Official release
Date – Feb. 14, 2018
Download – Build 3.10.00
New Features
FLIP Solver
Variable viscosity for the FLIP solver. Added to the Sources, Grid Texture and Mapper
Default RGB color for Initial Fill Up of the simulation and Initial Liquid Fill of interacting geometries
Particle Shader
- Use texture RGB color to shade particles in the Particles Shader
Ocean Texture
- Implemented looping and direct frame index option for the Ocean Texture
Particle Flow
- Implement caching of the Simulator frames in order to speed up the Phoenix Particle Flow operators
- Option to delete PFlow particles exiting the Simulator grid when using a Force Operator
3ds Max Integration
- Support XForm modifiers in Volumetric render mode for the Simulator
- Added the Flip Y/Z option to the Input rollout in 3ds Max
Improvements
FLIP Solver
WetMap particles are now able to stick to deforming and fast moving geometries
Improved the thread loading of the FLIP solver
- Added a Fill Up for Ocean option which can be disabled so Initial Fill Up would not produce liquid voxels and mesh under the fillup level
Volumetric Shader
- Render negative Fire from caches imported from FumeFX
- Speed up rendering of scenes with Simulators and Particle Shaders in volumetric mode in 3ds Max
Animation
- Renamed Cache Start to Cache Origin and Play Start to Timeline Origin
V-Ray RT and IPR
- Ignore the Optimize Big Volumetric Grids option when the current render is V-Ray RT
Ocean Mesher
- Allow simultaneous use of the Vertical Fade Level and Fade Above Velocity displacement options
- Added a hidden cache stretching parameter used to fill air pockets in imported Houdini VDB caches used for ocean meshing - "cachestretchzone"
Ocean Texture
- Optimized the Ocean Texture
Path Follow
- Reverse the direction or attraction of FollowPath using a negative Follow Speed or negative Pull Speed
VRScenes
- Resolve environment variables in Phoenix paths during rendering and not during export
Cache I/O
Multithreaded writing and loading of AUR caches. After this change, old versions of Phoenix won't be able to open new caches. New Phoenix versions will open old caches without problems.
- Merged the OpenVDB DLL into the Phoenix plugin
User Interface
- Added options for using the Timeline beginning/end as the simulation start/stop frame
3ds Max Integration
- If the connection to the license server is lost, automatically try to reconnect
SDK
- Allow providing custom motion blur start and end frame times through the Phoenix SDK
Removed Features
Phoenix FD
- Dropped support for 3ds Max 2013
Bug Fixes
FLIP Solver
Random crash with liquid simulation when particles exit the grid and there is an obstacle on the border
- Random crash while simulating liquid in contact with moving solid source geometries
- Hang when not all existing FLIP particle systems are affected by a Phoenix force
- Solid bodies with Clear Inside kill liquid particles on contact
- Can't use another simulator as an obstacle to FLIP liquid
- Restoring liquid simulation with moving simulator creates incorrect velocities at the borders
- Load & Start of a non-backup liquid cache does not load all the liquid particles
- Animated object entering the simulator does not emit liquid from its entire surface
- Liquid cannot wet the inside of a Confine Geometry
Grid Solver
Overlapping non-solid Surface Force sources sum their temperatures to very high values
- Crash with fire/smoke simulations and Confine Geometry if Object Voxels is different than Circumscribed
Simulation General
Crash during simulation when Phoenix FD runs out of memory
- Pressing Start quickly and repeatedly could crash the simulation with enabled Force Preview
- Repeated Stopping and then Starting the simulation quickly could lead to a crash in 3ds Max
- Hang when using Load & Start for a Resimulation
- After a recent Windows Update, simulation in 3ds Max could hang on Start
- Can't Start a simulation from the toolbar after a failed Restore
V-Ray RT and IPR
Crash when the Ocean Texture is used as liquid simulator displacement when rendering with V-Ray RT
Volumetric Shader
No scene shadows if Visible to Camera is disabled in Volumetric Geometry mode
- Fire/Smoke in Volumetric Geometry mode does not render at all when Min Visible Opacity is set to 0.0
Particle Shader
Crash when rendering a Particle Shader with Liquid Geometry set to a Simulator used by a Particle Texture with motion blur
- Particle Shader without particles slows down rendering of the entire scene in 3ds Max
Rendering
Crash when rendering a simulator without a cache with Velocity render element enabled
Animation
Precise Tracing and Interpolation methods don't work smoothly for particles if the original simulation has SPF above 1
Sources
Lag when displaying the Modify panel for Liquid Sources in 3ds Max 2018
- Wrong texture mapping when using a Grid Texture to transfer data from one simulator to another via a Source
Forces
3ds Max forces need huge multipliers in order to work with Phoenix
Body Force
Body Force using geometry with modifiers may not use the proper geometry transform in 3ds Max
- Crash when a body used by Body Force is moved far away from the simulator
Wave Force
Wave Force icon helper position in the viewport affects the simulation
Mapper
Mapper's Time-Constant is not working correctly with a mask
Grid Texture
Crash when trying to add a quick Paint preset with open Material editor and previously used Grid Texture in it
Ocean Texture
Crash when rendering Ocean simulation using V-Ray Standalone with -numThreads command
Ocean Mesher
Handled out-of-memory when rendering high-poly Phoenix ocean on large resolutions
VRScenes
Particle Shaders are not correctly exported to VRscenes from 3ds Max in Phoenix FD 3.05
PRT I/O
Export of PRT files from an unsaved scene does not expand the $(cachedir) macro correctly
- Cannot export PRT files for negative frames
Particle Flow
Some PFlow particles randomly get stuck when exiting the Simulator grid when using a Force Operator
3ds Max Integration
Cannot render a simulator with modifiers since Phoenix FD 3.05
- Sources stop emitting through Particle Flow in 'Use Particle Shape' mode if test operators remove some of the particles
- Crash when setting a Phoenix Simulator as a Clipper mesh
- Crash when shift+clicking on a Simulator with the move tool
SDK
All Phoenix nodes returned NULL for getPhoenixSDKInterface()