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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:
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New Features
Phoenix FD
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for 3ds Max 2020
Volumetric Shader
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or replace the Fire Opacity with a Texture in 'Use Own Opacity' mode
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Saving of Phoenix simulated particles to OpenVDB caches
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Improvements
Simulation
or emitting from Sources
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to allow only expansion of the adaptive grid, but disable shrinking for the Liquid Simulator
FLIP Solver
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of the RGB channel for FLIP particles
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Animation
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now reconstructed from FLIP particles when using Time Bend Controls, preventing render flickering
Volumetric Shader
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volumetric rendering when Smoke Opacity is modulated by a texture
Particle Shader
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Blur Interval Center support for the Particle Shader
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Ocean Mesher
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for rendering Ocean Mesh from multiple cameras via Batch Render
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Preview
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the force preview in the box of the loaded cache, if any, and in the simulation box otherwise
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Updated OpenVDB from version 3 to version 5
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Export Phoenix meshes with vertex velocity using 3ds Max 2019+'s
2019built-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
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export to Alembic for the different particle systems of a Simulator by exporting the "Particles [] of []" nodes via 3ds Max's built-in exporter
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User Interface
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the running Simulator's node name to the simulation viewport status
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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
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FLIP Solver
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with 'Simulate Air Effects' and forces affecting the 'Air' system of a Liquid Simulator, since Phoenix FD 3.04
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liquid at the front of a long moving ocean container with Motion Inertia
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Simulation General
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restore did not go back to the last backup frame and could cause a crash, since Phoenix FD 3.12
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Voxelization of a large amount of small bodies used excessive amounts of memory, since Phoenix FD 3.11
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of hundreds of geometries with very small sizes was slower on many threads compared to simulating on 1 thread
Sources
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with small size used as emitters for Liquid had random Discharge strength
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Animation
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FLIP liquid mesh near emitters when Input Play Speed was below 1
GPU Volumetrics
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Crash with instanced Simulators in Volumetric Render Mode during sequence render with V-Ray GPU
[requires V-Ray Next update 1.1 or newer]
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when rendering a scene containing any Particle Shaders with V-Ray GPU
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Volumetric Illumination
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ended during sequence render
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when rendering a volume with Create Lights intersecting a geometry with a Light Material
Volumetric Shader
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additional memory even when it should
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leak when rendering with GI and any V-Ray render elements
Particle Shader
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when rendering a Particle Shader without a linked Liquid Simulator, since Phoenix FD 3.12
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Particle Nodes
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the second time you rendered a large amount of Foam particles
Ocean Mesher
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used excessive amounts of memory when rendered with
spherical panorama cameraOcean meshSpherical Panorama camera
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when rendering Ocean mesh with Cutter Geom and Motion Blur
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mesh polygons on the container border when rendering in Ocean Mesh mode with Mesh Smoothness above 0
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Grid Texture
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if creating a circular dependency between a Grid Texture and a Simulator's displacement, when 'Skip the Displacement' was off
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during fire/smoke simulation if using a Grid Texture reading the Temperature of the same Simulator in a Mapper affecting Temperature with 'Initializer' Off
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could be selected as a Phoenix Grid texture Source Node
Wave Force
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Preview
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displayed bright red and pink voxels
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Min-max channel range of AUR caches randomly displayed very large numbers
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when repeatedly pressing Export PRT particles
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Forward scrolling the timeline slider while simulating and looking at the Simulation rollout hung the simulation
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warning about DR and local paths still appeared even after all Simulators were deleted from the scene
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Installer
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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'