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Complete control over collisions between Active Bodies using the Bullet solver. Easily create effects such as colliding ice cubes in liquid, floating ocean debris or objects washed away in floods.
A whole new level of volume rendering effects using Colored Absorption. Achieve more control over smoke shading—change the light’s color as it travels through smoke.
Build highly realistic ocean simulations. Create real-world ocean waves, using the Massive Wave Force feature.
Leverage GPU power to add motion blur to splashes and bubble mode in the Particle Shader.
Take advantage of various speed gains on simulation, rendering and previews.
Quickly access and change the Phoenix properties of each object in your scene—all in one place.
Phoenix is now compatible with the latest Autodesk releases.
With Phoenix FD 4.40 we added support for 3ds Max 2022 (note that the GPU preview and velocity streamline preview are disabled temporarily due to changes in the 3ds Max viewports).
We implemented mutual collisions between Active Bodies so now you can create complex rigid body dynamics with Phoenix. In order to aid scenes with many interacting objects, we added a new Property Lister window, allowing you quick access to the per-node properties of the scene nodes.
Simulations of large scale stormy oceans or tunnel waves are now possible with the new Massive Wave Force.
A new colored absorption option allows for more interesting volume rendering effects, and can also be mapped via a texture. We added support for motion blur of Bubbles and Splashes in V-Ray GPU (requires a latest V-Ray 5).
The Phoenix standalone previewer can now be fully controlled via the command line, allowing you to change options and save image sequences of cache files in all different preview modes.
In this version of Phoenix, we multithreaded all remaining parts of the simulation, and also sped up the simulation, previews and rendering significantly.
We improved our toolbar presets, added more options to the cache converter tool, and as always, fixed many issues.
Support for 3ds Max 2022 (GPU preview and velocity streamline preview are temporarily disabled)
Mutual interaction between Active Bodies, using the Bullet Solver option
Phoenix Property Lister window for quickly editing many obstacles or Active Bodies in the scenе
Absorption color for volume rendering which can also be mapped by a texture
Render the Fully Visible Fire Opacity Mode together with the Use Probabilistic Shading option
Render the Particle Shader in Bubbles/Splashes mode with motion blur on V-Ray GPU, requires V-Ray 5, update 1.2
Command line interface allowing to script image saving using different preview modes and options
Massive Wave Force allowing to exactly replicate the Ocean waves, to affect any Phoenix channel, even without Fillup for Ocean, and use any Level Of Detail of the Ocean Texture
Option to start a render after each simulation frame is completed - 'Render On Each Sim Frame' in the Simulation rollout, to go together with Cacheless Simulation
Sped up low res simulations (below 10 million voxels) with up to 15%
Enabled Grid Velocity for all Simulators and presets by default
Emit pressure from Liquid Sources In Volume Inject mode without emitting liquid
Allow Birth Volumes to interact with the simulation even if they are hidden
Sped up FLIP simulations with up to 25%
A new 'Collision Margin' parameter which you can lower in order to keep groups of bodies in contact
Affect Motion Velocity of Sources emitting from geometries and particles, using Discharge Modifiers
Sped up texture mapped emitters by improving their multithreading
Sped up frame begin and frame end of the Particle Shader in Bubbles/Splashes/Cellular and Points Mode, especially with huge numbers of particles
Hidden "oceanpriority" option for controlling which is the primary ocean contained when several ones are merged
Sped up particle compression when writing AUR files. Older Phoenix versions will not be able to read the new AUR files
Read VDB particle channels named 'point_velocity', 'point_size' and 'point_age'
Improved the Gasoline Explosion toolbar Quick Setup preset
Improved the Burning Fuel toolbar Quick Setup preset
Sped up viewport performance of many Simulator copies
Options for specifying the resolution of the saved images
Option for enabling orthographic projection
-exportchannels option allowing you to write only specific channels to the output cache files
-removegridch and -removeprt options allowing stripping of grid and particle channels from the cache files
Allowed adding, removing and getting the Phoenix Node Properties on an object via MaxScript - new phxAddNodeProps, phxRemoveNodeProps, and phxGetNodeProps functions
Equalized all MaxScript names for the Phoenix Node Properties options with the names in Maya
New IPhoenix interface, with getVersionString(), getTargetString() and getCopyrightsString() methods
Delete caches from the Phoenix toolbar without a selected Simulator
Allowed animating all float and world unit Simulator options
Allowed animating of the Solid, Wetting and Voxel Mode Override node properties
Added a new 'Credits and Copyrights' window, accessible via the 'Phoenix FD' menu
Moved the 'Preferences' and 'About' dialog from the Simulator to the 'Phoenix FD' menu
Dropped support for 3ds Max 2016 and 2017
Hidden the Particle TexUVW export option from the Output rollout
Emitting Foam/Splash from rigged geometry via a Source in Surface Force mode with Motion Velocity did not set the initial velocity of the particles
The Foam Birth Volume did not prevent foam to be born by the Splash's Foam On Hit
Lower Sticky Liquid multiplier values in scenes with overall low Sticky strength resulted in stronger Sticky interaction
Foam and Splash particles could be born by a Source one voxel further outside the grid's positive sides
Liquid Particles flew to infinity when animated Time Scale reached value of 0
Using Foam Patterns caused some foam particles to get stuck at the liquid surface near geometries
Liquid was creeping up the walls of Confine Geometry, and Liquid and Foam particles sometimes got shot away on collision with Confine Geometry
If an Active Body was made See-Through, starting the simulation created a clone with See-Through OFF
The Active Bodies Ground plane elasticity affected the elasticity of the collision objects as well
Sometimes more than 1 frame remained in RAM
The Grid RGB channel was not visible in Cacheless frames
Turning off Phoenix Source's Motion Velocity checkbox did not disable the velocity effect in Surface Force mode
Volumes were not affected by the V-Ray GI engine multipliers
Setting the Self-Shadowing of the Fire lights to None fell back to the Ray-Traced mode using V-Ray, since Phoenix 3.13
Rare random crash or memory leak when starting and stopping V-Ray GPU rendering
Wrong sampling of smoke opacity maps by the Volume Shader when TexUVW was enabled
Volumetrics which used any texture maps rendered slowly and did't utilize the CPU fully with Corona 6
Fire Lights were visible in surfaces with Reflection Glossiness below 1
Create Lights Even If Not Renderable created the lights in the wrong positions with V-Ray 5
Incorrect motion blur rendering particles in Bubbles/Splashes/Cellular Mode from a Simulator, moving together with an animated camera
Disable Liquid Shadows was not working in Points mode with Volume Light Cache enabled, or Bubbles and Cellular mode, since Phoenix 4.10
Crash during IPR of a Particle Shader in Bubbles mode with Render as Geometry ON
Moving the timeline in did not update the Particle Shader when rendering in IPR with V-Ray GPU if the Simulator was hidden
Rendering in Mesh Mode with Smoothing and Motion Blur enabled lost the smoothed normals
Crash when simulating TexUVW interpolation with certain Time Scale values
Crash when exporting the ID channel of a particle system with more than 536'870'911 particles. Older Phoenix versions will not be able to read the new AUR files
Body Force's Spread Speed could create huge velocities if the affected channel had negative values
Lowering the Rate of Change of the Ocean Texture reduced the effect of the Wave Force
Missing frames in the viewport right after simulation restore
Crash when previewing particles and simulating the same frame with less particles since Phoenix 4.30
Auto Reduction didn't raise the Detail Reduction correctly with many Simulators in the scene
Crash with particle preview of certain numbers of particles with Detail Reduction
Crash when turning on Velocity Streamlines preview while having Force preview turned on
Graph Cells did not work when there wasn't a loaded cache
Toolbar Quick Setup presets could be created over the Active Body Solver icon
GPU preview was stretched and skewed in ortho mode
Particle System nodes were shown as Simulators in the Classic GPU Preview
GPU Preview was drawn incorrectly in inactive viewports, when "Active View Only" is deselected
Grid Texture was not updated correctly when used by multiple Simulators in fire/smoke rendering based on a Texture
Particle Texture was not working in Corona when Render-time Only was enabled
Merging a scene with a Simulator named the same as an existing one renamed the caches of the existing Simulator
Phoenix textures lost any custom names when saved to a scene
Crash when using a Phoenix Simulator as a particle source for a V-Ray Instancer using V-Ray CPU (the fix requires both latest Phoenix and V-Ray)
Splashes Foam on Hit Amount was named 'Size Distribution' in Track View
Repeating Undo in the Phoenix MAXScript editor window ultimately erased all the script
Stopping the simulation using Esc/Shift+Esc sometimes worked even when the 3ds Max window was not focused
Aborting a Simulation where the Output cache path didn't exist was not working, since Phoenix 4.30
Submitting $(scene_path).vdb from 3ds Max for Backburner simulation wrote AUR caches