In Phoenix 5.21.00 the Particle and Voxel Tuners can now measure the distance from a point to the nearest particle or count the number of particles in a given radius. This allows for measuring the distance between different particle systems and deleting stray particles or modifying the simulation based on the number of particles in a certain region.
The Phoenix Simulator options that have their value changed from the default state will be colored and you can quickly see which ones were tweaked.
The emitter objects can now be picked by multiple Sources and will use only one of the Sources for actual simulation - for scenes where you have multiple simulators in the scene that use the same emitter object in different Source nodes.
The Sources can now emit Foam, Splash and Mist particles at the same time.
As always we did many user interface improvements and fixed many bugs in order to make the simulation process a lot smoother.
The Particle and Voxel Tuners are expanded with the functionality to measure the distance from a point to the nearest particle and to find the number of particles in a given radius
Use a different color in the user interface of the Simulator for options that are different from their default value
'Add Many' button in the Active Body Solver node, allowing to quickly add a list of nodes
Gray out the Direct Velocity X/Y/Z slots when using Texture map or Vertex Color
Allowed simply picking the same emitter in multiple Sources, and use only one of the Sources for the actual simulation
Allowed emitting Foam, Splash and Mist particles simultaneously by Sources
Turn off the Particle Preview for Quick Setups that use GPU Preview that don't have particles, in order to make the Preview rollout shorter
Moved all the on/off switches for the different preview types to the top of the Preview rollout
Gray out the Velocity Preview if the Force preview is turned on, and the Velocity Streamlines if the Force Streamlines are enabled
'Clear' right click menu item for the node selector buttons in the Simulator
Added a button to all Phoenix command panel rollouts to reset the position of the floating rollouts
Emit Motion Velocity from moving ABC meshes with varying vertex count
The simulation appeared chopped when simulating a Simulator with Steps Per Frame above 1, parented to a Helper with an added Controller
Any errors during PCG GPU simulation caused a crash
Fixed waves appearing near the Simulator borders when the container was animated to translate horizontally
Liquid particles could slide over the ocean surface for a long time before merging, even with Droplets Surfing of 0.0
Crash if emitting Mist particles from a Source but Splash To Mist was 0 and there was Wetting with Consumed Liquid enabled
Exporting simscenes to directories that didn't exist yet failed without displaying an appropriate error
Crash if running out of memory when emitting from particles
Emitting from particles in Volume Brush mode when using Noise in the Source often produced 100% brush effect even with very low Brush Effect values
Directed Velocity was not calculated correctly when emitting from Particle Flow
Deleting Splash or Mist particles using a Tuner created Liquid particles when Affect Liquid was higher than 0
Crash when rendering many particles in Bubbles or Cellular mode using a Count Multiplier higher than 1
Rendering slow-down with Particle Shader in Points mode with Volume Light cache enabled on NUMA machines
Fire Lights were always created on the active render layer even if the Simulator was placed in another layer when the 'Hidden lights' option was off
Random crash when previewing a large number of particles
Viewport slowdown when loading VDB sequences, since Phoenix 5.20
Slow viewport preview with instanced VDB caches
Rendering an animation didn't update splines created by Auto bake Streamline Preview
Input Grid Smoothing's Threshold/Similarity/Random Variation controls were broken, since Phoenix 5.20
Input Grid Smoothing's Similarity was broken, since Phoenix 3.11
Incorrect "Temperature" channel data range for a specific VDB file
Crash during tyFlow particle simulation when reading Phoenix simulation data using Time Step below 1 frame with Phoenix for V-Ray 5
Phoenix atmosphere is automatically created upon render start when there was a Particle shader in the scene
3ds Max crashes when loading a Phoenix Render Preset in a V-Ray Volume Grid
The 'Export PRT Particles' right click menu was not visible when a Modifier is applied to the Simulator
Using a deformer over PRT cache loaded in the Simulator showed wrong deformation when changing the timeline frame
Velocity data read by the Grid Texture had wrong direction when the Flip YZ option of the source Simulator was ON
Mapper setting Grid Velocity to a Simulator read by a Grid Texture from a rotated Simulator produced wrong velocity directions
Memory leak when simulating and a Grid Texture is used for some material when the simulation that has many steps per frame and contains particles
Memory leak during rendering with Corona when using Phoenix Grid texture
Submitting a Simulator that used the default $(scene_path) output for Deadline .max scene simulation threw a MAXScript exception without showing a friendly error message
The cache was flipping back when changing any of the Input Grid Smoothing options while 'Flip Up Axis' was enabled
Phoenix Progress Bars were cropped in high DPI
Texture selector controls in floating rollouts didn't update when cleared while the Simulator's command panel was not shown