Patch release
Date – Jun. 7, 2017
New Features
PhoenixFD
Support for 3ds Max 2018
Remove the DEMO configuration and implement support for TRIAL builds
Simulation
- Option to control droplet breakup and droplet size when Surface Tension is used
Rendering
Ocean Off-Screen margin option to allow extending the ocean outside of the render view
Option to control the roughness of the ocean horizon
Preview
Auto White Speed for the preview of particles
Preview for the particle RGB channel
I/O
Add an option to use environment variables in Phoenix FD cache files path
Source
Implement emission based on Vertex Color and Vertex Color tex map
Option to disable or enable liquid discharge from the Liquid Source
BodyForce
Ability for the Body Force to evenly fill a volume
SpaceWarps
Support for the 3ds Max Drag force
PRT I/O
Export and import the RGB Color channel to/from PRT caches
Scripting
Add a MAXScript function that loads render presets - A_LoadRenderPreset [node] [preset_path]
Modified Features
PhoenixFD
- When the simulator is renamed, its cache files should be renamed too
Rendering
Optimized Particle-based mesh smoothing of very large files
Curve control
- New and converted Bezier and Spline ramp points should follow the slope of the curve
BodyForce
- Allow animating the Body Force Max Distance
Scripting
- Allow Restoring or Loading the simulation from script inside OnSimulationBegin without an infinite recursion
Bug Fixes
Simulation
Adaptive grid attached to animated body is jittering when motion speed changes
Fast moving fire emitter leaves frozen voxels using Adaptive Grid
Second NUMA node is not recognized and utilized on machines with more than 64 cores
Drag particles are not affected by Body Force even when the affected channels include Velocity
Foam and splash occasionally gets stuck when exiting the borders of a ship simulation
Splashes are born underwater with Splash By Free Fly above 0
Inertial forces with value set to 0 still affect the liquid
Rendering
Rendering artifacts with Optimize Congestion in Bubble mode and Liquid Geometry
Flickering ocean surface seen in reflections with a moving camera
Bubbles that intersect the liquid surface render over-bright with enabled Particle Shader Light Cache
Sequence render with Defscanline and Fire Lights keeps showing the lights after the cache sequence ends
Black artifacts rendering with Light Cache when the container is inside refractive geometry with gray fog color
Rendering particles as Points in Geometry mode produce NaN Pixels
No motion blur on the simulator in ocean mode with a moving camera locked to a moving simulator
Blending particles that are born and die each frame produces a lot less particles
Input
- Opening a cache file with a negative frame index does not load the rest of the sequence
Source
- Numerical Errors when applying the Fire preset on a PFlow emitter and changing the Source Prt Shape
Turbulence
Turbulence in Pressure Mode cannot affect the Liquid simulator
Pressure Mode deactivates the preview of Turbulence Streamlines
Mapper
Hidden Mapper with Initializer enabled still affects the simulator
Crash when transferring velocity between two sims using a Mapper, Grid Texture and SPF over 1
Texmaps
- Copying any Phoenix texmap between the Sample Slots of the material editor loses the name of the map
PhoenixFDGridTex
Crash when using Grid Texture as discharge map with overlapped simulators
If a simulator is renamed, liquid becomes not renderable with Phoenix texture
Blending Grid Textures using a Composite map produces a different render after the first frame and in animation
PhoenixFDOceanTex
- Rotating the PhoenixOceanTex produces different wave patterns in different scales
QuickSetups
Scene scale does not affect liquid Quick Setup presets which use VRayMtl's Fog multiplier
The turbulence Strength of the Cigarette and Fire presets does not scale according to the emitter size
VRScenes
- VRScenes exported from 3ds Max always have Probabilistic Volumetrics forced On