NEW PHOENIX FD Support for 3ds Max 2019
NEW PHOENIX FD Support for V-Ray Next
NEW FLIP SOLVER Simulate the RGB channel of Foam, Splash and Mist particles
NEW GPU VOLUMETRICS Rendering of Phoenix Simulators with V-Ray Next GPU. Support for render elements, texture maps and displacement is yet to be added
NEW CACHE I/O Direct loading of huge sparse OpenVDB caches without downsampling
NEW PARTICLE TEXTURE Color the Particle Texture based on Particle Channels such as Age, Velocity, RGB, etc.
NEW MAPPER Added Affected Particle Systems list to the Mapper so it can separately affect Foam, Splash and Mist
IMPROVED PREVIEW Sped up the Preview Auto Range algorithm
IMPROVED SCENE BODY INTERACTION Sped up the scene interaction with complex or moving geometries
IMPROVED CACHE I/O Optimized loading of caches containing Velocity channel
IMPROVED CACHE I/O Allowed grid Channel Smoothing to be applied over imported channels with any value range
IMPROVED CACHE I/O Apply the Smoothing Random Variation over all voxels regardless of the Smooth Threshold
IMPROVED VOLUMETRIC SHADER Sped up velocity sampling during volumetric motion blur
IMPROVED PARTICLE SHADER Sped up rendering in Bubble, Cellular and Splash mode using the Phoenix Light Cache up to 2x
IMPROVED OCEAN MESHER Sped up the Displacement Fade Volume algorithm with complex or moving geometries
IMPROVED BODY FORCE Sped up the Body Force with complex or moving geometries
IMPROVED FORCES Allowed all parameters of the Phoenix forces to be animated
IMPROVED VRSCENES Support for relative cache paths in VRScenes and the -remapPath option in V-Ray Next StandAlone
IMPROVED GRID TEXTURE Box, Linear and Spherical Sampler Type for the Grid Texture
IMPROVED 3DS MAX INTEGRATION Duplicate Particle Group nodes when cloning a Simulator if Foam or Splash simulation is enabled
IMPROVED SDK Exposed the pre- and post-render 3ds Max callbacks through the SDK so Phoenix can be prepared for rendering manually
REMOVED CACHE I/O Dropped support for the AUR1 cache format. Caches simulated with Phoenix builds before 13 Mar 2015 will not open anymore
FIXED FLIP SOLVER Viscosity calculations used extra memory and processing time even without Variable Viscosity
FIXED FLIP SOLVER Foam Pattern forces pushed particles vertically which made them less effective
FIXED FLIP SOLVER Crash when the Mapper affects a FLIP particle channel which was not enabled in the Simulator Output
FIXED FLIP SOLVER Liquid and Foam particles sometimes got shot away on collision with Confine Geometry
FIXED FLIP SOLVER Fillup for Ocean did not clear the volume of Solid bodies with Clear Inside
FIXED FLIP SOLVER Voxels under the Fillup For Ocean level and cut by Confine Geometry were not included in the ocean mesh
FIXED FLIP SOLVER The Time Scale parameter did not take any effect if animated or changed during FLIP liquid simulation
FIXED FLIP SOLVER Could not start FLIP liquid resimulation if the first frame had 0 liquid particles
FIXED FLIP SOLVER Liquid Source Motion Velocity did not work for emitted Foam and Splash particles
FIXED SCENE BODY INTERACTION Voxelization became increasingly slower until 3ds Max was closed and re-opened
FIXED SCENE BODY INTERACTION Random crash when FLIP liquid particles interact with the 0th face index of a geometry, since Phoenix FD 3.10
FIXED SOURCES Source Polygon ID affects the discharge even if not in Surface Force mode
FIXED VOLUMETRIC SHADER The V-Ray Velocity render element was not rendered in Volumetric Geometry mode if Motion Blur was off since Phoenix FD 3.05
FIXED PARTICLE SHADER The V-Ray Velocity render element was not rendered with Render as Geometry enabled if Motion Blur was off
FIXED PARTICLE SHADER Bubbles and Splashes were rendered differently on a different number of threads with Phoenix Light Cache enabled
FIXED PARTICLE SHADER The cache data leaked when rendering a Particle Shader with Liquid Simulator and Render as Geometry
FIXED V-RAY RT AND IPR Fire Opacity Multiplier was always exported as 1 with V-Ray RT
FIXED V-RAY RT AND IPR Master Multiplier from the Smoke Color rollout wasn't exported correctly
FIXED OCEAN MESHER The Displacement Fade Volume caused grid artifacts on the ocean mesh
FIXED OCEAN MESHER Incorrect ocean mesh if V-Ray's 'Get resolution from MAX' option was off and the VFB resolution differed from 3ds Max's
FIXED OCEAN TEXTURE Ocean Texture with Control by Wind Speed enabled did not render with the correct scale with V-Ray RT
FIXED GRID TEXTURE No Motion Blur with Grid Texture connected to a meshed Simulator's material
FIXED GRID TEXTURE Crash when rendering a Grid Texture that uses a deleted simulator
FIXED WAVE FORCE Boiling effect on the open grid borders when using Wave Force with Fillup for Ocean
FIXED VRSCENES Particle Shader was not exported to VRscene files when Render as Geometry was enabled
FIXED VRSCENES Crash when the transforms of the PhxShaderSim plugin and the Node plugin in Volumetric Geometry mode were mismatched in a VRScene
FIXED CACHE I/O The grid RGB channel was missing when saving the cache files in OpenVDB format since Phoenix FD 3.10
FIXED CACHE I/O Wrong velocity direction and motion blur when importing OpenVDB files from FumeFX
FIXED CACHE I/O Wrong velocity scale when importing OpenVDB files from Maya Fluids
FIXED CACHE I/O Couldn't load OpenVDB files whose "file_voxel_count" metadata is 0, though they contain active voxels
FIXED CACHE I/O Crash when writing cache files at the exact moment while the same or another simulator is reading them
FIXED CACHE I/O Cache saving became increasingly slower until 3ds Max was closed and re-opened, since Phoenix FD 3.10
FIXED PREVIEW Body Force force preview did not update when the simulator was moving
FIXED RENDER CURVES Adding a new spline point to a straight sloped section in the render diagrams produced curvature
FIXED PRT I/O The Export PRT dialogue showed the particle systems only when the timeline frame was on a loaded cache
FIXED 3DS MAX INTEGRATION Couldn't simulate after undoing the deletion of a Simulator connected to a Particle Shader since Phoenix FD 3.10
FIXED 3DS MAX INTEGRATION The Simulator did not release the loaded cache frame memory when hidden or deleted, but only after scene reset
FIXED 3DS MAX INTEGRATION Crash when reading cached voxel data via MaxScript if the coordinate system is set to World or Object