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Beta release

Date – 17 September, 2019

Download – LINK HERE


 

NEW ACTIVE BODIES New rigid body solver node, interacting with the Liquid Simulator.

NEW PHOENIX FD New TexUVW channel for fire/smoke and liquid simulations, moving with the fluid and allowing for render-time texture mapping of surfaces and volume color and opacity, as well as for adding displaced detail moving with the fluid in all render modes.

NEW VOXEL TUNER New node allowing to change any grid channel during simulation depending on conditions based on grid channel values, textures or distance to meshes.

NEW VOXEL TUNER User interface for adding Math expression items (+, -, *, /) to the Voxel Tuner.

NEW VOXEL TUNER User interface for adding Logic expression items (and, or) to the Voxel Tuner.

NEW VOXEL TUNER Expression items can be deleted by replacing them with simpler items in the Voxel Tuner. Items are now scene nodes. Old scenes with Voxel Tuners won't open anymore.

NEW PARTICLE TUNER New node allowing to change any particle channel or delete particles during simulation depending on conditions based on particle channel values.

NEW PARTICLE TUNER Implemented expressions as a condition for the Particle Tuner.

NEW THINKING PARTICLES Phoenix FD Birth operator for thinkingParticles.

NEW THINKING PARTICLES Phoenix FD Sample operator for thinkingParticles.

NEW THINKING PARTICLES Phoenix FD Force operator for thinkingParticles.

NEW SCRIPTING New <node>.getFrameInfo MAXScript function that retrieves the currently loaded frame info string.

NEW GRID SOLVER Simulate the RGB channel for Drag particles.

NEW PRT I/O Register the PRT Reader path into the 3ds Max Asset Tracker for repathing, archiving, and asset transfer for distributed rendering with V-Ray Next.

 

IMPROVED FLIP SOLVER Optimized Birth Volumes

IMPROVED FLIP SOLVER Apply the Initial Vel. Rand. option not just to newborn Splash, but to splitting splash particles as well

IMPROVED SOURCES Emit from instanced thinkingParticles meshes when Prt Shape is set to Use Particle Shape

IMPROVED SOURCES Emit from thinkingParticles meshes which are different per each particle when Prt Shape is set to Use Particle Shape

IMPROVED VOLUMETRIC SHADER Optimized rendering of tens or hundreds of Simulators in Volumetric render mode

IMPROVED PARTICLE SHADERSpeed up and improve CPU utilization for Optimizing Particle Congestion with large cache files

IMPROVED VOXEL TUNER Buildup Time option

IMPROVED PARTICLE TUNER Buildup Time option

IMPROVED THINKING PARTICLES Sped up reading cache files by the Birth, Force and Sample operators

IMPROVED THINKING PARTICLES Add the Speed channel to the thinkingParticles Sample operator

IMPROVED CACHE I/O Sped up Grid RGB channel saving to compressed AUR cache files up to 8 times

IMPROVED PRT I/O Sped up export of PRT files up to 5 times

IMPROVED INSTALLATION Now Phoenix for V-Ray 3 and for V-Ray Next can start up even without V-Ray installed, and can render with Scanline, Corona, Octane, etc. so Phoenix installers for Scanline are no longer needed

IMPROVED RENDER CURVES Copy-paste support for render gradients and curves

IMPROVED CACHE I/O Save and load Grid Viscosity from VDBs created by Phoenix

IMPROVED CACHE I/O Sped up loading of VDB caches by reading their min-max channel ranges from metadata instead of calculating them

IMPROVED CACHE I/O Added cache info to VDB caches describing which version of Phoenix FD was used during simulation

IMPROVED CACHE I/O Hidden script option to disable the preset popup when loading Field3D or OpenVDB caches - inDontOfferPresets

IMPROVED PRT I/O Allowed use of # in the PRT Reader for specifying sequences just like cache paths in the Simulator work

IMPROVED PREVIEW Don't reset the preview Detail Reduction on loading a new cache sequence in 3ds Max

IMPROVED USER INTERFACE Renamed "Use Light Cache" to "Volume Light Cache" so it's not confused with V-Ray's Light Cache

IMPROVED USER INTERFACE Enabled Motion Velocity in Sources by default for new scenes

IMPROVED USER INTERFACE Changed Mapper's Initializer option to off by default for new scenes

 

FIXED FLIP SOLVER Fluid viscosity could be raised above 1.0 by the Voxel Tuner

FIXED ACTIVE BODIES Active Bodies with mass set to 0 were still affected by gravity 

FIXED ACTIVE BODIES Hiding an active body clone during simulation created many new copies of the object

FIXED ACTIVE BODIES Animated Active bodies moved faster than the original animated objects

FIXED ACTIVE BODIES The Active Bodies solver could be picked in a Phoenix Source

FIXED ACTIVE BODIES Scene interaction with many obstacles even outside the simulator was slow in Phoenix 4 compared to Phoenix 3

FIXED ACTIVE BODIES Restoring the simulation created new Active Body clones, without removing the old ones

FIXED ACTIVE BODIES Objects with different "Friction with the fluid" amount were colliding with the fluid in a similar way

FIXED ACTIVE BODIES Elasticity affected bodies differently with different type of shapes

FIXED VOLUMETRIC SHADER Rendering more than 10 Simulators in Volumetric mode showed occluded geometry through

FIXED SOURCES Creating Discharge Modifiers or changing their curves did not support undo/redo

FIXED PREVIEW Jittering Preview with Detail reduction and Adaptive grid

FIXED VOXEL TUNER Copying a Voxel Tuner node does not duplicate its expression tree

FIXED VOXEL TUNER Voxel Tuner didn't update the distance when the object's position changes

FIXED VOXEL TUNER Saving a scene with a Voxel Tuner and loading it could break some expressions

FIXED VOXEL TUNER  Animating one float value in an expression tree caused all other float values in the tree to be animated

FIXED THINKING PARTICLES Emitting from a thinkingParticles group set to non-Solid did not work if the All group was set to Solid 

FIXED THINKING PARTICLES Using thinkingParticles instanced geometry in a Phoenix Source required manually changing the Polygon ID to a different value

FIXED THINKING PARTICLES Birth operator created excessive particles when based on Temperature

FIXED THINKING PARTICLES Force operator's Variation had a too strong effect

FIXED THINKING PARTICLES Birth operator used the RGB green channel instead of the velocity when based on Speed

FIXED THINKING PARTICLES thinkingParticles Birth Operator curve points with value below 0 were treated as positive

FIXED GRID TEXTURE Grid Texture applied to thinkingParticles did not get updated correctly when rendering a sequence

FIXED FOAM TEXTURE Wrong Mapping of the Foam Texture when the Ocean texture used tiling other than 1.0 in World XYZ with 'Use the original non-displaced vertices'

FIXED 3DS MAX INTEGRATION Body Force and Voxel Tuner can pick nodes which are not geometries, such as Active Body Solver nodes

FIXED SCENE BODY INTERACTION Hang during simulation if interacting with geometries with zero-area triangles

FIXED GRID SOLVER Random hang when stopping a fire/smoke simulation affected by a force and starting it again

FIXED GRID SOLVER Some voxels lose velocity and freeze using Massive Vorticity

FIXED VOLUMETRIC SHADER Crash with caches over 2.1 billion voxels with Phoenix Light Cache, since Phoenix FD 3.12

FIXED PARTICLE SHADER Reflections of excluded area lights still showed up on a Particle Shader's Bubbles/Splashes

FIXED MESHER Phoenix Mesh mode with a 2D scalar Displacement map rendered with artifacts

FIXED MESHER The Simulator's Velocity Render Element was not rendered in some frames in any of the Mesh modes with Render Cutter

FIXED OCEAN MESHER Enabling the Underwater Goggles option had no effect since Phoenix FD 3.12

FIXED OCEAN MESHER Orthographic viewport did not render Ocean Mesh correctly with Phoenix for Scanline

FIXED CACHE I/O Simulating the Fire/Smoke Temperature channel to VDB incorrectly showed the minimum data range as 0, instead of 300

FIXED CACHE I/O Drag particles exported to VDB could not render with motion blur even with exported grid velocity

FIXED BODY FORCE Crash when simulating using a Body Force node without an object, since Phoenix FD 3.13

FIXED PATH FOLLOW Modifier-Based Space Warps over a Spline caused the Path Follow force to work incorrectly

FIXED MAPPER Mapper's Initializer option was not working with Liquid simulators

FIXED PARTICLE TEXTURE Crash when simulating using a Mapper with a Particle Texture, while the same Particle Texture was also used in a material

FIXED 3DS MAX INTEGRATION Crash when simulating with Cascade Simulator enabled but no Simulator chosen

FIXED 3DS MAX INTEGRATION Adding an X-Ref Scene or X-Ref Object broke the Output path of existing Simulators in the current scene if it contained a macro

FIXED VRSCENES Crash when exporting Liquid with Grid Texture used in its material to a VRscene

FIXED VRSCENES Empty grids filled with density using the opacity curve rendered with different density between 3ds Max and exporting to VRscene

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