Versions Compared

Key

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

HideElements
cssselector#tocVertical, #tocHorizontal

Official release

Date – May 31, 2018

Download – Build 3.11.00



 

Status
colourGreen
titleNew
 
Status
titlePhoenix FD
 Support for 3ds Max 2019

Status
colourGreen
titleNew
 
Status
titlePhoenix FD
 Support for V-Ray Next

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

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

Status
colourGreen
titleNew
 
Status
titleCache I/O
 Direct loading of huge sparse OpenVDB caches without downsampling

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

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

 


Status
colourYellow
titleImproveD
 
Status
titlePreview
 Sped up the Preview Auto Range algorithm

Status
colourYellow
titleImproveD
 
Status
titleScene Body Interaction
 Sped up the scene interaction with complex or moving geometries

Status
colourYellow
titleImproveD
 
Status
titleCache I/O
 Optimized loading of caches containing Velocity channel

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

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

Status
colourYellow
titleImproveD
 
Status
titleVolumetric Shader
 Sped up velocity sampling during volumetric motion blur

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

Status
colourYellow
titleImproveD
 
Status
titleOcean Mesher
 Sped up the Displacement Fade Volume algorithm with complex or moving geometries

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

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

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

Status
colourYellow
titleImproveD
 
Status
titleGrid Texture
 Box, Linear and Spherical Sampler Type for the Grid Texture

Status
colourYellow
titleImproveD
 
Status
title3ds Max Integration
 Duplicate Particle Group nodes when cloning a Simulator if Foam or Splash simulation is enabled

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

 


Status
colourBlue
titleremoved
 
Status
titleCache I/O
 Dropped support for the AUR1 cache format. Caches simulated with Phoenix builds before 13 Mar 2015 will not open anymore 


Status
colourRed
titlefixed
 
Status
titleFLIP Solver
 Viscosity calculations used extra memory and processing time even without Variable Viscosity

Status
colourRed
titlefixed
 
Status
titleFLIP Solver
 Foam Pattern forces pushed particles vertically which made them less effective

Status
colourRed
titlefixed
 
Status
titleFLIP Solver
 Crash when the Mapper affects a FLIP particle channel which was not enabled in the Simulator Output

Status
colourRed
titlefixed
 
Status
titleFLIP Solver
 Liquid and Foam particles sometimes got shot away on collision with Confine Geometry

Status
colourRed
titlefixed
 
Status
titleFLIP Solver
 Fillup for Ocean did not clear the volume of Solid bodies with Clear Inside

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

Status
colourRed
titlefixed
 
Status
titleFLIP Solver
 The Time Scale parameter did not take any effect if animated or changed during FLIP liquid simulation

Status
colourRed
titlefixed
 
Status
titleFLIP Solver
 Could not start FLIP liquid resimulation if the first frame had 0 liquid particles

Status
colourRed
titlefixed
 
Status
titleFLIP Solver
 Liquid Source Motion Velocity did not work for emitted Foam and Splash particles

Status
colourRed
titlefixed
 
Status
titleScene Body Interaction
 Voxelization became increasingly slower until 3ds Max was closed and re-opened

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

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

Status
colourRed
titlefixed
 
Status
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

Status
colourRed
titlefixed
 
Status
titleparticle Shader
 The V-Ray Velocity render element was not rendered with Render as Geometry enabled if Motion Blur was off

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

Status
colourRed
titlefixed
 
Status
titleparticle Shader
 The cache data leaked when rendering a Particle Shader with Liquid Simulator and Render as Geometry

Status
colourRed
titlefixed
 
Status
titleV-Ray RT and IPR
 Fire Opacity Multiplier was always exported as 1 with V-Ray RT

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

Status
colourRed
titlefixed
 
Status
titleOcean Mesher
 The Displacement Fade Volume caused grid artifacts on the ocean mesh

Status
colourRed
titlefixed
 
Status
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

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

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

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

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

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

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

Status
colourRed
titlefixed
 
Status
titleCache I/O
 The grid RGB channel was missing when saving the cache files in OpenVDB format since Phoenix FD 3.10

Status
colourRed
titlefixed
 
Status
titleCache I/O
 Wrong velocity direction and motion blur when importing OpenVDB files from FumeFX

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

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

Status
colourRed
titlefixed
 
Status
titleCache I/O
 Crash when writing cache files at the exact moment while the same or another simulator is reading them

Status
colourRed
titlefixed
 
Status
titleCache I/O
 Cache saving became increasingly slower until 3ds Max was closed and re-opened, since Phoenix FD 3.10

Status
colourRed
titlefixed
 
Status
titlePreview
 Body Force force preview did not update when the simulator was moving

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

Status
colourRed
titlefixed
 
Status
titlePRT I/O
 The Export PRT dialogue showed the particle systems only when the timeline frame was on a loaded cache

Status
colourRed
titlefixed
 
Status
title3ds Max Integration
 Couldn't simulate after undoing the deletion of a Simulator connected to a Particle Shader since Phoenix FD 3.10

Status
colourRed
titlefixed
 
Status
title3ds Max Integration
 The Simulator did not release the loaded cache frame memory when hidden or deleted, but only after scene reset

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