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Phoenix FD 3.10 released adding variable viscosity
Feb 16, 2018 by CGPress Staff
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Chaos Group has announced the availability of Phoenix FD 3.10 for 3DS Max and Maya. This release introduces a colour texture for the Particle Shader, animation controls for the Ocean texture, multithreaded AUR Cache read/write and variable viscosity for the FLIP solver. Find out more on Chaos Group’s website , read the release notes and watch demos of the new variable viscosity feature on YouTube: 3DS Max | Maya.
changelist:
Build 3.10.00 (February 14 2018)
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New features:
(*) FLIP Solver: Variable viscosity for the FLIP solver. Added to the Sources, Grid Texture and Mapper
(*) FLIP Solver: Default RGB color for Initial Fill Up of the simulation and Initial Liquid Fill of interacting geometries
(*) Particle Shader: Use texture RGB color to shade particles in the Particles Shader
(*) Ocean Texture: Implemented looping and direct frame index option for the Ocean Texture
(*) Particle Flow: Implement caching of the Simulator frames in order to speed up the Phoenix Particle Flow operators
(*) Particle Flow: Option to delete PFlow particles exiting the Simulator grid when using a Force Operator
(*) 3ds Max Integration: Support XForm modifiers in Volumetric render mode for the Simulator
(*) 3ds Max Integration: Added the Flip Y/Z option to the Input rollout in 3ds Max
Improvements:
(*) FLIP Solver: WetMap particles are now able to stick to deforming and fast moving geometries
(*) FLIP Solver: Improved the thread loading of the FLIP solver
(*) FLIP Solver: Added a Fill Up for Ocean option which can be disabled so Initial Fill Up would not produce liquid voxels and mesh under the fillup level
(*) Volumetric Shader: Render negative Fire from caches imported from FumeFX
(*) Volumetric Shader: Speed up rendering of scenes with Simulators and Particle Shaders in volumetric mode in 3ds Max
(*) Animation: Renamed Cache Start to Cache Origin and Play Start to Timeline Origin
(*) V-Ray RT and IPR: Ignore the Optimize Big Volumetric Grids option when the current render is V-Ray RT
(*) Ocean Mesher: Allow simultaneous use of the Vertical Fade Level and Fade Above Velocity displacement options
(*) Ocean Mesher: Added a hidden cache stretching parameter used to fill air pockets in imported Houdini VDB caches used for ocean meshing - "cachestretchzone"
(*) Ocean Texture: Optimized the Ocean Texture
(*) Path Follow: Reverse the direction or attraction of FollowPath using a negative Follow Speed or negative Pull Speed
(*) VRScenes: Resolve environment variables in Phoenix paths during rendering and not during export
(*) Cache I/O: Multithreaded writing and loading of AUR caches. After this change, old versions of Phoenix won't be able to open new caches. New Phoenix versions will open old caches without problems.
(*) Cache I/O: Merged the OpenVDB DLL into the Phoenix plugin
(*) User Interface: Added options for using the Timeline beginning/end as the simulation start/stop frame
(*) 3ds Max Integration: If the connection to the license server is lost, automatically try to reconnect
(*) SDK: Allow providing custom motion blur start and end frame times through the Phoenix SDK
Removed features:
(*) Phoenix FD: Dropped support for 3ds Max 2013
Bug fixes:
(*) FLIP Solver: Random crash with liquid simulation when particles exit the grid and there is an obstacle on the border
(*) FLIP Solver: Random crash while simulating liquid in contact with moving solid source geometries
(*) FLIP Solver: Hang when not all existing FLIP particle systems are affected by a Phoenix force
(*) FLIP Solver: Solid bodies with Clear Inside kill liquid particles on contact
(*) FLIP Solver: Can't use another simulator as an obstacle to FLIP liquid
(*) FLIP Solver: Restoring liquid simulation with moving simulator creates incorrect velocities at the borders
(*) FLIP Solver: Load & Start of a non-backup liquid cache does not load all the liquid particles
(*) FLIP Solver: Animated object entering the simulator does not emit liquid from its entire surface
(*) FLIP Solver: Liquid cannot wet the inside of a Confine Geometry
(*) Grid Solver: Overlapping non-solid Surface Force sources sum their temperatures to very high values
(*) Grid Solver: Crash with fire/smoke simulations and Confine Geometry if Object Voxels is different than Circumscribed
(*) Simulation General: Crash during simulation when Phoenix FD runs out of memory
(*) Simulation General: Pressing Start quickly and repeatedly could crash the simulation with enabled Force Preview
(*) Simulation General: Repeated Stopping and then Starting the simulation quickly could lead to a crash in 3ds Max
(*) Simulation General: Hang when using Load & Start for a Resimulation
(*) Simulation General: After a recent Windows Update, simulation in 3ds Max could hang on Start
(*) Simulation General: Can't Start a simulation from the toolbar after a failed Restore
(*) V-Ray RT and IPR: Crash when the Ocean Texture is used as liquid simulator displacement when rendering with V-Ray RT
(*) Volumetric Shader: No scene shadows if Visible to Camera is disabled in Volumetric Geometry mode
(*) Volumetric Shader: Fire/Smoke in Volumetric Geometry mode does not render at all when Min Visible Opacity is set to 0.0
(*) Particle Shader: Crash when rendering a Particle Shader with Liquid Geometry set to a Simulator used by a Particle Texture with motion blur
(*) Particle Shader: Particle Shader without particles slows down rendering of the entire scene in 3ds Max
(*) Rendering: Crash when rendering a simulator without a cache with Velocity render element enabled
(*) Animation: Precise Tracing and Interpolation methods don't work smoothly for particles if the original simulation has SPF above 1
(*) Sources: Lag when displaying the Modify panel for Liquid Sources in 3ds Max 2018
(*) Sources: Wrong texture mapping when using a Grid Texture to transfer data from one simulator to another via a Source
(*) Forces: 3ds Max forces need huge multipliers in order to work with Phoenix
(*) Body Force: Body Force using geometry with modifiers may not use the proper geometry transform in 3ds Max
(*) Body Force: Crash when a body used by Body Force is moved far away from the simulator
(*) Wave Force: Wave Force icon helper position in the viewport affects the simulation
(*) Mapper: Mapper's Time-Constant is not working correctly with a mask
(*) Grid Texture: Crash when trying to add a quick Paint preset with open Material editor and previously used Grid Texture in it
(*) Ocean Texture: Crash when rendering Ocean simulation using V-Ray Standalone with -numThreads command
(*) Ocean Mesher: Handled out-of-memory when rendering high-poly Phoenix ocean on large resolutions
(*) VRScenes: Particle Shaders are not correctly exported to VRscenes from 3ds Max in Phoenix FD 3.05
(*) PRT I/O: Export of PRT files from an unsaved scene does not expand the $(cachedir) macro correctly
(*) PRT I/O: Cannot export PRT files for negative frames
(*) Particle Flow: Some PFlow particles randomly get stuck when exiting the Simulator grid when using a Force Operator
(*) 3ds Max Integration: Cannot render a simulator with modifiers since Phoenix FD 3.05
(*) 3ds Max Integration: Sources stop emitting through Particle Flow in 'Use Particle Shape' mode if test operators remove some of the particles
(*) 3ds Max Integration: Crash when setting a Phoenix Simulator as a Clipper mesh
(*) 3ds Max Integration: Crash when shift+clicking on a Simulator with the move tool
(*) SDK: All Phoenix nodes returned NULL for getPhoenixSDKInterface()
Been looking forward to this day!