Official release
Date – Sept. 15, 2016
New Features
PhoenixFD
Implemented simulation and render presets
Implemented Phoenix FD Toolbar for 3ds Max with quick simulation Start/Stop controls and quick creation of nodes
Added various Quick Setup presets to the Phoenix FD Toolbar for automatic creation of Simulators and Sources around an emitter
Support for 3ds Max 2017
Splitted the PHXSimulator into separate LiquidSim and FireSmokeSim objects
New Simulation licenses to be run without GUI in Backburner/Deadline/3dsmaxcmd mode
Simulation
FLIP Liquid solver
New vorticity confinement algorithm that adds high detail and improves the rolling of smoke and fire
PCG conservation that improves the behavior of smoke and fire
Follow Path force
Body Attraction and Morphing forces
Wave Force that transfers the effect of the PhoenixFDOceanTex onto the simulation
Direct Initial fill up option for objects
Re-timing by Time Bend resimulation for fire/smoke
Direct re-timing and re-meshing of FLIP liquids
Dedicated Mist particles
Discharge Modifiers for advanced control of sources
Controls for burning fuel depletion and smoke production
Allowed per object wetting
Simulation interaction with particle shapes
Scene scale multiplier per simulator
Rendering
Implemented Foam Shader particle count multiplier
Render option to control the strength of volumetric shadows
Added shadow strength and point size options to the point shader
Added a separate control for the step of shadow rays
Ability to pop out and enlarge curves and color gradients
Support for matte objects
Added a displacement mode suitable for rendertime advection
Added a gamma correction control for Phoenix simulators only
Implemented a Procedural Foam Texture for the ocean surface
Support for the PRTReader in V-Ray RT
Enabled pure Volumetric rendering for V-Ray RT
Particle age render element
Preview
GPU preview directly in the viewport
Support more than one light in the GPU preview
I/O
Export particles and meshes with Exocortex Crate from the simulators and the PRTReader
Support for 3ds Max's built-in Alembic export
Allowed passing custom names for the OpenVDB/Field3D channels
Implement 32bit export of the RGB channel to aur caches
Modified Features
PhoenixFD
Open the right-click properties on a group of objects simultaneously
Changed the viewport representation of the Phoenix objects to wireframe icons
Changed the location of the sample scenes to 3ds Max's 'scenes' directory
Simulation
Upres and add detail to a sim without changing the shape using the Resimulation
Allowed resimulation with both Wavelet and RGB
Ability to decrease resolution with resimulation
Direct cascade connection between Liquid simulators
Push the foam with moving geometry
Foam surface lock control
Allowed the PHXSource Noise to affect Brush and Inject modes
Support for NURBS shape obstacles, which are non-solid by default
Multiplier for the "Wind from movement" option
Rendering
Optimized fire/smoke rendering in Volumetric mode
Optimized the Linear and Spherical samplers
Probabilistic volumetric rendering mode for Fire/Smoke and particles
Ability to select multiple particle groups in the Foam Shader
Foam Shader light cache speedup option
Optimized the Foam Shader's Point mode
Export the Foam Shader to vrscenes
Added a new Fire Opacity Mode in which the fire has its own opacity curve
Cutter support in Mesh mode rendering
Support for motion blurred render Cutter and Glass geometry
Motion blur clipping by the Cutter geometry for non-Mesh modes
Allowed gradual transition between the default Black Body Fire model and an artistic model using the 'Physically Based' option
Display the channel data range in the curve and color gradient render controls
Limited the volumetric render curves between 0 and 1
Curve and color gradient markers can be moved across their neighbors
Allowed adding and removing or markers of the render curves/gradients by MAXScript
Gradient controls now display the colors with gamma correction
Using grid-based self-shadowing, create less lights for the scene than for the grid
The ocean subdivisions affect the mesh in cap mode too
Dome camera support for the ocean surface
Implemented velocity based fade out for the ocean displacement
Ability to create ocean from Houdini OpenVDB caches
Smoothing option for the input cache that can be used to remove grid artifacts
Improved and optimized the motion blur for volumetrics
V-Ray RT GPU animation rendering of PhoenixFD meshes
Added option to export Phoenix as a VRayVolumeGrid in vrscenes
The Fire emissive lights produce specular lighting
Display warnings if using motion blur without particle velocity or PA size multiplier without Age
Added more info to particle blending errors
Preview
Automatic preview detail reduction
Automatic channel ranges for the viewport grid preview
Create default lights for the GPU preview if there are none
Show the RGB channel in the GPU preview
Improve the velocity voxel preview
Preview particles colored by the velocity
Allowed changing of the mesh preview color
Create low res viewport mesh preview in ocean mode
Channel data interval information in the cache info
Cache info describing which version of PhoenixFD was used during simulation
Display the fully resolved input/output/resim paths with frame numbers
Display a status text in the viewport while a simulation is running
Show the actual grid bounding box even if the cache content is not loaded
I/O
Included the number format and file extension in input and output paths
*.aur caches use a four-digit zero-padded number for proper file sorting
Gathered the path controls in a single popup menu
Embedded render presets for imported cache files - Houdini, FumeFX and Maya Fluids presets added
Loading of Thinkbox Stoke OpenVDB/Field3D cache files
Updated the OpenVDB library to version 3.0
Support for nameless OpenVDB channels
PRTReader loads the particle orientation
Display particle groups in the PRT export dialog regardless of the current frame
Retry and display a message if a simulation cache is not written properly
PhoenixFDGridTex
Rework the selector on the Phoenix texture to prevent circular reference error
Added a scalar Speed channel
PhoenixFDParticleTex
- Added an option to disable the Particle Texture when not rendering
AuraSDK
- Samples to read and visualize a cache file
Deprecated Features
PhoenixFD
- Dropped support for Windows XP
Simulation
- Deprecated the Slow Moving advection
Rendering
- Dropped the legacy Fire emissive light placing modes
Bug Fixes
PhoenixFD
The Phoenix texmaps were in the General instead of the PhoenixFD category
Crash after selecting the Simulator in the Foam Shader and undo-ing
Right-click Phoenix menu items may not appear in 3ds Max 2016 or newer
Atmosphere is created even if no Phoenix objects exist in the scene
Installation doesn't restart the license server and sometimes fails to remove old servers
Crash on browsing when the previous path was set to a password protected server
Crash when doing File->Reset on a paused simulator
Merging scenes with Phoenix objects does not work properly
Crash when deleting an X-Ref-ed scene
Simulation
Non-solid objects emitting particles did not export particle ID and Age channels
The Patterns Strength parameter throws foam particles high in the air
The 3ds Max Vortex force produces different results on each run
Wrong texture mapping of source discharge and channels with volume brush and inject
Crash when using a texture map with noise as discharge map
Rotating simulator with adaptive grid produces wrong forces
The simulation sometimes halts at a random frame
Deadlock when two 3ds Max instances simulate simultaneously
Wrong position of the particles when resimulating with increased grid resolution
Foam and splash can be born through jammed walls or frozen obstacles with PHXSimulator
Crash when the cell size is set to zero
Crash with simulation of large wrapped grids
Sometimes when a new simulation is started, the gravity has wrong direction and magnitude
The per-object velocity multiplier overrides the source's velocity value, instead of scaling it
Different behavior between the positive and the negative open walls of the simulator
Diagonal spike artifacts with Multi-Pass advection at low speed or high SPF
Burning depletes Fuel faster proportionally to the Steps per frame
Leaks from geometry container when the wall is less than two cells wide
VRayDistanceTex does not update with moving geometry
Crash with geometry from the Power Translator plugin
Meshes created from spline with extrude modifier are not taken into account by the simulation
Path Deform animations don't react with the simulator
Animated scale of rigid bodies is not accounted for in velocity calculations
The grid fit camera algorithm sometimes allows the simulator to shrink too much
The adaptive grid expands through walls entirely blocked by frozen objects
Adaptive grid can super-expand to unreasonable size in case of a short burst of high velocity
When an adaptive limit is reached, the grid refuses to expand at all instead of expanding up to the limit
Crash when adaptive grid memory allocation fails
Adaptive grid can't expand over 2.1 billion voxels
Hang when additional output channels are selected during adaptive grid simulation with preallocation
Adaptive grid with jammed walls creates velocity at the walls in fire/smoke mode
Occasional jittering with wavelet turbulence and adaptive grid
Wrong bounding box with adaptive grid and "No Smaller than Initial Grid" off
Crash when simulating with Wavelet and Forward Transfer
Crash with grid-only resimulation including drag particles with timeout
A hidden PHXSource continues to emit
The cascade connection produces gaps when the source is moving
The Estimated Time Left reported after simulation restore is wrong
Rendering
Fixed various issues where the Ocean Surface does not fit the rendering or preview
Ocean gets clipped both in the render and viewport if pixel aspect is set to a value lower than 1.0
Can't build ocean when the Invert Volume option is on
Cap mode with Invert Volume on renders as infinite surface
Wrong normals on the ocean stitching strip at certain camera angles
Meshing artifacts at the sim border when the ocean level is higher than the simulator
Broken ocean displacement when the camera is oriented exactly vertically
Wrong ocean meshing at low camera height
Ocean mesh is not visible on some frames
In Mesh render mode, the surface displacement works as if there is an ocean
Crash on render with enabled displacement but without a map
Imported ocean caches from Houdini can mesh with holes at the bottom
An additional colored mesh may show during rendering in mesh mode
The mesh is still rendered even if not renderable or hidden
The foam displacement does not match the liquid displacement
Foam Shader ignored the "Invert Cutter" option
Foam Shader caustics did not work if GI visibility is off
Local and distributed foam render buckets differ with Foam Shader size variation
Fixed multiple issues where random colored bubbles would appear during distributed rendering
Bubble mode with displacement produces white areas on the foam
Foam Shader pressure variation causes flickering in animation
Foam Shader did not read properly the Size and Age channels from Thinkbox Krakatoa's PRTLoader
No Motion Blur with Foam Shader rendering PRTReader particles from Phoenix FD
Foam sliding on inclined geometry is hidden by it during the rendering
The point shader produces different opacity when the image resolution is changed
The point shader produces very different renders in ortho
Container in Volumetric Geometry mode is not shaded in Multi Matte Element
Volumetric Heat Haze rendering mode does not render correctly
Frame blending does not work properly with adaptive grid
Loop playback of an adaptive grid cuts out portions of the grid
Inverted render Cutter cuts all the emissive lights outside it, instead of inside it
Wrong shading if emissive/diffuse/transparency source is set to 'texture' without actually providing one
Crash when rendering in mesh mode a simulator that was used as a cascade source for a fire/smoke simulator
Different buckets in distributed rendering mode with light cache
Can't exclude a Phoenix atmospheric from a V-Ray or 3ds Max light
The lighting render elements do not include the grid self-illumination with LC off
Black grid self-illumination with disabled scattering and very thick smoke
No grid self-illumination in geometry mode without light cache
The emissive lights construction is not thread safe
Emissive lights preprocess runs even when the atmosphere is disabled
Crash with emissive lights enabled and V-Ray's Hidden Lights option disabled
Crash while rendering with V-Ray RT if the additional lights are decreased
Crash when loading a cache while V-Ray RT is running
Motion blur remains the same length when varying the FPS in V-Ray RT
Rendering with motion blur and duration=0 will preprocess forever
Volumetric mode ignores the V-Ray object properties motion blur override samples
Simulator moving with camera renders with motion blur as if static
Moving simulator has no motion blur in Volumetric mode and clipped motion blur in Volumetric Geometry mode
Simulator does not render with motion blur, velocity channel, "play speed" set to 0 and "wind from movement" option turned on
Artifacts on the wall of the simulator when rendering liquids in "Isosurface" mode.
Noise on flat iso-surfaces created from textures
Fix preview and mesh mode for the Surface Texture
Fog correction produces improper blending with semi-transparent geometry
Reflected geometry misses Fire lighting in some buckets
Wrong rendering with V-Ray 3.0, geometry mode and other geometry inside the simulator
Crash when rendering with Defscanline with foam tint enabled
Crash with V-Ray Toon, VRayNormals and Volumetric Geometry
Preview
The preview of OpenVDB caches doesn't always update when changing frames
The cell preview stops drawing after V-Ray RT is used
New versions of 3ds Max hang when the GPU preview runs out of memory
Mesh preview crashes on 3ds Max 2016 and newer with Nitrous DX9
Crash on enabling mesh preview with a non-existant surface channel
Negative frames with mesh preview enabled change the preview time
Cell preview does not update when changing 'Load Nearest if Missing'
Crash when enabling Shaded with Maps in the viewport for a scene with ocean tex and foam tex
I/O
Thinkbox Krakatoa always rendered the same frame for Phoenix particles in animation
Unable to pick Simulator/PRTReader via Thinkbox Stoke as Velocity sources
Thinkbox Frost isn't working with cache where not all particle types are exported
Cannot export a sequence via Thinkbox XMesh
Cannot export PRT files to a UNC network location
PRT files from Phoenix cannot be loaded via Thinkbox Krakatoa's PFlow birth
Crash when exporting PRT when manually setting the range past the cache range
PRTReader does not return the particle ages
Wrong winding of the faces of a meshed Field3D cache
OpenVDB levelset caches render with inverted normals and winding
Can't blend between imported OpenVDB or Field3D files
The container jitters or has incorrect position with OpenVDB caches from FumeFX
The Speed channel is not working when rendering a Field3D/OpenVDB cache
Imported OpenVDB files have wrong orientation in V-Ray RT
Field3D files from FumeFX using boundless sim or wavelet are not scaled correctly
Field3D caches over 4GB cannot be loaded
Aur cache files over 2GB cannot be loaded
Too many simulated particles break the export compressor and cause a crash on read
Cannot use UNICODE cache paths
Can't load negative frame numbers
Phoenix frames folder is created for each new 3ds Max scene saved
PhoenixFDGridTex
- Crash at the moment a PhoenixFDGridTex is assigned as an input to a composite map
Turbulence
- Crash when creating a Turbulence helper and dragging its size to zero