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Official release

Date – 10 March, 2020

Download – Build 4.10.00 


With Phoenix FD 4.10 we focused on particles - Sources can now emit from any 3ds Max particle system, we sped up the particle preview and the Particle Shader and exposed its data for rendering by 3rd party render engines. We also did fixes and improvements to our new Active Bodies and Standalone Preview, as well as the usual round of other bugfixes and small improvements.



 

Status
colourGreen
titleNew
 
Status
titlePRT I/O
 Emit fluid from Phoenix PRTReader particles and Krakatoa PRTLoader particles in the Phoenix Sources

Status
colourGreen
titleNew
 
Status
titleStandalone Preview
 GPU Preview for fire in the Standalone Preview

Status
colourGreen
titleNew
 
Status
titleStandalone Preview
 Controls for the GPU Preview light direction

Status
colourGreen
titleNew
 
Status
titleSDK
 Now the Particle Shader exposes PhoenixVolumeShaderInterface and can be sampled in Fog mode using IPhoenixFDVolRendSampler

Status
colourGreen
titleNew
 
Status
titleSDK
 New IPhoenixFDParticleRendData interface for obtaining the particle rendering data of a Particle Shader in non-Fog modes 


Status
colourYellow
titleImproveD
 
Status
titleFLIP Solver
 Sped up FLIP particle resimulation with 10%, up to 20% on some scenes

Status
colourYellow
titleImproveD
 
Status
titleFLIP Solver
 Do not offset the Foam particles vertically during simulation

Status
colourYellow
titleImproveD
 
Status
titleActive Bodies
 Pop-up menu with density presets in the right-click properties of bodies

Status
colourYellow
titleImproveD
 
Status
titleParticle Shader
 Sped up the particle collection rendering pre-process up to 5 times

Status
colourYellow
titleImproveD
 
Status
titleIsosurface Rendering
 Expose the Sampler option for Isosurface rendering in the Liquid Simulator

Status
colourYellow
titleImproveD
 
Status
titlePreview
 Sped up loading of new frames for the Particle Preview with 20%

Status
colourYellow
titleImproveD
 
Status
titleCache I/O
 Store velocity of Drag particles in their particle data instead of in the Grid Velocity. Added an Output Drag Particle Velocity option to Sources

Status
colourYellow
titleImproveD
 
Status
titleStandalone Preview
 Options to save a range of frames and a single frame

Status
colourYellow
titleImproveD
 
Status
titleStandalone Preview
 Text box for the loaded cache file info

Status
colourYellow
titleImproveD
 
Status
titleStandalone Preview
 By default name the saved image files the same way as the input cache files

Status
colourYellow
titleImproveD
 
Status
titleStandalone Preview
 Image saving to PNG files

Status
colourYellow
titleImproveD
 
Status
titleUser Interface
 Don't warn about the interacting forces if the Simulator is in Include List interaction mode

 


Status
colourBlue
titleremoved
 
Status
titleParticle Shader
 Removed the Particle Shader Liquid Tint and Liquid Turbidity options

Status
colourBlue
titleremoved
 
Status
titleSources
 The 'Can Pick Simulators' option is now On by default and hidden from Sources and can be accessed only through script using 'pick_ph' 


Status
colourRed
titlefixed
 
Status
titleFLIP Solver
 When using Variable Viscosity, some particles were not behaving properly

Status
colourRed
titlefixed
 
Status
titleFLIP Solver
 FLIP particles resimulation produced NaN-values with Simulate Air Effects

Status
colourRed
titlefixed
 
Status
titlegrid Solver
 Failing to load cache for resimulation displayed an error message, but did not stop the resimulation

Status
colourRed
titlefixed
 
Status
titlesimulation general
 During the first restore frame, bodies in the simulation had incorrect velocities

Status
colourRed
titlefixed
 
Status
titleactive bodies
 All modifiers keys were erased at simulation startup when the object was set as Active Body

Status
colourRed
titlefixed
 
Status
titleactive bodies
 Restoring an Active Body simulation broke the animation of the original objects

Status
colourRed
titlefixed
 
Status
titleactive bodies
 Active Bodies were falling slower with more Steps per Frame

Status
colourRed
titlefixed
 
Status
titleactive bodies
 Don't show per-node Phoenix properties on the Active Bodies center of mass helpers

Status
colourRed
titlefixed
 
Status
titlevolume shader
 A Phoenix smoke volume inside a Mesh with Refraction Glossiness below 1.0 rendered blocky

Status
colourRed
titlefixed
 
Status
titlevolume shader
 Random artifacts when rendering smoke using Volume Light Cache in Volumetric Geometry mode

Status
colourRed
titlefixed
 
Status
titleparticle shader
 Count Multiplier above 1 did not preserve the positions and sizes of the created particles in animation

Status
colourRed
titlefixed
 
Status
titleparticle shader
 Rendering a Particle Shader with Liquid Simulator selected used extra memory

Status
colourRed
titlefixed
 
Status
titleparticle shader
 Particle Shader in Points Mode rendered incorrectly using a 360 V-Ray Spherical Camera

Status
colourRed
titlefixed
 
Status
titleparticle shader
 Crash when attempting to render a Particle Shader with V-Ray GPU

Status
colourRed
titlefixed
 
Status
titleparticle shader
 Zooming In and Out during V-Ray IPR was not working correctly while Particle Shader pre-passes acquired the focus

Status
colourRed
titlefixed
 
Status
titleparticle shader
 The Velocity Render Element of a Particle Shader in Points mode was not affected by the Motion Blur Multiplier

Status
colourRed
titlefixed
 
Status
titleisosurface rendering
 Crash when rendering in Isosurface mode using V-Ray Volume Scatter material

Status
colourRed
titlefixed
 
Status
titletexuvw
 Source UVW variation using inherited UVW from Geometry was not consistent during simulation

Status
colourRed
titlefixed
 
Status
titleexpressions
 Crash when changing the tiling or offset of a texture selected in an expression

Status
colourRed
titlefixed
 
Status
titlemesher
 Crash rendering two Simulators when one uses the other as a Cutter and also its material has Distance Texture pointing to the other one

Status
colourRed
titlefixed
 
Status
titleocean mesher
 Some Ocean Mesh normals pointed downwards with V-Ray Spherical camera and FOV over 180 degrees

Status
colourRed
titlefixed
 
Status
titlecache i/o
 Enabling RGB Input smoothing for a Mesh which was shaded using RGB from a Grid Texture had no effect until changing the frame

Status
colourRed
titlefixed
 
Status
titlecache i/o
 Handled some out-of-memory in case of saving Grid RGB to cache files or when blending cache files

Status
colourRed
titlefixed
 
Status
titlecache i/o
 Could not use General Purpose Time Bend Resimulation when the base caches were VDB instead of AUR

Status
colourRed
titlefixed
 
Status
titleprt i/o
 The Phoenix particle Size was incorrect when exported to the Scale channel of PRT files

Status
colourRed
titlefixed
 
Status
titlegpu preview
 The GPU Preview disappeared if the camera went inside it

Status
colourRed
titlefixed
 
Status
titlegpu preview
 Crash with caches which had transformations with negative or fractional offsets, since Phoenix FD 3.99

Status
colourRed
titlefixed
 
Status
titlegpu preview
 Randomly appearing colored artifacts with the GPU Preview when using Detail Reduction, since Phoenix FD 4.0

Status
colourRed
titlefixed
 
Status
titlegrid texture
 The Grid Texture could pick Phoenix Particle System nodes

Status
colourRed
titlefixed
 
Status
titleStandalone Preview
 Crash when cancelling the first cache open dialog

Status
colourRed
titlefixed
 
Status
titleStandalone Preview
 If 'Enable GPU Preview' was turned on, the Standalone Preview didn't save files after pressing the "Save" button

Status
colourRed
titlefixed
 
Status
titleStandalone Preview
 Sometimes the Standalone Voxel Preview drew in slices the first time a cache was loaded

Status
colourRed
titlefixed
 
Status
titlecache converter
 Cache Converter did output empty VDB files, since Phoenix FD 3.99

Status
colourRed
titlefixed
 
Status
title3ds max integration
 Could not pick Particle Flow events in the Scene Interaction rollout - only the PF Source got added

Status
colourRed
titlefixed
 
Status
title3ds max integration
 Switching between two different Grid, Ocean or Particle Textures in the old Material Editor did not update some of their GUI elements