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With Phoenix FD 3.12 we have focused on adding many frequently requested features, improving usability and integration in 3ds Max.
Ocean Mesh with Physical Camera and all V-Ray camera types
The ocean mesh in Phoenix is generated in camera space, so it needs to be aware of all the camera options and all camera types. With Phoenix FD 3.12, the Ocean Mesh mode now supports all parameters of the V-Ray Physical Camera and the built-in 3ds Max Physical Camera.
We've also added support for all V-Ray camera types that are available under the V-Ray Render Settings - Spherical, Cylindrical, Box, Fisheye, Warped spherical, Ortho, 360 Virtual Reality Spherical Panorama and Cube 6x1 cameras.
Instancing and referencing of Phoenix FD Simulators
In versions prior to 3.12, Phoenix FD could only instance Simulators in Mesh render mode. Now you can manually instance Simulators across the scene for preview and rendering in both Volumetric render modes, as well as the Isosurface and Ocean Mesh modes.
Additionally, now you can have Simulators instanced for simulation as well. This means all Simulators will share one cache sequence and the same simulation settings, but each Simulator instance will interact with the obstacles, emitters and forces inside its own grid.
Note that instancing of Simulators using VRayInstancer is currently being implemented in V-Ray and will be available soon.
Support for Scene and Object XRefs
Adding the ability to instance Simulators in 3ds Max also paves the way for being able to XRef Simulators and Particle Shaders. Caches loaded by the Simulators will be correctly picked in object and scene XRefs by the volumetric shader and Particle Shaders when using explicit cache paths or using the default $(...) Phoenix macros.
Note that if you manually merge the XRefs into a scene where they were XRef-ed into, any $(dir) or $(scene) macros of XRef-ed Simulators will be automatically unrolled to the full directory and scene name of the XRef-ed scene, so Simulators will be able to find their caches from inside the new scene they were merged into.
Textures support for volumes on V-Ray Next GPU
Now texture mapping the color and opacity of fire and smoke works on V-Ray Next GPU as well. Requires a V-Ray Next nightly build.
Following is the complete changelog for this version of Phoenix FD:
Complete changelog:
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New Features
GPU Volumetrics
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for textures for volume rendering with V-Ray Next GPU
Ocean Mesher
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for all parameters of the V-Ray and 3ds Max Physical Camera types when creating an Ocean Mesh
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for all V-Ray camera types when creating an Ocean Mesh - Spherical, Cylindrical, Box, Fish eye, Warped spherical, Ortho, Spherical panorama, Cube 6x1
Sim Instancing
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and referencing for rendering and preview of Simulators in non-mesh render modes
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Support for Simulators and Particle Shaders in Scene and Object XRefs
Scripting
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interface for getting grid data and loading render presets directly from the Simulator nodes. The new functions are loadRenderPreset, setCoordSys, getVelocity, getRGB, getTemperature, getSmoke, getFuel
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FLIP Solver
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now has different sticky effect against different liquid viscosities
Volumetric Shader
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the hidden grid-based motion blur algorithm from Phoenix FD 3.00.01 for use via the 'mbgrid' script parameter
Sources
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Modifiers by Particle Size
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Support for the new transformation model of OpenVDB caches from FumeFX 5
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Particle Nodes
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the Particle Group nodes to a new node type instead of being Simulator instances
Tools
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Converter now requires source and destination files and is verbose by default
User Interface
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Shaders created by enabling Foam or Splash, or by Quick Setup presets, are now named after the simulator with 'Foam/Splash/Mist Shader' appended
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'Sticky Effect' and 'Sticky' to 'Sticky Liquid' and 'Sticky Foam' respectively
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SDK
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a new function - getVolRendSamplerFromNode() which takes a node as an argument in order to support Simulator instances
Installer
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a warning when installing Phoenix for V-Ray 3 together with V-Ray Next and vice versa
Bug Fixes
FLIP Solver
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particles got deleted on contact with deforming geometries, Alembic and Point Caches
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geometry without Clear Inside did not create liquid voxels under the Fillup for Ocean level
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was created in voxels covered by Confine Geometry when Fillup for Ocean was used
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Grid Solver
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Volumetric Shader
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buckets with moving Simulator in Volumetric Geometry mode and Motion Blur
GPU Volumetrics
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about Emit light not supported on V-Ray Next GPU was shown when rendering in Mesh mode
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Particle Shader
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infinite loop when rendering particles in Bubble mode with V-Ray Next
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Isosurface Rendering
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Render Elements
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in VRayLightSelect render element when rendering the Simulator in Volumetric Geometry mode with Phoenix Light Cache enabled
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crash when rendering a Simulator in Volumetric Geometry mode with V-Ray Velocity Render element
Ocean Mesher
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mesh velocity when rendering a moving Ocean or Cap mode Simulator with Motion Blur
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Underwater Goggles option did not account for the Off-Screen Margin option
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on the grid border when rendering in Ocean Mesh mode with Mesh Smoothing and Use Liquid Particles
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Phoenix Mesh displacement using an Ocean Texture when looking at tall waves from the side since Phoenix FD 3.03
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Ocean Texture
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when rendering Ocean with high Ocean Subdivs and high Ocean Texture Level of Detail
Grid Texture
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or a different render when re-rendering the same frame that used a Grid Texture
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Random crash after selecting a new Simulator in a Grid Texture
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Preview
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preview when the Simulator's Pivot Point was Offset
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Caches containing digits after the # format could not be loaded
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Particle Nodes
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after deleting a Simulator and one or more of its hidden PG nodes together
Stoke
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Particle Flow
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from Particle Flow systems where some events have no particles produces emission at coordinates 0,0,0
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PRT Export in the interval from frame 0 to frame 0 exported the entire timeline range
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exporting once, the PRT Export dialogue became non-modal and another one could be opened, which could lead to crashes
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Tools
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Converter required a missing aurloader.dll
Presets
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3ds Max Integration
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