Patch release

Date – Jun. 7, 2017

 

New Features


PhoenixFD

  • Support for 3ds Max 2018

  • Remove the DEMO configuration and implement support for TRIAL builds

Simulation

  • Option to control droplet breakup and droplet size when Surface Tension is used

Rendering

  • Ocean Off-Screen margin option to allow extending the ocean outside of the render view

  • Option to control the roughness of the ocean horizon

Preview

  • Auto White Speed for the preview of particles

  • Preview for the particle RGB channel

I/O

  • Add an option to use environment variables in Phoenix FD cache files path

Source

  • Implement emission based on Vertex Color and Vertex Color tex map

  • Option to disable or enable liquid discharge from the Liquid Source

BodyForce

  • Ability for the Body Force to evenly fill a volume

 

SpaceWarps

  • Support for the 3ds Max Drag force

PRT I/O

  • Export and import the RGB Color channel to/from PRT caches

Scripting

  • Add a MAXScript function that loads render presets - A_LoadRenderPreset [node] [preset_path]


Modified Features


PhoenixFD

  • When the simulator is renamed, its cache files should be renamed too

Rendering

  • Optimized Particle-based mesh smoothing of very large files

Curve control

  • New and converted Bezier and Spline ramp points should follow the slope of the curve

BodyForce

  • Allow animating the Body Force Max Distance

Scripting

  • Allow Restoring or Loading the simulation from script inside OnSimulationBegin without an infinite recursion

 

Bug Fixes


Simulation

  • Adaptive grid attached to animated body is jittering when motion speed changes

  • Fast moving fire emitter leaves frozen voxels using Adaptive Grid

  • Second NUMA node is not recognized and utilized on machines with more than 64 cores

  • Drag particles are not affected by Body Force even when the affected channels include Velocity

  • Foam and splash occasionally gets stuck when exiting the borders of a ship simulation

  • Splashes are born underwater with Splash By Free Fly above 0

  • Inertial forces with value set to 0 still affect the liquid

Rendering

  • Rendering artifacts with Optimize Congestion in Bubble mode and Liquid Geometry

  • Flickering ocean surface seen in reflections with a moving camera

  • Bubbles that intersect the liquid surface render over-bright with enabled Particle Shader Light Cache

  • Sequence render with Defscanline and Fire Lights keeps showing the lights after the cache sequence ends

  • Black artifacts rendering with Light Cache when the container is inside refractive geometry with gray fog color

  • Rendering particles as Points in Geometry mode produce NaN Pixels

  • No motion blur on the simulator in ocean mode with a moving camera locked to a moving simulator

  • Blending particles that are born and die each frame produces a lot less particles

Input

  • Opening a cache file with a negative frame index does not load the rest of the sequence

Source

  • Numerical Errors when applying the Fire preset on a PFlow emitter and changing the Source Prt Shape

Turbulence

  • Turbulence in Pressure Mode cannot affect the Liquid simulator

  • Pressure Mode deactivates the preview of Turbulence Streamlines

Mapper

  • Hidden Mapper with Initializer enabled still affects the simulator

  • Crash when transferring velocity between two sims using a Mapper, Grid Texture and SPF over 1

Texmaps

  • Copying any Phoenix texmap between the Sample Slots of the material editor loses the name of the map

PhoenixFDGridTex

  • Crash when using Grid Texture as discharge map with overlapped simulators

  • If a simulator is renamed, liquid becomes not renderable with Phoenix texture

  • Blending Grid Textures using a Composite map produces a different render after the first frame and in animation

PhoenixFDOceanTex

  • Rotating the PhoenixOceanTex produces different wave patterns in different scales

QuickSetups

  • Scene scale does not affect liquid Quick Setup presets which use VRayMtl's Fog multiplier

  • The turbulence Strength of the Cigarette and Fire presets does not scale according to the emitter size

VRScenes

  • VRScenes exported from 3ds Max always have Probabilistic Volumetrics forced On

 

 

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