Official release

Date – Jan. 10, 2017

 

New Features


PhoenixFD

  • Added menu for submission of simulations via Thinkbox Deadline and Backburner
  • Add script functions that execute the Quick Setup creation routines

Simulation

  • Liquid resimulation with adaptive grid
  • Birth confine geometry for Foam, Splash and Mist

I/O

  • Export simulations to OpenVDB


Modified Features


Simulation

  • Option to select which channels and particle systems will be deleted using Clear Inside
  • Cascade simulation of Liquids now mutually excludes both simulators from interacting
  • Added warnings when the velocity channels for grid and particles are missing in a Cascade simulation
  • Show warning when more than one sources share same object as emitter

Rendering

  • Support V-Ray's per-object motion blur duration override
  • Support for motion blur Interval Center for Volumetrics
  • Improved curve and gradient control interaction
  • Ability to use Displacement Fade Near Geom in Mesh render mode
  • Abort rendering with Defscanline when a fire/smoke or particle pre-process is cancelled

Turbulence

  • Added a list with grid and particle channels to be affected

 

Deprecated Features


PhoenixFD

  • Sample scenes are no longer shipped with the installation, and are instead available on the docs site

 

Bug Fixes


PhoenixFD

  • Animated Quick Setups behave wrongly when the Default Key Tangents are set to Smooth
  • Wrong simulation when Gasoline explosion preset is applied after Candle preset, on the same object
  • Too high wave velocity for the Ocean Quick Setup preset
  • Sources using VRayHDRI maps will not emit until the map is rendered or viewed in the Material Editor
  • Slow creating and deleting of many lights from the scene in the presence of a Phoenix simulator
  • Exporting a VRScene with Simulator or Particle Shader calculates light and particle pre-passes
  • Stop throwing a warning when simulating liquids with an unrelated fire source present in the scene and fire with unrelated liquid source

Simulation

  • Crash when simulating more than 178 million liquid particles
  • Liquid disappears when it hits a jammed wall
  • Liquid passes through static thin geometry and foam and splash can be born through such walls
  • Bubbles stick to simulator's positive walls with the Beer Quick Setup preset
  • Allowed the wetmap to stick to the simulator's jammed walls
  • Wetmap does not fully cover geometries which are rotated and non-uniformly scaled
  • Initial Fillup ignores the per-object wetting and always creates wetmap over objects
  • Initial Fillup without gravity still creates velocities in a liquid grid
  • Excessive Foam production on the simulator borders with Initial Fillup
  • Wave Force artifacts when interacting with open walls of the simulator
  • Asymmetric reflection of Liquids from positive and negative jammed walls
  • Clear Inside does not work with Resimulation of Fire/Smoke
  • Starting resimulation from a frame when the grid has already adapted causes wrong grid position
  • Changing Space in Discharge Modifier while simulating crashes 3ds Max
  • Crash when simulating with 3ds Max Wind and using PFlow
  • Very slow simulation with many scene objects outside the simulator's box
  • Extremely slow texture sampling of a source using maps that are in use by PFlow as well
  • Mapped RGB channel is not working with Volume emit modes of sources
  • Surface Force sources ignore the Polygon ID
  • FLIP Liquid sources don't support mapping of the Liquid and Particle discharge
  • Body force pulls the fluid to one side when using edged geometry
  • Initial Liquid Fill of intersecting geometry in Non-Solid mode will produce artifacts
  • Changing steps per frame during Liquid simulation leads to a crash

Rendering

  • Bubble highlight jitters in animation when using dome light or opposing point or area lights
  • Missing illumination on bubbles in Volumetric Mode with BF+LC and V-Ray Adaptive Lights
  • Crash when the Particle Shader's Count Multiplier is very high
  • Ocean displacement scaling takes extremely long to render when it wasn't updated in the material editor
  • Ocean Rendering hangs at low altitude when the container is far away
  • Crash using particle-based Mesh smoothing on a mesh with zero-area triangles
  • Emissive lights are calculated in V-Ray RT even when the Fire channel does not exist
  • V-Ray RT won't render smoke shaded by Smoke channel
  • Scene saved with the old curves in Simple Smoke mode always has inactive transparency curve
  • Geometry behind simulator occludes render elements
  • Bucket artifacts with a moving grid using Phoenix Light Cache together with motion blur
  • Crash when previewing or rendering a cache where the particle ID channel cannot be uncompressed

Preview

  • Scrubbing the timeline with animated Direct Cache index leads to 3ds Max crash
  • Crash when playing animation with Time Bend Controls mode set to Loop
  • Interface lag when previewing a missing frame from a very long cache sequence
  • Lights that were in the scene before creating a new Phoenix simulator are added to its exclude list

I/O

  • Broken *.aur cache files are created when a single channel of the simulation exceeds 2 gigabytes

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