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Official release

Date – 27 Mar, 2019

Download – Build 3.13.00

 

With Phoenix FD 3.13 we have focused on adding many frequently requested features, improving usability and support for 3ds Max 2020.


 

Faster liquid simulations 

FLIP simulations are 30% faster on average and up to 2x faster on some scenes.

 


 

Fire Opacity Texture

Now you can modify the Fire Opacity using textures in order to achieve more interesting shading results.

 


 

Support for Loading and Saving OpenVDB Point Data

Save particles simulated by Phoenix FD to VDB cache files, and also import particles from other software via VDB caches


 

Following is the complete changelog for this version of Phoenix FD:

 


 

Complete changelog:

 

Status
colourGreen
titleNew
 
Status
titlePhoenix FD
 Support

New Features

Phoenix FD

Fancy Bullets
typecircle
Support

for 3ds Max 2020

Volumetric Shader

Status
colourGreen
titleNew
 
Status
titleVolumetric Shader
 Modulate

Fancy Bullets
typecircle
Modulate

or replace the Fire Opacity with a Texture in 'Use Own Opacity' mode

Status
colourGreen
titleNew
 
Status
titleCache I/O

Fancy Bullets
typecircle
Saving

 Saving of Phoenix simulated particles to OpenVDB caches

Loading

Status
colourGreen
titleNew
 
Status
titleCache I/O
 Loading of OpenVDB point data for rendering using the Particle Shader

Improvements

Simulation

or emitting from Sources

 

Status
colourYellow
titleImproveD
 
Status
titleSimulation
 Option

Fancy Bullets
typecircle
Option

to allow only expansion of the adaptive grid, but disable shrinking for the Liquid Simulator

FLIP Solver

Fancy Bullets
typecircle

Status
colourYellow
titleImproveD
 
Status
titleFLIP Solver
 Resimulation

Resimulation

of the RGB channel for FLIP particles

Export

Status
colourYellow
titleImproveD
 
Status
titleFLIP Solver
 Export of Particle Velocity for WetMap over moving geometries

Use

Status
colourYellow
titleImproveD
 
Status
titleFLIP Solver
 Use less memory for simulation of WetMap when 'Sticky Liquid' is disabled

Animation

Status
colourYellow
titleImproveD
 
Status
titleAnimation
 Grid RGB and Viscosity channels are

Fancy Bullets
typecircle
Grid RGB channel is

now reconstructed from FLIP particles when using Time Bend Controls, preventing render flickering

Volumetric Shader

Status
colourYellow
titleImproveD
 
Status
titleVolumetric Shader
 Optimized

Fancy Bullets
typecircle
Optimized

volumetric rendering when Smoke Opacity is modulated by a texture

Particle Shader

Status
colourYellow
titleImproveD
 
Status
titleParticle Shader
 Motion

Fancy Bullets
typecircle
Motion

Blur Interval Center support for the Particle Shader

Name

Status
colourYellow
titleImproveD
 
Status
titleParticle Shader
 Name new Particle Shaders "ParticleShader###" instead of "PHXFoam###"

Ocean Mesher

Status
colourYellow
titleImproveD
 
Status
titleOcean Mesher
 Support

Fancy Bullets
typecircle
Support

for rendering Ocean Mesh from multiple cameras via Batch Render

Support

Status
colourYellow
titleImproveD
 
Status
titleOcean Mesher
 Support for rendering Ocean Mesh with Stereoscopic camera

Preview

Status
colourYellow
titleImproveD
 
Status
titlePreview
 Show

Fancy Bullets
typecircle
Show

the force preview in the box of the loaded cache, if any, and in the simulation box otherwise

Status
colourYellow
titleImproveD
 
Status
titleCache I/O

Fancy Bullets
typecircle
Updated

 Updated OpenVDB from version 3 to version 5

Status
colourYellow
titleImproveD
 
Status
titleABC I/O

Fancy Bullets
typecircle
Export

 Export Phoenix meshes with vertex velocity using 3ds Max 2019+'s

2019

built-in Alembic export into the 'Max_Map_Channel velocity' color set. Used for motion blur rendering with V-Ray Next update 1.1

or newer

Status
colourYellow
titleImproveD
 
Status
titleABC I/O
 Separate

Separate

export to Alembic for the different particle systems of a Simulator by exporting the "Particles [] of []" nodes via 3ds Max's built-in exporter

Status
colourYellow
titleImproveD
 
Status
titleUser Interface
 Added

User Interface

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typecircle
Added

the running Simulator's node name to the simulation viewport status

Status

Renamed

colourYellow
titleImproveD
 
Status
titleUser Interface
 Renamed the Mapper's 'Time Constant' to 'Buildup Time'

Bug Fixes

 

Status
colourRed
titlefixed
 
Status
titleV-Ray Support

Fancy Bullets
typecircle
The

 The Phoenix FD 3ds Max plugin could not load together with V-Ray builds older than V-Ray 3.6. Restored compatibility with V-Ray 3.1

Grid Solver

Fancy Bullets
typecircle
Intersecting

Status
colourRed
titlefixed
 
Status
titleGrid Solver
 Intersecting a moving obstacle with a Solid emitter left non-emitting voxels after the obstacle

Clear

Status
colourRed
titlefixed
 
Status
titleGrid Solver
 Clear Inside did not clear the volume of Non-Solid emitters in Surface Force mode in the Fire/Smoke Simulator

Empty

Status
colourRed
titlefixed
 
Status
titleGrid Solver
 Empty adaptive grid expanded by itself when Extra Margin was used and Expand and Don't Shrink was On

FLIP Solver

Fancy Bullets
typecircle

Status
colourRed
titlefixed
 
Status
titleFLIP Solver
 Crash

Crash

with 'Simulate Air Effects' and forces affecting the 'Air' system of a Liquid Simulator, since Phoenix FD 3.04

WetMap

Status
colourRed
titlefixed
 
Status
titleFLIP Solver
 WetMap was not equally generated over flat surfaces and might not appear on horizontal or vertical surfaces

Status
colourRed
titlefixed
 
Status
titleFLIP Solver
 Subsiding

Subsiding

liquid at the front of a long moving ocean container with Motion Inertia

Fixed

Status
colourRed
titlefixed
 
Status
titleFLIP Solver
 Fixed various issues with moving ocean containers producing disturbances and waves at their borders

Trying

Status
colourRed
titlefixed
 
Status
titleFLIP Solver
 Trying to resimulate over a liquid cache with no Liquid particles showed different messages the first and second time

Status
colourRed
titlefixed
 
Status
titleSimulation General
 Simulation

Simulation General

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typecircle
Simulation

restore did not go back to the last backup frame and could cause a crash, since Phoenix FD 3.12

Status
colourRed
titlefixed
 
Status
titleScene Body Interaction

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typecircle
Voxelization

 Voxelization of a large amount of small bodies used excessive amounts of memory, since Phoenix FD 3.11

Status
colourRed
titlefixed
 
Status
titleScene Body Interaction
 Voxelization

Voxelization

of hundreds of geometries with very small sizes was slower on many threads compared to simulating on 1 thread

Sources

Fancy Bullets
typecircle
Geometry

Status
colourRed
titlefixed
 
Status
titleSources
 Geometry with Initial Liquid Fill which was also selected in a Source in Volume Brush or Volume Inject mode created double amount of liquid particles and this caused explosions

Status
colourRed
titlefixed
 
Status
titleSources
 Particles

Particles

with small size used as emitters for Liquid had random Discharge strength

Status
colourRed
titlefixed
 
Status
titleSources
 Sources did not emit from Thinking Particles when simulating through Deadline or Backburner

Status
colourRed
titlefixed
 
Status
titleAnimation
 Flickering

Animation

Fancy Bullets
typecircle
Flickering

FLIP liquid mesh near emitters when Input Play Speed was below 1

GPU Volumetrics

Fancy Bullets
typecircle
When

Status
colourRed
titlefixed
 
Status
titleGPU Volumetrics
 When two or more Simulators had any overlapping walls, volumetrics weren't rendered correctly with V-Ray GPU

Status
colourRed
titlefixed
 
Status
titleGPU Volumetrics

Crash

 Crash with instanced Simulators in Volumetric Render Mode during sequence render with V-Ray GPU

[requires V-Ray Next update 1.1 or newer]

Status
colourRed
titlefixed
 
Status
titleGPU Volumetrics
 Crash

Crash

when rendering a scene containing any Particle Shaders with V-Ray GPU

Crash

Status
colourRed
titlefixed
 
Status
titleGPU Volumetrics
 Crash when rendering a scene containing a VolumeGrid and a Simulator with V-Ray GPU

Shading

Status
colourRed
titlefixed
 
Status
titleGPU Volumetrics
 Shading volumes using only textures still required a loaded cache file with V-Ray GPU

Volumes

Status
colourRed
titlefixed
 
Status
titleGPU Volumetrics
 Volumes loaded from OpenVDB caches that contain internal rotation rendered clipped with V-Ray GPU

Volumetric Illumination

Fancy Bullets
typecircle
Fire

Status
colourRed
titlefixed
 
Status
titleVolumetric Illumination
 Fire Lights kept illuminating the scene after the cache sequence

ends

ended during sequence render

Status
colourRed
titlefixed
 
Status
titleVolumetric Illumination
 Crash

Crash

when rendering a volume with Create Lights intersecting a geometry with a Light Material

Volumetric Shader

Fancy Bullets
typecircle
Using

Status
colourRed
titlefixed
 
Status
titleVolumetric Shader
 Using many chained texture maps in the volumetric shader produced different renders of the same frame when rendering repeatedly

  • Could not abort rendering by canceling the pre-render progress windows
  • Status
    colourRed
    titlefixed
     
    Status
    titleVolumetric Shader
     Volumetric Light Cache still consumed

  • Random crashes when rendering in Volumetric mode with Defscanline
  • Volumetric Light Cache still consumes

    additional memory even when it should

    be

    have been disabled in Progressive V-Ray rendering

    Status
    colourRed
    titlefixed
     
    Status
    titleVolumetric Shader
     Memory

    Memory

    leak when rendering with GI and any V-Ray render elements

    Particle Shader

    Fancy Bullets

    Status
    colourRed
    titlefixed
     
    Status
    title

    typecircle

    Particle Shader
     Particle Shader particles appeared smaller when exported and rendered from a VRScene

    Status
    colourRed
    titlefixed
     
    Status
    titleParticle Shader
     Crash

    Crash

    when rendering a Particle Shader without a linked Liquid Simulator, since Phoenix FD 3.12

    Slowdown

    Status
    colourRed
    titlefixed
     
    Status
    titleParticle Shader
     Slowdown of Particle Shader Bubble/Splash/Cellular rendering with linked Liquid Simulator and 'Use Light Cache', introduced in Phoenix FD 3.04

  • Incorrect alphas for Bubbles mode, and cellular walls for Cellular mode Particle Shader rendering in V-Ray StandAlone
  • Status
    colourRed
    titlefixed
     
    Status
    titleParticle Nodes
     Slowdown

    Particle Nodes

    Fancy Bullets
    typecircle
    Slowdown

    the second time you rendered a large amount of Foam particles

    Ocean Mesher

    Fancy Bullets
    typecircle

    Status
    colourRed
    titlefixed
     
    Status
    titleOcean Mesher
     Ocean Mesh

    Ocean mesh

    used excessive amounts of memory when rendered with

    spherical panorama cameraOcean mesh

    Spherical Panorama camera

    Status
    colourRed
    titlefixed
     
    Status
    titleOcean Mesher
     Ocean Mesh was not built correctly when the viewport was set to Orthographic mode

    Status
    colourRed
    titlefixed
     
    Status
    titleOcean Mesher
     Crash

    Crash

    when rendering Ocean mesh with Cutter Geom and Motion Blur

    Missing

    Status
    colourRed
    titlefixed
     
    Status
    titleOcean Mesher
     Missing mesh polygons on the container border when rendering in Ocean Mesh mode

    Status
    colourRed
    titlefixed
     
    Status
    titleOcean Mesher
     Flipped

    Flipped

    mesh polygons on the container border when rendering in Ocean Mesh mode with Mesh Smoothness above 0

    Status
    colourRed
    titlefixed
     
    Status
    titleGrid Texture
     Crash

    Grid Texture

    Fancy Bullets
    typecircle
    Crash

    if creating a circular dependency between a Grid Texture and a Simulator's displacement, when 'Skip the Displacement' was off

    Status
    colourRed
    titlefixed
     
    Status
    titleGrid Texture
     Crash

    Crash

    during fire/smoke simulation if using a Grid Texture reading the Temperature of the same Simulator in a Mapper affecting Temperature with 'Initializer' Off

    Crash

    Status
    colourRed
    titlefixed
     
    Status
    titleGrid Texture
     Crash when rendering a scene with Grid Texture used as a mask in a Blend material with Motion Blur

    Status
    colourRed
    titlefixed
     
    Status
    titleGrid Texture
     VRayVolumeGrid

    VRayVolumeGrid

    could be selected as a Phoenix Grid texture Source Node

    Wave Force

    Fancy Bullets
    typecircle
    Boiling

    Status
    colourRed
    titlefixed
     
    Status
    titleWave Force
     Boiling effect on the open grid borders when using Wave Force with Fillup for Ocean and there was geometry over the bottom

    Preview

    Fancy Bullets
    typecircle
    Voxel

    Status
    colourRed
    titlefixed
     
    Status
    titlePreview
     Voxel preview of temperature around 200 Kelvins with As Fire enabled

    drew

    displayed bright red and pink voxels

    Status
    colourRed
    titlefixed
     
    Status
    titlePreview
     Preview Auto reduction did not work for the Force preview

    Constant

    Status
    colourRed
    titlefixed
     
    Status
    titlePreview
     Constant mesh rebuild in 3ds Max viewport when the timeline start was not an exact frame

  • Slow viewport preview in 3ds Max when the timeline start was not an exact frame
  • When

    Status
    colourRed
    titlefixed
     
    Status
    titlePreview
     When render viewport was locked, Ocean Mesh preview was drawn from that perspective in any viewport

    PRT

    Status
    colourRed
    titlefixed
     
    Status
    titleCache I/O

    Fancy Bullets
    typecircle

     Min-max channel range of AUR caches randomly displayed very large numbers

    Status
    colourRed
    titlefixed
     
    Status
    titleprt I/O
     Crash

    Crash

    when repeatedly pressing Export PRT particles

    Status
    colourRed
    titlefixed
     
    Status
    title3ds Max Integration

    Fancy Bullets
    typecircle
    Forward scrolling

     Forward scrolling the timeline slider while simulating and looking at the Simulation rollout hung the simulation

    Selecting

    Status
    colourRed
    titlefixed
     
    Status
    title3ds Max Integration
     Selecting 'Don't show again' on dialogues caused some messages to not appear at all even on the first run

    Status
    colourRed
    titlefixed
     
    Status
    title3ds Max Integration
     The

    The

    warning about DR and local paths still appeared even after all Simulators were deleted from the scene

    Status
    colourRed
    titlefixed
     
    Status
    titleInstaller
     The

    Installer

    Fancy Bullets
    typecircle
    The

    installer for V-Ray 3 placed vray_phoenix.dll into '3dsmax XXXX for x64/bin/plugins' instead of 'RT for 3ds Max XXXX for x64/bin/plugins'