Official release
Date – Mar. 9, 2017
New Features
PhoenixFD
- Online Licensing support
Rendering
- Pure Ocean mode that allows to render and preview the ocean or cap mesh without a cache file for each frame
Modified Features
Simulation
- Optimized Body Force for scenes with multiple moving force geometries
Rendering
Modulate the Particle Texture Blend Radius by particle age
Abort rendering with Defscanline when a fire/smoke or particle pre-process is canceled
Option to disable the "Optimizing Volumetrics" rendering pre-pass
I/O
- Optimized cache loading times for caches with many particles
Submitter
- Ability to override the simulation or render output directory of submitted simulations to Backburner
Bug Fixes
PhoenixFD
Displacement Volume FadeOut preview won't update after geometry change
Crash when plugging PhoenixGridTex for Smoke Opacity of the same simulator
Can't add emitter objects to a copied Liquid Source
Simulation
Can't use Clear Inside to delete wetmap particles
Mist birth from fast moving splash would produce very fast mist jets
Mist particles cannot be born when the Splash Amount is zero
Crash with Liquid Resimulation and Adaptive grid expanding in a negative direction along an axis
User properties that don't end with a newline are not appended to correctly by Phoenix
Crash when simulating with a simulator and source having the same name
Multiple Body forces with moving objects take very long to simulate each frame
Foam appears on the positive simulator borders during liquid resimulation with a moving container
Mixing colored liquids with high RGB diffusion draws the colors towards the negative axis directions
RGB channel mixing transfers colors across solid walls
Moving non-solid bodies create velocities in liquid simulations
Rendering
Flickering ocean surface seen in reflections with a moving camera
Changing options of the Foam texture does not update in renders until the Ocean texture or the frame is changed
Particles in Point Mode are rendered black with V-Ray Adaptive Lights
Can't render with Thinkbox Krakatoa when a particle system has 0 particles
Can't use Thinkbox Stoke MX's Field Texmap to control the smoke opacity channel
Rendering an ocean with a hidden Particle Shader would reset the Ocean Subdivs to 0 after rendering
Rendering artifacts in Splash or Bubble mode when looking straight along the X, Y or Z axis
Crash when the Particle Shader's Count Multiplier is very high
Submitter
- Backburner simulation submission does not work with Backburner 2015 and below