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[News] Phoenix FD Advanced 3.04.00 for Maya

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

  1. roocoon

    roocoon Well-Known Member
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    This time, both platforms came out at the same time.
    Details at: https://www.chaosgroup.com/phoenix-fd/maya

    Changelog:
    Build 3.04.00 (patch) (June 09 2017)
    ==============

    New features:
    (*) 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
    (*) Simulation: Ability to chain simulations and delete caches via RMB menu in the Start/Clear buttons in the shelf
    (*) Rendering: Ocean Off-Screen margin option to allow extending the ocean outside of the render view
    (*) Rendering: Advection render Displacement mode for render-time advection
    (*) Rendering: Option to control the roughness of the ocean horizon
    (*) Preview: Auto Reduction for the preview of particles
    (*) Preview: Auto White Speed for the preview of particles
    (*) Preview: Slice preview for particles
    (*) Preview: Preview for the particle RGB channel
    (*) I/O: Add an option to use environment variables in Phoenix FD cache files path
    (*) Source: Option to disable or enable liquid discharge from the Liquid Source
    (*) BodyForce: Ability for the Body Force to evenly fill a volume
    (*) Fields: Support for the Maya Drag field
    (*) PRT I/O: Export and import the RGB Color channel to/from PRT caches

    Modified features:
    (*) 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

    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: Occasional crash when the simulator is deleted while the simulation is running
    (*) Simulation: Deleting a simulator from an unsaved scene does not delete its cache files
    (*) 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: Crash when Liquid resimulation affects the grid channels
    (*) Simulation: Rigged models do not interact by default with liquids in Maya
    (*) 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: 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
    (*) Rendering: Pausing a simulator, scrolling the timeline to an earlier frame and rendering always renders the last simulated frame
    (*) Rendering: A Phoenix container without cache does not render when using opacity curve by Smoke to fill the volume
    (*) Rendering: Bubbles rendered with Particle Shader with Size Variation change sizes during animation
    (*) Grid: Grid Y and Z axes in the Grid rollout do not match the Maya axis settings
    (*) Input: Opening a cache file with a negative frame index does not load the rest of the sequence
    (*) Input: Cannot load a cache under Linux which uses square brackets in its path
    (*) Preview: Black Artifacts on smoke borders in the GPU preview with Maya 2016
    (*) Preview: Viewport icons can not be hidden
    (*) Source: Mapped RGB won't work with Liquid Source in Maya
    (*) Source: Sources that have only motion velocity always act in inject mode
    (*) FollowPath: Even when Pipe Radius in FollowPath is set to 0, there is visible radius
    (*) FollowPath: FollowPath with Rotation speed set to 0 still rotates the fluid
    (*) WaveForce: Warning saying that 'outColor is not expected as texture input to oceantex' when simulating with WaveForce
    (*) Turbulence: Turbulence in Pressure Mode cannot affect the Liquid simulator
    (*) Turbulence: Pressure Mode deactivates the preview of Turbulence Streamlines
    (*) Mapper: Crash when transferring velocity between two sims using a Mapper, Grid Texture and SPF over 1
    (*) 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
    (*) PhoenixFDOceanTex: Wrong mapping when a PhoenixFDOceanTex is plugged in VRayDisplacement
    (*) QuickSetups: The Quick Setup presets do not render particles if set into Geometry Mode
    (*) QuickSetups: The turbulence Strength of the Cigarette and Fire presets does not scale according to the emitter size
    (*) Installation: The Phoenix installation doesn't create or edit the vrlclient.xml file on Linux
    (*) Submitter: Submitting to Backburner for simulation and render won't work when V-Ray is not set as the current renderer


    [​IMG]
     
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  2. noise2render

    noise2render Active Member
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    now for max 2018 is out too but a trial ! no more demo :/ which means playin with it for less than 1 month and done.
    demo is much better i think :(
     
  3. mayale

    mayale Member
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    Yeah, but trial maybe better for medicine(devil)
     
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  4. Dương Hoàng

    Dương Hoàng New Member
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    how to install key phoenix fd 3.0.4
     
  5. matrix77

    matrix77 Member
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    there is on gfx for max with crack and its working perfect
     
    Dương Hoàng likes this.
  6. MIIIK

    MIIIK New Member
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    Do you guys think there will be a cracked version for Maya anytime soon ?
     
  7. Ariusfx

    Ariusfx Member
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    Just make a student account and you'll have a legit version of Maya with all it's updates for 3 years
     
  8. roocoon

    roocoon Well-Known Member
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    v3.05.00 is out with support for Maya 2018 and lots of additions/fixes.
    Good news: The protection remains the same. As easy to crack as always.
    Bad news: They upgraded the hardware requirements. Not that much but enough to make it NOT run on my laptop (even the *.exe installers). You need a computer later than a Core 2 that supports the popcnt instruction (among others).

    Changelog:

    Build 3.05.00 (patch) (November 14 2017)
    ==============

    New features:
    (*) PhoenixFD: Support for Maya 2018
    (*) 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: Option to allow offsetting the particles vertically
    (*) Source: Equalized source emission from particles with 3ds Max
    (*) Source: Support for using meshes from particle instancer as obstacles or emitters
    (*) Source: Implemented support for using the Particle Texture and Grid Texture as masks for a Source
    (*) 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
    (*) 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: 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: Sped up Ocean construction
    (*) Source: Disable Motion Velocity for the sources in Maya by default as in 3ds Max
    (*) Scripting: Use Grid space for script commands by default
    (*) Scripting: Ability to start a new simulation in the OnSimulationEnd() script callback
    (*) SDK: Equalized the public interface classes between 3ds Max and Maya

    Removed features:
    (*) SDK: Removed all old public interfaces
    (*) PhoenixFD: Removed the "Initialize from Object" function from the Phoenix FD menu - a Source in Brush mode can be used for the same effect

    Bug fixes:
    (*) 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: Sampling textures during simulation without using V-Ray did not work since Phoenix FD 3.00.02
    (*) 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: Random hang when restoring the simulation with more than 1 Steps Per Frame
    (*) Simulation: The Simulator includes hidden objects when set to Include mode, even though Exclude hidden is set
    (*) Simulation: Crash if Adaptive Grid with high preallocation fails during simulation startup
    (*) 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: Missing warning when starting the simulation after adding solid geometry to a Volume source through Outliner
    (*) Simulation: Simulation stops due numerical error without printing a warning or error
    (*) 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: Crash when blending caches with Drag particles
    (*) Rendering: Random crash when blending between frames which contain very few particles
    (*) Rendering: Crash when rendering in Mesh mode with Surface channel set to Texture
    (*) Rendering: Sequence render with V-Ray and Fire Lights keeps showing the lights after the cache sequence ends
    (*) Rendering: Smoothing Particle Size is always 1 when rendering
    (*) Rendering: Subdivided Ocean surface may abruptly change its detail with animated camera
    (*) Rendering: Rendering in Isosurface mode using Cutter produces wrong normals in Maya
    (*) 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: Warning about using local machine Input path for distributed rendering even if the path is UNC but starts with forward slashes:
    (*) Rendering: Cannot key the Playback Mode parameter during sequence render
    (*) Rendering: Fix dark and non-uniform horizon using the Horizon Roughness option
    (*) ParticleShader: Bucket artifacts when rendering dense bubbles with the Particle Shader's light cache enabled
    (*) ParticleShader: Particle Shader does not displace particles according to the connected Liquid Simulator's transform
    (*) ParticleShader: Particle Shader's Particle Reduction parameter doesn't use particle ID which leads to particles disappearing in animation
    (*) Preview: Crash when enabling Mesh preview when using displacement by a Grid Texture
    (*) Preview: Crash when enabling Mesh preview when Surface Channel is set to Texture
    (*) Preview: Crash when opening the Hypershade with a Paints preset with Play Speed less than 1.0
    (*) Preview: Crash when rendering a simulator via mayapy with Mesh preview enabled
    (*) Preview: The running Simulation info overlaps the Viewport Renderer info
    (*) Preview: Particle channels in the Cache File Content list are wrong when using Loop with Overlap
    (*) Preview: Voxel Preview color can not be changed in Maya 2017 and 2018
    (*) Preview: Preview artifacts in Ocean Mesh mode near the camera in Maya
    (*) Preview: Slowdown due to Simulator reading cache files even when hidden in Maya, using Viewport 2
    (*) 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: nParticles don't affect the simulation velocity even when Motion Velocity is enabled from the Source
    (*) Source: Crash when using VRayVertexColors with Set Index as an RGB source map
    (*) 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
    (*) Turbulence: Turbulence's Speed parameter in Maya is much slower than in 3ds Max
    (*) Mapper: The Mapper cannot completely freeze or exactly set velocity in the simulation
    (*) Mapper: Grid velocity from the Mapper has Y/Z axes swapped
    (*) Presets: Errors when saving and loading presets
    (*) PhoenixFDGridTex: Crash when plugging a Phoenix Grid Texture through a Multiply/Divide node into the displacement slot
    (*) Scripting: phxfdBatchResim tries to restore the resimulation instead of starting it
    (*) Submitter: Can't submit to Backburner if the Scene Copy Dir ends with a slash
     
  9. roocoon

    roocoon Well-Known Member
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    Don't waste your time. The fix has been and can be reproduced by many people.
    Just wait for a few hours and somebody will announce some sort of 'magic' search & replace fix :)
     
  10. matrix77

    matrix77 Member
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    which one do you think is better,phoenix or fumefx? for me,as long fumefx cannot make fluids simulation i should choose phoenix but an extra opinion is very welcome
     
  11. roocoon

    roocoon Well-Known Member
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    Wrong person to ask.
    I like both but can hardly use any. It takes too long with my laptop to enjoy.
    Many others here use both and can be of much better help.
     
  12. ddelpoert

    ddelpoert New Member
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    yep
     
    #12 ddelpoert, Nov 15, 2017 at 4:44 PM
    Last edited: Nov 16, 2017 at 2:42 PM
  13. matrix77

    matrix77 Member
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    no problem,thanks for advice.
     
  14. matrix77

    matrix77 Member
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    one more question...did someone know if its possible to export effects made in phoenix fd and import in cryengine?
     
  15. roocoon

    roocoon Well-Known Member
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    How do you know this is a FumeFX problem? It could be the renderer.
    Are any of them originals or cracked versions? Compatible versions or maybe out of sync?

    Difficult to compare FumeFX to PhoenixFD using part of a render sequence.
    Create the part of the scene with the glass tube/rings only, copy it, and use FumeFX in one copy and PhoenixFD in the other.
    Some people here have the original versions and could tell you if it's supposed to work or not.