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