Versions Compared

Key

  • This line was added.
  • This line was removed.
  • Formatting was changed.

HideElements
cssselector#tocVertical, #tocHorizontal

Official release

Date – 6 February, 2024

Download – Build 5.21.00


In Phoenix 5.21.00 the Particle and Voxel Tuners can now measure the distance from a point to the nearest particle or count the number of particles in a given radius. This allows for measuring the distance between different particle systems and deleting stray particles or modifying the simulation based on the number of particles in a certain region.

The Phoenix Simulator options that have their value changed from the default state will be colored and you can quickly see which ones were tweaked.

The emitter objects can now be picked by multiple Sources and will use only one of the Sources for actual simulation - for scenes where you have multiple simulators in the scene that use the same emitter object in different Source nodes.

The Sources can now emit Foam, Splash and Mist particles at the same time. 

As always we did many user interface improvements and fixed many bugs in order to make the simulation process a lot smoother.



Status
colourGreen
titleNew
 
Status
titleTUNERS
The Particle and Voxel Tuners are expanded with the functionality to measure the distance from a point to the nearest particle and to find the number of particles in a given radius

Status
colourGreen
titleNew
 
Status
titleUSER Interface
Use a different color in the user interface of the Simulator for options that are different from their default value 


Status
colourYellow
titleImproveD
 
Status
titleActive Bodies
'Add Many' button in the Active Body Solver node, allowing to quickly add a list of nodes 

Status
colourYellow
titleImproveD
 
Status
titleSOURCES
  Gray out the Direct Velocity X/Y/Z slots when using Texture map or Vertex Color

Status
colourYellow
titleImproveD
 
Status
titleSources
  Allowed simply picking the same emitter in multiple Sources, and use only one of the Sources for the actual simulation

Status
colourYellow
titleImproveD
 
Status
titleSources
  Allowed emitting Foam, Splash and Mist particles simultaneously by Sources

Status
colourYellow
titleImproveD
 
Status
titlePreview
  Turn off the Particle Preview for Quick Setups that use GPU Preview that don't have particles, in order to make the Preview rollout shorter

Status
colourYellow
titleImproveD
 
Status
titlePreview
  Moved all the on/off switches for the different preview types to the top of the Preview rollout

Status
colourYellow
titleImproveD
 
Status
titlePreview
  Gray out the Velocity Preview if the Force preview is turned on, and the Velocity Streamlines if the Force Streamlines are enabled 

Status
colourYellow
titleImproveD
 
Status
titleUser Interface
  'Clear' right click menu item for the node selector buttons in the Simulator

Status
colourYellow
titleImproveD
 
Status
titleUser Interface
  Added a button to all Phoenix command panel rollouts to reset the position of the floating rollouts 

Status
colourYellow
titleImproveD
 
Status
titleABC I/O
  Emit Motion Velocity from moving ABC meshes with varying vertex count 


Status
colourRed
titlefixed
 
Status
titleSimulation General
The simulation appeared chopped when simulating a Simulator with Steps Per Frame above 1, parented to a Helper with an added Controller 

Status
colourRed
titlefixed
 
Status
titleFire/Smoke Solver
Any errors during PCG GPU simulation caused a crash 

Status
colourRed
titlefixed
 
Status
titleFLIP Liquid Solver
Fixed waves appearing near the Simulator borders when the container was animated to translate horizontally 

Status
colourRed
titlefixed
 
Status
titleFLIP Liquid Solver
Liquid particles could slide over the ocean surface for a long time before merging, even with Droplets Surfing of 0.0

Status
colourRed
titlefixed
 
Status
titleFLIP Liquid Solver
Crash if emitting Mist particles from a Source but Splash To Mist was 0 and there was Wetting with Consumed Liquid enabled 

Status
colourRed
titlefixed
 
Status
titleStandalone Simulator
Exporting simscenes to directories that didn't exist yet failed without displaying an appropriate error 

Status
colourRed
titlefixed
 
Status
titleSources
Crash if running out of memory when emitting from particles 

Status
colourRed
titlefixed
 
Status
titleSources
Emitting from particles in Volume Brush mode when using Noise in the Source often produced 100% brush effect even with very low Brush Effect values 

Status
colourRed
titlefixed
 
Status
titleSources
Directed Velocity was not calculated correctly when emitting from Particle Flow 

Status
colourRed
titlefixed
 
Status
titleParticle Tuner
Deleting Splash or Mist particles using a Tuner created Liquid particles when Affect Liquid was higher than 0 

Status
colourRed
titlefixed
 
Status
titleParticle Shader
Crash when rendering many particles in Bubbles or Cellular mode using a Count Multiplier higher than 1

Status
colourRed
titlefixed
 
Status
titleParticle Shader
Rendering slow-down with Particle Shader in Points mode with Volume Light cache enabled on NUMA machines 

Status
colourRed
titlefixed
 
Status
titleVolumetric Illumination
Fire Lights were always created on the active render layer even if the Simulator was placed in another layer when the 'Hidden lights' option was off 

Status
colourRed
titlefixed
 
Status
titlePreview
Random crash when previewing a large number of particles 

Status
colourRed
titlefixed
 
Status
titlePreview
Viewport slowdown when loading VDB sequences, since Phoenix 5.20 

Status
colourRed
titlefixed
 
Status
titlePreview
Slow viewport preview with instanced VDB caches 

Status
colourRed
titlefixed
 
Status
titlePreview
Rendering an animation didn't update splines created by Auto bake Streamline Preview 

Status
colourRed
titlefixed
 
Status
titleCache I/O
Input Grid Smoothing's Threshold/Similarity/Random Variation controls were broken, since Phoenix 5.20 

Status
colourRed
titlefixed
 
Status
titleCache I/o
Input Grid Smoothing's Similarity was broken, since Phoenix 3.11 

Status
colourRed
titlefixed
 
Status
titleCACHE I/O
Incorrect "Temperature" channel data range for a specific VDB file 

Status
colourRed
titlefixed
 
Status
titleCACHE I/O
Crash during tyFlow particle simulation when reading Phoenix simulation data using Time Step below 1 frame with Phoenix for V-Ray 5 

Status
colourRed
titlefixed
 
Status
title3ds Max Integration
Phoenix atmosphere is automatically created upon render start when there was a Particle shader in the scene 

Status
colourRed
titlefixed
 
Status
titlePresets
3ds Max crashes when loading a Phoenix Render Preset in a V-Ray Volume Grid 

Status
colourRed
titlefixed
 
Status
titlePRT I/o
The 'Export PRT Particles' right click menu was not visible when a Modifier is applied to the Simulator 

Status
colourRed
titlefixed
 
Status
titlePRT I/O
Using a deformer over PRT cache loaded in the Simulator showed wrong deformation when changing the timeline frame 

Status
colourRed
titlefixed
 
Status
titleGrid texture
Velocity data read by the Grid Texture had wrong direction when the Flip YZ option of the source Simulator was ON 

Status
colourRed
titlefixed
 
Status
titlegrid texture
Mapper setting Grid Velocity to a Simulator read by a Grid Texture from a rotated Simulator produced wrong velocity directions 

Status
colourRed
titlefixed
 
Status
titlegrid Texture
Memory leak when simulating and a Grid Texture is used for some material when the simulation that has many steps per frame and contains particles 

Status
colourRed
titlefixed
 
Status
titleFLIP Liquid Solver
Memory leak during rendering with Corona when using Phoenix Grid texture 

Status
colourRed
titlefixed
 
Status
titleSubmitting simulations
Submitting a Simulator that used the default $(scene_path) output for Deadline .max scene simulation threw a MAXScript exception without showing a friendly error message 

Status
colourRed
titlefixed
 
Status
titleUser Interface
The cache was flipping back when changing any of the Input Grid Smoothing options while 'Flip Up Axis' was enabled 

Status
colourRed
titlefixed
 
Status
titleUser Interface
Phoenix Progress Bars were cropped in high DPI 

Status
colourRed
titlefixed
 
Status
titleUser Interface
Texture selector controls in floating rollouts didn't update when cleared while the Simulator's command panel was not shown