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[News] Phoenix FD Advanced 3.04.00 for 3ds Max

Discussion in 'CGI News' started by roocoon, Jun 15, 2017.

  1. roocoon

    roocoon Well-Known Member
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    Additions/fixes plus Max 2018 support.
    Info at: https://www.chaosgroup.com/phoenix-fd/3ds-max

    Changelog for this version:
    Build 3.04.00 (patch) (June 09 2017)
    ==============

    New features:
    (*) PhoenixFD: Support for 3ds Max 2018
    (*) PhoenixFD: Remove the DEMO configuration and implement support for TRIAL builds
    (*) Simulation: Option to control droplet breakup and droplet size when Surface Tension is used
    (*) Rendering: Ocean Off-Screen margin option to allow extending the ocean outside of the render view
    (*) Rendering: Option to control the roughness of the ocean horizon
    (*) Preview: Auto White Speed for the preview of particles
    (*) Preview: Preview for the particle RGB channel
    (*) I/O: Add an option to use environment variables in Phoenix FD cache files path
    (*) Source: Implement emission based on Vertex Color and Vertex Color tex map
    (*) Source: Option to disable or enable liquid discharge from the Liquid Source
    (*) BodyForce: Ability for the Body Force to evenly fill a volume
    (*) SpaceWarps: Support for the 3ds Max Drag force
    (*) PRT I/O: Export and import the RGB Color channel to/from PRT caches
    (*) Scripting: Add a MAXScript function that loads render presets - A_LoadRenderPreset [node] [preset_path]

    Modified features:
    (*) PhoenixFD: When the simulator is renamed, its cache files should be renamed too
    (*) Rendering: Optimized Particle-based mesh smoothing of very large files
    (*) Curve control: New and converted Bezier and Spline ramp points should follow the slope of the curve
    (*) BodyForce: Allow animating the Body Force Max Distance
    (*) Scripting: Allow Restoring or Loading the simulation from script inside OnSimulationBegin without an infinite recursion

    Bug fixes:
    (*) Simulation: Adaptive grid attached to animated body is jittering when motion speed changes
    (*) Simulation: Fast moving fire emitter leaves frozen voxels using Adaptive Grid
    (*) Simulation: Second NUMA node is not recognized and utilized on machines with more than 64 cores
    (*) Simulation: Drag particles are not affected by Body Force even when the affected channels include Velocity
    (*) Simulation: Foam and splash occasionally gets stuck when exiting the borders of a ship simulation
    (*) Simulation: Splashes are born underwater with Splash By Free Fly above 0
    (*) Simulation: Inertial forces with value set to 0 still affect the liquid
    (*) Rendering: Rendering artifacts with Optimize Congestion in Bubble mode and Liquid Geometry
    (*) Rendering: Flickering ocean surface seen in reflections with a moving camera
    (*) Rendering: Bubbles that intersect the liquid surface render over-bright with enabled Particle Shader Light Cache
    (*) Rendering: Sequence render with Defscanline and Fire Lights keeps showing the lights after the cache sequence ends
    (*) Rendering: Black artifacts rendering with Light Cache when the container is inside refractive geometry with gray fog color
    (*) Rendering: Rendering particles as Points in Geometry mode produce NaN Pixels
    (*) Rendering: No motion blur on the simulator in ocean mode with a moving camera locked to a moving simulator
    (*) Rendering: Blending particles that are born and die each frame produces a lot less particles
    (*) Input: Opening a cache file with a negative frame index does not load the rest of the sequence
    (*) Source: Numerical Errors when applying the Fire preset on a PFlow emitter and changing the Source Prt Shape
    (*) Turbulence: Turbulence in Pressure Mode cannot affect the Liquid simulator
    (*) Turbulence: Pressure Mode deactivates the preview of Turbulence Streamlines
    (*) Mapper: Hidden Mapper with Initializer enabled still affects the simulator
    (*) Mapper: Crash when transferring velocity between two sims using a Mapper, Grid Texture and SPF over 1
    (*) Texmaps: Copying any Phoenix texmap between the Sample Slots of the material editor loses the name of the map
    (*) PhoenixFDGridTex: Crash when using Grid Texture as discharge map with overlapped simulators
    (*) PhoenixFDGridTex: If a simulator is renamed, liquid becomes not renderable with Phoenix texture
    (*) PhoenixFDGridTex: Blending Grid Textures using a Composite map produces a different render after the first frame and in animation
    (*) PhoenixFDOceanTex: Rotating the PhoenixOceanTex produces different wave patterns in different scales
    (*) QuickSetups: Scene scale does not affect liquid Quick Setup presets which use VRayMtl's Fog multiplier
    (*) QuickSetups: The turbulence Strength of the Cigarette and Fire presets does not scale according to the emitter size
    (*) VRScenes: VRScenes exported from 3ds Max always have Probabilistic Volumetrics forced On



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  2. roocoon

    roocoon Well-Known Member
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    V3.05.00 is out.
    It supports up to the latest Max 2018 update.
    Same protection and hardware comments as I posted for the Maya version.

    Changelog:

    Build 3.05.00 (patch) (November 14 2017)
    ==============
    New features:
    (*) Simulation: Resimulation over OpenVDB caches exported from Phoenix FD
    (*) Simulation: Restoring simulation from OpenVDB caches exported from Phoenix FD
    (*) Simulation: Load the simulation initial state from OpenVDB or Field3D
    (*) Simulation: Option to control the randomness in velocity direction at Splash birth
    (*) Simulation: Option to allow only expansion of the adaptive grid, but disable shrinking
    (*) Rendering: Added a new frame blending method using both Velocity and Advection Origin, producing smoother fire/smoke retiming
    (*) Rendering: Stronger Approximate Scattering for brighter regions and lower scattering for the darker regions of the same volume
    (*) Preview: Viewport preview for visualizing the influence of both native and Phoenix forces
    (*) ParticleShader: Size Addend option
    (*) ParticleShader: Option to allow offsetting the particles vertically
    (*) Curve controls: Ability to horizontally or vertically stretch and flip the selection in curve and gradient controls
    (*) FollowPath: Added an option to break the spline into segments which influence the simulator simultaneously
    (*) FollowPath: Support for 3ds Max modifiers on splines
    (*) Tools: Added a command line cache_converter tool, allowing conversion of already existing AUR cache sequences to OpenVDB without simulating again
    (*) SDK: Added a new interface for sampling volumetrics at render time
    Modified features:
    (*) Simulation: Moved the Scene Scale option in the Grid rollout and now it affects the container dimensions text
    (*) Simulation: Change adaptive limit defaults to non-zero
    (*) Simulation: Display an error if the FLIP resimulation cannot find Liquid particles
    (*) Rendering: Use particle ID instead of Age channel when looping particles
    (*) Rendering: Expose the Isosurface Level parameter in the Liquid simulator
    (*) Rendering: Sped up Ocean construction
    (*) Source: Display Outgoing Velocity of sources in Surface Force mode as units/second
    (*) SDK: Equalized the public interface classes between 3ds Max and Maya. Added new ones serving specific purposes - simulation, volumetric shading, frame data access, etc.
    Removed features:
    (*) SDK: Dropped the IPhoenixFD interface
    Bug fixes:
    (*) Simulation: Crash when simulating using any Phoenix textures in 3ds Max 2018 Update 2 and Update 3
    (*) Simulation: The General-Purpose Time Bend Resimulation was not working correctly in Phoenix FD 3.04
    (*) Simulation: Restoring Resimulation was not working in Phoenix FD 3.04
    (*) Simulation: Resimulation might produce less smoke and temperature
    (*) Simulation: Liquid particles penetrate the walls of complex or thin static geometry
    (*) Simulation: After loading a cache or simulating, CPU usage remains high on machines with many threads
    (*) Simulation: Overlapping Solid Fire/Smoke emitters in Surface Force mode emit inside each other's volumes
    (*) Simulation: Instability with high incoming velocities through the grid walls
    (*) Simulation: Fire/Smoke simulations using Solid emitters in Surface Force mode with Noise produce different results on each run
    (*) Simulation: Fire/Smoke simulations using Solid emitters and Buffered or PCG Conservation produce different results on each run
    (*) Simulation: Non-solid sources in Surface Force mode do not affect Liquid simulations
    (*) Simulation: Foam born from Sources in Surface Force mode does not respect the simulator Foam Size and Variation settings
    (*) Simulation: When splashes split, they form visible lines of particles
    (*) Simulation: Big difference between Splash behavior with Liquid-Like at 0 and at 0.001
    (*) Simulation: Increasing the Splash Threshold never eliminates all born splashes
    (*) Simulation: Foam Rise and Falling speed set to 0 do not freeze foam particles
    (*) Simulation: Submerged foam particles ascend high into the air near negative open simulator walls
    (*) Simulation: The Simulate Air Effects option may create huge velocities at voxels where the liquid contacts geometry
    (*) Simulation: Rigged non-solid bodies cannot contribute motion velocity to the simulation
    (*) Simulation: Random hang when restoring the simulation with more than 1 Steps Per Frame
    (*) Simulation: Crash when a particle system with instanced geometries used as obstacles exits the simulator
    (*) Simulation: Adaptive Grid's Extra Margin for Liquid simulators does not work
    (*) Simulation: Grid artifacts with Liquid simulation using Confine Geometry with curved surfaces
    (*) Simulation: Liquid particles get created on the back end of a moving liquid simulator with Initial Fillup, raising the liquid level
    (*) Simulation: Overlapping a Solid Surface Force source with a non-solid body with Clear Inside does not clear the smoke
    (*) Rendering: Artifacts when rendering overlapping containers in Volumetric Geometry mode
    (*) Rendering: Flickering when rendering Smoke Color based on a gradient with varying data range with Approximate Scattering
    (*) Rendering: Using a Grid Texture as a render input for the same simulator causes double Self-Illumination calculations
    (*) Rendering: Crash when blending caches with Drag particles
    (*) Rendering: Random crash when blending between frames which contain very few particles
    (*) Rendering: Subdivided Ocean surface may abruptly change its detail with animated camera
    (*) Rendering: Using Liquid Particles for Mesh Smoothing together with Cutter Geometry still uses particles outside the Cutter
    (*) Rendering: Using Liquid Particles for Mesh Smoothing does not take effect until the Smoothness is raised to 3
    (*) Rendering: Cannot key the Playback Mode parameter during sequence render
    (*) Rendering: Fix dark and non-uniform horizon using the Horizon Roughness option
    (*) ParticleShader: Particle Shader Motion Blur length changes between the first frame and the rest of the sequence
    (*) ParticleShader: Shutter speed does not affect particle motion blur
    (*) ParticleShader: Bucket artifacts when rendering dense bubbles with the Particle Shader's light cache enabled
    (*) Preview: The steps per frame count displayed during simulation is wrong in some cases
    (*) Preview: Particle channels in the Cache File Content list are wrong when using Loop with Overlap
    (*) I/O: Error about not enough memory to save the cache when a particle channel is over 2GB
    (*) Source: Disabling the Emit Liquid source option does not stop liquid discharge in Volume Inject mode
    (*) Source: Mapped source discharge by a texture does not clamp the texture input between 0 and 1
    (*) Source: Discharge Modifier based on normals in object space use them in wrong scale
    (*) Source: Discharge Modifier by World Speed does not work correctly with simulator attached to moving emitter
    (*) Source: Crash when deleting an emitter from the scene, adding another one to the source and changing the emit mode to Brush
    (*) PlainForce: Plain Force with drag strength of 1 is not able to stop the fluid's motion
    (*) BodyForce: Body Force does not affect parts of the grid that expanded using Adaptive Grid
    (*) FollowPath: The Fade Start parameter was not working in Phoenix FD 3.04
    (*) FollowPath: Artifacts when simulating using a FollowPath force on a circular spline
    (*) Mapper: The Mapper cannot completely freeze or exactly set velocity in the simulation
    (*) PhoenixFDGridTex: Can't render a fire/smoke simulator using PhoenixFDGridTex from another simulator as Fire and Smoke inputs
    (*) PhoenixFDGridTex: Grid Texture which is not plugged into a material does not update its simulator name when it's renamed
    (*) PhoenixFD: Each time 3ds Max 2018 is started the Phoenix FD toolbar reappears, even if hidden
    (*) PhoenixFD: Node properties saved using a decimal comma are not read properly using a dot and vice versa
    (*) PhoenixFD: Copying a simulator with default cache paths loses the Input paths for both the original and copied simulators
    (*) PhoenixFD: No confirmation box when overwriting presets
     
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