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Official release

Date – May 31, 2018

Download – Build 3.11.00


 

New Features

Phoenix FD

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titleNew
 
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titlePhoenix FD
 Support

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for 3ds Max 2019

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colourGreen
titleNew
 
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titlePhoenix FD
 Support

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for V-Ray Next

FLIP Solver

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titleNew
 
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titleFLIP Solver
 Simulate the RGB channel of Foam, Splash and Mist particles

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colourGreen
titleNew
 
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titleGPU Volumetrics
 Rendering

GPU Volumetrics

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of Phoenix Simulators with V-Ray Next GPU. Support for render elements, texture maps and displacement is yet to be added

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colourGreen
titleNew
 
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titleCache I/O

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 Direct loading of huge sparse OpenVDB caches without downsampling

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Particle Texture

Fancy Bullets
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  • Particle Texture color based on Particle Channels - the Particle Texture can be plugged into the Particle Shader and can shade particles based on their Age, Speed, Size, Position, etc.

Mapper

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colourGreen
titleNew
 
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titleParticle Texture
 Color the Particle Texture based on Particle Channels such as Age, Velocity, RGB, etc.

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colourGreen
titleNew
 
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titleMapper
 Added Affected Particle Systems list to the Mapper so it can separately affect Foam, Splash and Mist

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colourYellow
titleImproveD
 
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titlePreview
 Sped

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Preview

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up the Preview Auto Range algorithm

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colourYellow
titleImproveD
 
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titleScene Body Interaction

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 Sped up the scene interaction with complex or moving geometries

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colourYellow
titleImproveD
 
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titleCache I/O

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 Optimized loading of caches containing Velocity channel

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colourYellow
titleImproveD
 
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titleCache I/O
 Allowed grid Channel Smoothing to be applied over imported channels with any value range

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colourYellow
titleImproveD
 
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titleCache I/O
 Apply the Smoothing Random Variation over all voxels regardless of the Smooth Threshold

Volumetric Shader

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colourYellow
titleImproveD
 
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titleVolumetric Shader
 Sped

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up velocity sampling during volumetric motion blur

Particle Shader

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colourYellow
titleImproveD
 
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titleParticle Shader
 Sped up rendering in Bubble, Cellular and Splash mode using the Phoenix Light Cache up to 2x

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colourYellow
titleImproveD
 
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titleOcean Mesher
 Sped

Ocean Mesher

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up the Displacement Fade Volume algorithm with complex or moving geometries

Body Force

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colourYellow
titleImproveD
 
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titleBody Force
 Sped up the Body Force with complex or moving geometries

Forces

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colourYellow
titleImproveD
 
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titleForces
 Allowed all parameters of the Phoenix forces to be animated

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VRScenes

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colourYellow
titleImproveD
 
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titleVRScenes
 Support for relative cache paths in VRScenes and the -remapPath option in V-Ray Next StandAlone

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colourYellow
titleImproveD
 
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titleGrid Texture
 Box

Grid Texture

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, Linear and Spherical Sampler Type for the Grid Texture

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colourYellow
titleImproveD
 
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title3ds Max Integration

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 Duplicate Particle Group nodes when cloning a Simulator if Foam or Splash simulation is enabled

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SDK

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colourYellow
titleImproveD
 
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titleSDK
 Exposed the pre- and post-render 3ds Max callbacks through the SDK so Phoenix can be prepared for rendering manually

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titleremoved
 
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title

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Cache I/O

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 Dropped support for the AUR1 cache format. Caches simulated with Phoenix builds before 13 Mar 2015 will not open anymore

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colourRed
titlefixed
 
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titleFLIP Solver
 Viscosity

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FLIP Solver

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calculations used extra memory and processing time even without Variable Viscosity

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colourRed
titlefixed
 
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titleFLIP Solver
 Foam Pattern forces pushed particles vertically which

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made them less effective

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colourRed
titlefixed
 
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titleFLIP Solver
 Crash

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when the Mapper affects a FLIP particle channel which was not enabled in the Simulator Output

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colourRed
titlefixed
 
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titleFLIP Solver
 Liquid and Foam particles sometimes

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got shot away on collision with Confine Geometry

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colourRed
titlefixed
 
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titleFLIP Solver
 Fillup

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for Ocean did not clear the volume of Solid bodies with Clear Inside

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colourRed
titlefixed
 
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titleFLIP Solver
 Voxels under the Fillup For Ocean level and cut by Confine Geometry were not included in the ocean mesh

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colourRed
titlefixed
 
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titleFLIP Solver
 The

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Time Scale parameter did not take any effect if animated or changed during FLIP liquid simulation

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colourRed
titlefixed
 
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titleFLIP Solver
 Could

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not start FLIP liquid resimulation if the first frame had 0 liquid particles

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colourRed
titlefixed
 
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titleFLIP Solver
 Liquid

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Source Motion Velocity did not work for emitted Foam and Splash particles

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colourRed
titlefixed
 
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titleScene Body Interaction

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 Voxelization became increasingly slower until

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3ds Max was closed and re-opened

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colourRed
titlefixed
 
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titleScene Body Interaction
 Random crash when FLIP liquid particles interact with the 0th face index of a geometry, since Phoenix FD 3.10

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Sources

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colourRed
titlefixed
 
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titleSources
 Source Polygon ID affects the discharge even if not in Surface Force mode

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Volumetric Shader

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colourRed
titlefixed
 
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titleVolumetric Shader
 The V-Ray Velocity render element was not rendered in Volumetric Geometry mode if Motion Blur was off since Phoenix FD 3.05

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colourRed
titlefixed
 
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titleparticle Shader
 The

Particle Shader

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V-Ray Velocity render element was not rendered with Render as Geometry enabled if Motion Blur was off

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colourRed
titlefixed
 
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titleparticle Shader
 Bubbles and Splashes were rendered differently on a different number of threads with Phoenix Light Cache enabled

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colourRed
titlefixed
 
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titleparticle Shader
 The

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cache data leaked when rendering a Particle Shader with Liquid Simulator and Render as Geometry

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colourRed
titlefixed
 
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titleV-Ray RT and IPR

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 Fire Opacity Multiplier was always exported as 1 with V-Ray RT

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colourRed
titlefixed
 
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titleV-Ray RT and IPR
 Master Multiplier from the Smoke Color rollout wasn't exported correctly

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colourRed
titlefixed
 
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titleOcean Mesher
 The

Ocean Mesher

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Displacement Fade Volume caused grid artifacts on the ocean mesh

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colourRed
titlefixed
 
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titleOcean Mesher
 Incorrect ocean mesh if V-Ray's 'Get resolution from MAX' option was off and the VFB resolution differed from 3ds Max's

Ocean Texture

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colourRed
titlefixed
 
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titleOcean Texture
 Ocean Texture with Control by Wind Speed enabled did not render with the correct scale with V-Ray RT

Grid Texture

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colourRed
titlefixed
 
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titlegrid Texture
 No Motion Blur with Grid Texture connected to a meshed Simulator's material

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colourRed
titlefixed
 
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titlegrid Texture
 Crash when rendering a Grid Texture that uses a deleted simulator

Wave Force

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colourRed
titlefixed
 
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titleWave Force
 Boiling effect on the open grid borders when using Wave Force with Fillup for Ocean

VRScenes

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typecircle

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colourRed
titlefixed
 
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titleVRScenes
 Particle Shader was not exported to VRscene files when Render as Geometry was enabled

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colourRed
titlefixed
 
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titleVRScenes
 Crash when the transforms of the PhxShaderSim plugin and the Node plugin in Volumetric Geometry mode were mismatched in a VRScene

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colourRed
titlefixed
 
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titleCache I/O

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 The grid RGB channel was missing when saving the cache files in OpenVDB format since Phoenix FD 3.10

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colourRed
titlefixed
 
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titleCache I/O
 Wrong

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velocity direction and motion blur when importing OpenVDB files from FumeFX

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colourRed
titlefixed
 
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titleCache I/O
 Wrong velocity scale when importing OpenVDB files from Maya Fluids

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colourRed
titlefixed
 
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titleCache I/O
 Couldn't load OpenVDB files whose "file_voxel_count" metadata is 0, though they contain active voxels

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colourRed
titlefixed
 
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titleCache I/O
 Crash

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when writing cache files at the exact moment while the same or another simulator is reading them

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colourRed
titlefixed
 
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titleCache I/O
 Cache saving became increasingly slower until

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3ds Max was closed and re-opened, since Phoenix FD 3.10

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colourRed
titlefixed
 
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titlePreview
 Body

Preview

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Force force preview did not update when the simulator was moving

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Render Curves

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typecircle

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colourRed
titlefixed
 
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titleRender Curves
 Adding a new spline point to a straight sloped section in the render diagrams produced curvature

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colourRed
titlefixed
 
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titlePRT I/O

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 The Export PRT dialogue showed the particle systems only when the timeline frame was on a loaded cache

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colourRed
titlefixed
 
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title3ds Max Integration

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typecircle

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 Couldn't simulate after undoing the deletion of a Simulator connected to a Particle Shader since Phoenix FD 3.10

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colourRed
titlefixed
 
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title3ds Max Integration
 The

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Simulator did not release the loaded cache frame memory when hidden or deleted, but only after scene reset

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colourRed
titlefixed
 
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title3ds Max Integration
 Crash when reading cached voxel data via MaxScript if the coordinate system is set to World or Object

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