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Official release

Date – 13 July, 2022

Download – Build 5.01.00

 


With the Chaos Phoenix 5.01 hotfix we added support for V-Ray 6.

Using V-Ray 6, now Phoenix's Particle Shader will render in Points mode with V-Ray GPU.

Also, now with V-Ray 6 CPU Phoenix can render the Normals, Velocity, Cryptomatte and Multimatte render elements in the default Volumetric mode, without needing to switch to the slower Volumetric Geometry mode of the Simulator or the Render as Geometry mode of the Particle Shader.

With any version of V-Ray CPU, Phoenix can now render volumetrics using a custom Phase Function, allowing you to control of the Smoke does forward scattering of light (allowing you to render realistic clouds) or backscattering (allowing you to render more realistic dust and smoke).

With V-Ray 6 for 3ds Max, the Probabilistic Volumetrics options are no longer in the Phoenix atmosphere and can be controlled from V-Ray's render settings.

Now all of the Simulator options are available in the Phoenix Standalone Simulator - we added Splash, Mist and Foam, as well as Resimulation. 

Sources can now emit Mist particles into the simulation directly.

As always, we sped up different parts of the simulation and rendering and fixed a few bugs, most notably in the FLIP liquid solver and Active Bodies, as well as in the Particle Shader and Standalone Previewer.

 



Status
colourGreen
titleNew
 
Status
titlevolume shader
 Phase Function control in Ray-Traced Scattering mode for the Smoke Color allowing to render realistic clouds with V-Ray CPU

Status
colourGreen
titleNew
 
Status
titlestandalone simulator
 Foam, Splash/Mist and Resimulation options of the Simulator are now supported, except for Time-Bend Resimulation

Status
colourGreen
titleNew
 
Status
titlestandalone simulator
 Restore option for the Standalone Simulator (-restoreFromFrame=nnn)

Status
colourGreen
titleNew
 
Status
titleFLIP Liquid Solver
 Emit Mist particles from Liquid Sources

Status
colourGreen
titleNew
 
Status
titleRender elements
 Velocity, Normals, Cryptomatte and Multimatte render elements in Volumetric mode with V-Ray 6 CPU for the Simulator, Voxel Shader and Particle Shader

Status
colourGreen
titleNew
 
Status
titleparticle shader
 Point mode rendering on V-Ray 6 GPU

Status
colourGreen
titleNew
 
Status
titlegrid texture
 'Render-time Only' option for the Grid Texture

Status
colourGreen
titleNew
 
Status
titleuser interface
 Added tooltips to all options in the Simulator, Voxel Shader, Active Body Solver and helpers, thinkingParticles operators

 


Status
colourYellow
titleImproveD
 
Status
titlesimulation general
 Added Custom Start and Stop frames for Resimulation

Status
colourYellow
titleImproveD
 
Status
titlepath follow
 Support for Multi-Splines in the Path Follow force

Status
colourYellow
titleImproveD
 
Status
titlevolume shader
 Enabled "Use Probabilistic Shading" by default for new scenes and moved it from the Phoenix atmosphere to V-Ray 6's Settings->Volumetrics rollout

Status
colourYellow
titleImproveD
 
Status
titleuser interface
 Added a "Get Support..." item in the Phoenix FD menu, leading to chaos.com's support request form

Status
colourYellow
titleImproveD
 
Status
titleinstallation
 The installer for V-Ray 6 no longer places vray_phoenix, field3dio_phx, openvdbio_phx and distance_measurer_phx in V-Ray's plugins directory; Instead it appends the VRAY_FOR_3DSMAXXXXX_PLUGINS environment variable 


Status
colourRed
titlefixed
 
Status
titlefire/smoke solver
 Buffered conservation produced different results on each run

Status
colourRed
titlefixed
 
Status
titleFLIP Liquid Solver
 Restoring a simulation with Initial Fill Up when the first frame was a backup frame doubled the liquid particles

Status
colourRed
titlefixed
 
Status
titleFLIP Liquid Solver
 Hang during simulation if there was a Birth volume object outside of the simulation grid, since Phoenix 5.00

Status
colourRed
titlefixed
 
Status
titleFLIP Liquid Solver
 If a Birth Volume geometry exited the Simulator, the Birth Volume stopped working and particles started getting created

Status
colourRed
titlefixed
 
Status
titleFLIP Liquid Solver
 Splash and Mist born from Sources didn't turn into liquid when they hit a solid or liquid surface when Affect Liquid was nonzero

Status
colourRed
titlefixed
 
Status
titleFLIP Liquid Solver
 Splash splitting to Mist with nonzero Affect Liquid could create liquid particles in mid air, since Phoenix 5.00

Status
colourRed
titlefixed
 
Status
titleFLIP Liquid Solver
 Initial Velocity Multiplier was applied only to some, but not all newly created Splash particles when Affect Liquid was nonzero

Status
colourRed
titlefixed
 
Status
titleFLIP Liquid Solver
 The Liquid Simulator's Adaptive Grid expanded incorrectly in Jammed directions if the opposite wall was open

Status
colourRed
titlefixed
 
Status
titleFLIP Liquid Solver
 Pausing a simulation with Active Bodies or animated bodies could cause a hang

Status
colourRed
titlefixed
 
Status
titleactive bodies
 Could not change the Center of Mass of Active Bodies, since Phoenix 5.00

Status
colourRed
titlefixed
 
Status
titlevolume shader
 Render pre-processing of volumetrics used just the first NUMA node on NUMA machines

Status
colourRed
titlefixed
 
Status
titleParticle Shader
 Particle Shader's Under/Above Water Subgroups ignored the Liquid Simulator's Isosurface Level and always used 0.99

Status
colourRed
titlefixed
 
Status
titleParticle Shader
 Particles in Splashes mode did not get hidden if they were underwater when the liquid was displaced in case Count Multiplier was above 1

Status
colourRed
titlefixed
 
Status
titleParticle Shader
 Collecting and Count Multiplying particles used just the first NUMA node on NUMA machines

Status
colourRed
titlefixed
 
Status
titleParticle Shader
 Crash when rendering using Corona when using the Size Multiplier PA (animated by Particle Age)

Status
colourRed
titlefixed
 
Status
titlepreview
 Voxel, Particle, Mesh and GPU Preview preparation used just the first NUMA node on NUMA machines

Status
colourRed
titlefixed
 
Status
titleGPU Preview
 Rare GPU Preview crash, since Phoenix 5.00

Status
colourRed
titlefixed
 
Status
titleCache I/O
 AUR and VDB export and import used just the first NUMA node on NUMA machines

Status
colourRed
titlefixed
 
Status
titleStandalone Preview
 The frame of 'Draw Just A Slice' disappeared when it reached the limits of the Simulator

Status
colourRed
titlefixed
 
Status
titleStandalone Preview
 Crash when Detail Reduction was too low and the volume information could not fit in memory. Now an error is displayed

Status
colourRed
titlefixed
 
Status
titleStandalone Preview
 The 'Step Size As % Of Cell Size' control in the Standalone Preview was 10 times wider than it should be, since Phoenix 5.00

Status
colourRed
titlefixed
 
Status
titleStandalone Preview
 Volumes were displayed incorrectly when the GPU Preview and the Orthographic Projection were enabled

Status
colourRed
titlefixed
 
Status
titlePresets
 The Speedboat quick setup toolbar preset had the Pure Ocean checkbox enabled and thus hid the waves created by the boat

Status
colourRed
titlefixed
 
Status
titleSubmitting Simulations
 The default path to PhoenixFDSimulateDeadline.ms was wrong with 3ds Max 2022 and 2023

Status
colourRed
titlefixed
 
Status
titleScripting
 The phxAddNodeProps, phxRemoveNodeProps and phxGetNodeProps MaxScript methods were not visible in 3ds Max since Phoenix 5.00