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