Official release

Date – 26 May, 2022

Download – Build 5.00.00

 

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More control over Active Bodies

Create procedural animations for active bodies with a directable Thruster Force

Restrict active bodies to move or rotate along a selected horizontal or vertical axis using the Axis Lock.

Extra control over how active bodies interact with your scene — choose whether they should emit, attract, and retain fluids, and much more.

 


 

New and enhanced presets

Create realistic effects quickly and easily with new and enhanced presets.

 


 

Realistic Foam Patterns

Create more realistic foam, faster. Easily add variety to the size and look of your patterns.

 


 

Voxel Shader

Shade fire and smoke simulations, and meshes in a single simulator using the Voxel Shader — giving you more time to be creative.

 


 

Standalone Simulations

Speed up your simulations with the initial implementation of the Phoenix Standalone Simulator and easily debug your scenes through the Phoenix simscene Node Editor.

 


 

Combined changelog since Phoenix 4.41:

 

  New 'Size Variation' and 'Stringy' options for the Foam Pattern shapes, allowing for more diverse and interesting patterns

  Multithreaded the routine where moving obstacles push the FLIP particles

  'Burn Smoke RGB' color option for coloring the smoke created by fuel burning

  Pick Active Bodies as emitters in Sources, as attractors in Body Force, in 'Distance To' fields in Tuner Expressions, as Birth Volumes and Render Cutters

  New Thruster node for the Active Bodies, allowing you to propel an active body in a certain direction, which can also be attached to the body so it changes direction as the body rotates

  New Axis Constraint node for the Active Bodies, allowing you to block the movement of the active body in a certain direction, or to also stop the active body from rotating around a certain axis

  New option in the Active Body Solver to use the Simulator's jammed walls as obstacles for Active Bodies

  Added an 'Affect by Foam' option to the Active Body Solver that controls how strongly the Foam pushes the Active Bodies - by default it is off

  New separate Voxel Shader node, allowing shading of both fire/smoke and meshes from the loaded data of the same Simulator without having to duplicate the Simulator

  Option to flatten particles near the Liquid Simulator's borders in Ocean Mesh mode, like the vertices of the ocean do

  'Color From RGB Channel' option allowing for coloring the rendered particles based on Phoenix's RGB channel much faster and without the need to plug a Particle Texture in the Color Map slot

  PRT cache import straight into the Simulator and the Standalone Preview, without the need for the PRT Reader node. This also allows retiming of PRT sequences

  New "phoenixfd.exe" command-line executable that simulates .simscene files exported from 3ds Max, similar to V-Ray Standalone. It simulates up to 40% faster than inside 3ds Max or Maya. Currently it only supports Simulator and Source nodes, as well as Phoenix node properties. Still to be added are: Foam/Splash options, support for animated options and animated geometries, resimulation, textures

  Phoenix FD menu option to Export, Simulate and simultaneously launch the Standalone Preview application to observe the simulation result

  Added a Phoenix Node Viewer application for exploring the node graph of .simscene files. Dragging and dropping would also display .vrscene files

  Mesh Preview, including wireframe mode, customizable via the command line

  Viscosity Voxel Preview

  Smoke Opacity modulated or replaced by textures will show in the viewport GPU Preview

  Reduce or increase grid resolution with the cache_converter tool

  Simulation Restore button in the Phoenix toolbar

  New 'Jet Engine' and 'Stormy Sea' quick setup toolbar presets

  New 'Ice Cubes' and 'Speedboat' quick setup toolbar presets

  Support for 3ds Max 2023

  Windows 11 support for NUMA machines. Windows Vista is no longer supported after this change and the minimum supported version is Windows 7

  Added tooltips for many of the Simulator's rollout. More to come

 

  Sped up fire/smoke simulations with up to 20%

  Multi-threaded the Adaptive Grid of fire/smoke simulations when Preallocation is On

  Allowed the use of $(same_as_output) as Resimulation Output Path

  Repeatedly increase the resolution using resimulation that overwrites the same cache sequence

  FLIP resimulation now writes caches to new "_resim" files instead of overwriting the old ones

  Sped up and improved thread balance of liquid simulations with moving obstacles

  Improved 'B2B Interaction' and 'Splash Liquid-Like' that don't shoot particles away and can now be used even with Ocean setups

  Allowed values below 1 for the 'Mist Amount' option and excluded it from affecting how fast Splash particles are deleted

  Ocean Simulations with Adaptive Grid can now expand upwards without the ocean level changing

  Sped up simulations with enabled Motion Inertia that don't actually move

  Allowed rendering with V-Ray GPU while the CPU simulation is running in both IPR and production modes. With V-Ray CPU, the simulation is paused during rendering

  New model for calculating buoyancy of Active Bodies, allowing better interaction with the Wave Force in large scale ocean vessel setups

  'Collider Type' option in the Node Properties, allowing choice between fast or precise collision options

  Reduced the required V-Ray GPU memory when rendering fire/smoke volumes

  Probabilistic shading now has an effect only with V-Ray

  Sped up render start with thousands of vrscene simulator copies

  Fall back to Bubble mode when rendering with V-Ray GPU in Point mode

  Mesh surface from the Viscosity channel, allowing to change the mesh volume when simulating melting or solidifying of liquids

  Sped up 2x frame blending with Time Bend controls

  Updated OpenVDB from version 5 to version 8.1

  Sparsify VDBs exported by the Phoenix simulation or the Cache Converter so now they are generally smaller

  Recognize by default Velocity(x), Velocity(y) and Velocity(z) channels from VDBs from thinkingParticles

  Show the sizes on storage of the different data chunks in AUR files in the Standalone Preview and Cache Converter

  The Phoenix installer now associates the Phoenix Previewer as default program for opening AUR, VDB, F3D and PRT files

  Drag & drop AUR, VDB, F3D and PRT caches in the Phoenix Previewer

  'Auto Load Latest' option that monitors the storage for newly appearing sequence files

  Right click menu over the loaded cache directory for copying the full path or just the file name

  'Log Verbosity' option in the Phoenix Preferences that has these levels: Debug, Info, Important, Warnings and Errors. Low res simulations can be 10% faster in 'Important' compared to 'Debug'

  Faster and better looking Fire quick setup toolbar preset

  Increased the brightness of the Cold Smoke quick setup toolbar preset

  Increased the height and tweaked the colors of the Candle quick setup toolbar preset

  Use just one Particle Shader for all emitters in the Ink in Water quick setup toolbar preset, and shade using the new 'Color From Particle RGB Channel' option

  Improved the simulation and rendering of the Ocean toolbar quick setup preset and made it more like the Ship example scene

  Allowed selecting channels that are not available in the entire cache sequence in the Color From Particle Channel box

  Affect Temperature, Smoke and Fuel separately by turning off the new 'Affect All Fire/Smoke Channels' option

  Texture slot for Surface channel by Texture in the Liquid Simulator

  Renamed the 'Droplet Breakup' option to 'Droplet Formation' in order to be more clear what the option does

  Renamed the 'B2B Interaction' option to 'Foam Volume' in order to be more clear what the option does

  Show a warning saying that Foam on Hit Resimulation requires Splashes to be resimulated

  Warning in the log file when rendering a mesh with Alembic compatibility enabled from the Export rollout

 

  Dropped support for 3ds Max 2016 and 2017

  Hid the 'Backtrace (Classic)' Advection Method from the user interface. It is still accessible as $.advtype=0 via MaxScript

 

  Initial Liquid Fill produced wetmap over submerged Solid geometry even when there were no liquid particles nearby

  Wetmap didn't fully cover objects submerged in liquid created by a Volume Brush Source

  Volume Inject Liquid Sources created more particles in voxels partially overlapped by the emitter or by Solid obstacles

  Foam Birth Amount differed from Maya. Now it's in particles per cubic centimeter

  The Viscosity Diffusion effect changed drastically between 1 and 0.999

  Non-Solid liquid emitters in Surface Force mode with disabled Motion Velocity contributed negative velocity

  Adaptive Grid crashed when a fire/smoke simulation expanded over 2.1 billion voxels

  Rare crash when resimulating with Adaptive Grid with Preallocation

  Changing the grid resolution affected Volume Inject discharge of liquids (scenes saved with older Phoenix versions might simulate differently after this fix)

  Volume Brush created liquid, foam and splash particles with a gap around submerged objects, compared to Initial Liquid Fill

  Discharge modifiers in Object space were not correct when the emitter was another Simulator

  Clear Inside did not work when using non-Solid geometries instanced over particles

  Liquid resimulation broke Active Bodies simulation

  Active Body simulation with many bodies was very slow with Macro Recorder enabled

  Active Bodies may freeze in scenes with large meter scale

  Restoring a simulation with Active Bodies caused them to jump to the scene origin for a frame

  Sometimes a feedback loop accelerated Active Bodies through the liquid

  Some Out of memory situations when interacting with scene geometries or particles were not handled and lead to a crash

  Geometries with scale of 0% created huge velocities in the simulation

  No motion blur from translation with more than 10 Simulators in Volumetric mode

  Noise with Fire simulation and reflective material with glossy below 1

  Render artifacts using Probabilistic Shading when mixing two Particle Shaders in Bubbles/Splashes/Cellular mode

  Crash when rendering Particle Shader using Ray-traced Scattering mode and Probabilistic Shading turned on

  Probabilistic volumetrics rendered particles in Point mode incorrectly when combined with Smoke

  Particle Shader with motion blur does not render with Dali Renderer, since Phoenix 4.40

  thinkingParticles' Post Cache option did not affect rendering particles

  Render slowdown on machines with many cores in Bubble/Cellular/Splashes mode between V-Ray Next and V-Ray 5

  Count Multiplier slowed down significantly after Phoenix 4.10

  Count Multiplier above 1 created particles even between distant chunks of particles

  Memory leak when rendering in Mesh mode with V-Ray Standalone

  Crash when rendering more than 10 merged Ocean Simulators, since Phoenix 4.40

  Artifacts in the mesh normals over liquid features which render in front of the horizon line, in Ocean or Cap Mesh mode with Horizon Roughness

  Line artifacts or loss of detail with Cap Mesh mode and Ocean Мesh mode and low angled camera

  Stepping artifacts in Ocean Mesh mode smoothed with Use Liquid Particles when the liquid level was much different than the ocean level

  Ocean Mesh rendered differently when the V-Ray Frame Buffer was turned off

  All types of Phoenix previews were drawn on top of and occluded V-Ray's Viewport IPR

  Changing the frame during V-Ray IPR CPU distorted the Phoenix mesh when it had modifiers

  The PRT Reader's transform did not update between renders if 'Attach to Node Transform' was turned on/off or the node was moved

  Crash when typing in the Clear Channels field of the Property Lister

  The Property Lister crashed when Macro Recorder was enabled

  Re-timed particles using Time Bend Controls lost their ID channel

  Re-timing particles without IDs caused them to disappear in blended frames

  Grid previews disappeared when switching to "Velocity" Grid Blend mode after changing the Input Play Speed to <1 while the Grid Blend mode was a different one

  Grid simulation with high velocity using Adaptive Grid and Precise Tracing Grid Blend mode appeared chopped apart

  The voxel preview in 3ds Max 2022, update 1, was multiplied by the object color

  Cache File Content time did not show leading zeroes before hours and minutes

  The vertical scroll in the Log and the Cache File Content windows did not work if the text had too many lines

  Rare crash when opening the Particle Preview rollout of the Phoenix Previewer

  Saving an image sequence in the Standalone previewer in CLI mode was saving only the first frame

  Zooming in very close on large cache files locked the camera

  Particles created by the simulation sometimes had invalid or repeating IDs

  Тhe grid velocity from the vector "vel" channel of imported VDB caches was not the correct scale

  Grid RGB channel broke when the grid size was above 1 billion voxels

  AUR caches containing Particle Velocity increased in size, since Phoenix 4.40

  Smoothed Velocity channel of VDB caches incorrectly had very large or very small scale

  Dependency loop Error when trying to assign a Particle Texture reading data from the same Simulator that it was applied to

  Hang with Particle Texture applied over a Simulator, using 'Render-time Only' turned off and reading tyFlow particles

  Hiding all Phoenix nodes translated the instances when the Simulator was plugged in the Particles list of a V-Ray Instancer

  Increase/Decrease Grid Resolution buttons scaled the Simulator size after merging a scene in 3ds Max 2022

  The Waterfall toolbar Quick Setup preset changed since Phoenix 4.30

  The Ink in Water Quick Setup preset created much less drag particles than in Maya

  The animated noise movement was slower with large scale and faster with low scale Clouds quick setup toolbar preset

  Loading a Particle Shader preset or a Simulator render preset in disconnected the Render Cutter geometry

  Surface Channel of the Liquid Simulator always got reset to Liquid when rendering started

  Rendering animation to vrscene or on the Cloud during simulation rendered only the first cache from the sequence

  Particles rendered as Bubbles inside of a liquid mesh rendered darker when exported from 3ds Max to VRScene or rendered on the Chaos Cloud

  Phoenix mesh with modifiers rendered incorrectly in animation with V-Ray CPU and GPU Standalone

  Buckets in the Shadow, Raw Shadow, GI, Raw GI, Light Select and Lighting render elements of a Simulator with Volume Light Cache in the V-Ray Standalone

  Particle Shader rendering thinkingParticles produced different results every time

  openvdbio_phx.dll and field3dio_phx.dll were not added to V-Ray Standalone plugins folder by the Phoenix installer

  Simulations which started under 10 million voxels but later expanded, stopped writing to the Phoenix log file, since Phoenix 4.40