ray Spherical Camera
The Reflection Cut-off option was not working
The Velocity Render Element of a Particle Shader in Points mode was not affected by the Motion Blur Multiplier
Crash when rendering in Isosurface mode using V-Ray Volume Scatter material
The Particle Shader Particle Age render element was incorrect in Points Mode with Motion Blur
Crash if rendering in Mesh mode with V-Ray and saving an image file which was locked and could not be overwritten
Some Ocean Mesh normals pointed downwards with V-Ray Spherical camera and FOV over 180 degrees
Deleting the foam texture node did not remove the connection to materials
Handled some out-of-memory in case of saving Grid RGB to cache files or when blending cache files
Could not use General Purpose Time Bend Resimulation when the base caches were VDB instead of AUR
The GPU Preview disappeared if the camera went inside it
Simulators away from camera overlapped with grids close to the camera
Crash with caches which had transformations with negative or fractional offsets, since Phoenix FD 3.99
Randomly appearing colored artifacts with the GPU Preview when using Detail Reduction, since Phoenix FD 4.0
The Save Animation Preview function from instanced Simulators saved only the first instance instead of the selected Simulator
Saving multiple simulators into one image with the 'Save GPU preview' functionality sometimes did not work
Crash when cancelling the first cache open dialog
If 'Enable GPU Preview' was turned on, the Standalone Preview didn't save files after pressing the "Save" button
Sometimes the Standalone Voxel Preview drew in slices the first time a cache was loaded
Cache Converter did output empty VDB files, since Phoenix FD 3.99
Loading a rendering preset failed if any Smoke/Fire Color/Opacity textures are linked in the Simulator
Loading a rendering preset containing render curves/gradients with less markers than the current ones did not delete the extra ones
Crash when emitting from texture mapped Sources or using textures with Tuners with V-Ray Next under Linux, since Phoenix FD 3.99
A referenced Simulator using default cache paths could not find its caches
Providing a custom Global Preferences Default Cache Path caused an 'Invalid Path' warning in the Script Editor on Linux
After changing a Simulator input, output or preview path, the Browse... dialog did not start from the new path until the node was re-selected
A Simulator without a cache could be selected in the viewport only from the bottom left corner in Maya 2019