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PhoenixFD 3.12.00 for 3ds Max (VRay NEXT edition)

Discussion in 'CGI News' started by roocoon, Nov 2, 2018.

  1. roocoon

    roocoon Well-Known Member
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    Fresh update for the Max version.

    Info: https://www.chaosgroup.com/phoenix-fd/3ds-max

    Changelog:
    Phoenix FD 3.12.00 (Oct 29 2018)

    New features:
    (*) GPU Volumetrics: Support for textures for volume rendering with V-Ray Next GPU
    (*) Ocean Mesher: Support for all parameters of the V-Ray and 3ds Max Physical Camera types when creating an Ocean Mesh
    (*) Ocean Mesher: Support for all V-Ray camera types when creating an Ocean Mesh - Spherical, Cylindrical, Box, Fish eye, Warped spherical, Ortho, Spherical panorama, Cube 6x1
    (*) Sim Instancing: Instancing and referencing for rendering and preview of Simulators in non-mesh render modes
    (*) Sim Instancing: Instancing and referencing of Simulators during simulation
    (*) 3ds Max Integration: Support for Simulators and Particle Shaders in Scene and Object XRefs
    (*) Scripting: MaxScript interface for getting grid data and loading render presets directly from the Simulator nodes. The new functions are loadRenderPreset, setCoordSys, getVelocity, getRGB, getTemperature, getSmoke, getFuel
    (*) Scripting: New MaxScript functions for saving a Simulator render preset to file - <node>.saveRenderPreset <path> and A_SaveRenderPreset <node> <path>
    (*) Scripting: New MaxScript functions for saving and loading a Simulator's simulation preset to file - loadSimPreset, saveSimPreset, A_LoadRenderPreset, A_SaveRenderPreset

    Improvements:
    (*) FLIP Solver: WetMap now has different sticky effect against different liquid viscosities
    (*) Volumetric Shader: Exposed the hidden grid-based motion blur algorithm from Phoenix FD 3.00.01 for use via the 'mbgrid' script parameter
    (*) Sources: Discharge Modifiers by Particle Size
    (*) Cache I/O: Support for the new transformation model of OpenVDB caches from FumeFX 5
    (*) Cache I/O: New default $(scene_path) macro for simulation cache Output expands to "$(scene)_Phoenix_frames" directory and does not use the node handle in the cache name
    (*) Particle Nodes: Converted the Particle Group nodes to a new node type instead of being Simulator instances
    (*) Tools: Cache Converter now requires source and destination files and is verbose by default
    (*) User Interface: Particle Shaders created by enabling Foam or Splash, or by Quick Setup presets, are now named after the simulator with 'Foam/Splash/Mist Shader' appended
    (*) User Interface: Renamed the Foam and Splash 'Outside Life' option to 'Max Outside Age'
    (*) User Interface: Renamed 'Sticky Effect' and 'Sticky' to 'Sticky Liquid' and 'Sticky Foam' respectively
    (*) User Interface: Renamed 'Boundary conditions' to 'Container Walls'
    (*) SDK: Exposed a new function - getVolRendSamplerFromNode() which takes a node as an argument in order to support Simulator instances
    (*) Installer: Show a warning when installing Phoenix for V-Ray 3 together with V-Ray Next and vice versa

    Bug fixes:
    (*) FLIP Solver: Liquid particles got deleted on contact with deforming geometries, Alembic and Point Caches
    (*) FLIP Solver: Liquid sources emitted in pulses when adaptive grid resizes, since Phoenix FD 3.11
    (*) FLIP Solver: Could not emit liquid from particle systems, since Phoenix FD 3.11
    (*) FLIP Solver: If the Liquid Simulator's cache Output path could not be written to, no error was shown and the simulation continued, since Phoenix FD 3.11
    (*) FLIP Solver: Surface Tension Droplet Breakup caused liquid drops in zero gravity to take diamond shapes
    (*) FLIP Solver: Confine Geometries used by Liquid Simulators were not internally set to Solid like Fire/Smoke Simulators do
    (*) FLIP Solver: Solid geometry without Clear Inside did not create liquid voxels under the Fillup for Ocean level
    (*) FLIP Solver: Liquid was created in voxels covered by Confine Geometry when Fillup for Ocean was used
    (*) FLIP Solver: Significant difference in the simulation between Sticky Liquid set to 0.001 and 0.002
    (*) Grid Solver: Crash when Resimulating with Adaptive Grid with Preallocation and the result grid was over 2.1 billion voxels
    (*) Volumetric Shader: Missing buckets with moving Simulator in Volumetric Geometry mode and Motion Blur
    (*) GPU Volumetrics: Wrong cache file was rendered with V-Ray Next GPU when Resimulation was enabled, Play Speed was not 1.0 and Use Time Bend Controls was On
    (*) GPU Volumetrics: Warning about Emit light not supported on V-Ray Next GPU was shown when rendering in Mesh mode
    (*) GPU Volumetrics: Volumes didn't render in V-Ray Next GPU in scenes where Particle Shaders referenced missing caches
    (*) GPU Volumetrics: Incorrect light intensity with Approximate Scattering using V-Ray Next GPU
    (*) Particle Shader: The Size Multiplier of a Particle Shader animated by Particle Age did not work correctly for particles born on negative frames
    (*) Particle Shader: Rare infinite loop when rendering particles in Bubble mode with V-Ray Next
    (*) Particle Shader: Point Mode and Fog Mode did not render when Render as Geometry was enabled
    (*) Particle Shader: Rendering in Bubbles Mode, then rendering in Fog Mode, and then again rendering in Bubbles Mode still rendered the fog when Render as Geometry was enabled
    (*) Particle Shader: Crash with Particle Shader in Geometry Mode and geometry with VRayMtl with V-Ray Edges Tex rounded edges bump since Phoenix FD 3.10
    (*) Isosurface Rendering: Render Cutter in Isosurface mode of a Simulator with VRayMtl with Affect Shadows blocked GI rays for geometry inside the Cutter with V-Ray Next
    (*) Render Elements: Buckets in VRayLightSelect render element when rendering the Simulator in Volumetric Geometry mode with Phoenix Light Cache enabled
    (*) Render Elements: The Simulator's Shadow, Raw Shadow, GI, and Raw GI render elements didn't render correctly in Volumetric Geometry mode with Phoenix Light Cache enabled
    (*) Render Elements: The Simulator's Shadow, Raw Shadow, GI, and Raw GI render elements didn't render correctly with enabled Phoenix Light Cache
    (*) Render Elements: Random crash when rendering a Simulator in Volumetric Geometry mode with V-Ray Velocity Render element
    (*) Ocean Mesher: The Simulator surface appeared rougher than the Ocean extension in the distance at a low angle with low Ocean Subdivs and low Horizon Roughness
    (*) Ocean Mesher: Incorrect mesh velocity when rendering a moving Ocean or Cap mode Simulator with Motion Blur
    (*) Ocean Mesher: The Underwater Goggles option did not account for the Off-Screen Margin option
    (*) Ocean Mesher: Artifacts on the grid border when rendering in Ocean Mesh mode with Mesh Smoothing and Use Liquid Particles
    (*) Ocean Mesher: Black artifacts near the horizon in Ocean Mode with Horizon Roughness and the camera was far from the Simulator origin
    (*) Ocean Mesher: Noisy Phoenix Mesh displacement using an Ocean Texture when looking at tall waves from the side since Phoenix FD 3.03
    (*) Ocean Mesher: Missing mesh polygons on the container border when rendering in Ocean Mesh mode with Mesh Smoothness above 0
    (*) Ocean Mesher: Using Mesh Smoothing in Ocean Mesh or Cap Mesh render mode shrunk the mesh
    (*) Ocean Texture: Artifacts when rendering Ocean with high Ocean Subdivs and high Ocean Texture Level of Detail
    (*) Grid Texture: Crash if using a Grid Texture sampling a 'Rendering ...' channel that used the same Grid Texture as Based On or Modulate texture
    (*) Grid Texture: Crash or a different render when re-rendering the same frame that used a Grid Texture
    (*) Grid Texture: Random crash after selecting a new Simulator in a Grid Texture
    (*) Grid Texture: Grid Texture did not update during sequence render if it was plugged into an Output map
    (*) Grid Texture: Grid Texture did not read the Rendering Color or Opacity channels from a Simulator in Mesh or Isosurface Mode
    (*) Preview: Incorrect preview when the Simulator's Pivot Point was Offset
    (*) Preview: The range for velocity preview was wrong then there was no velocity channel and auto-range was enabled
    (*) Cache I/O: Caches containing digits after the # format could not be loaded
    (*) Cache I/O: Caches containing a minus/dash sign before the # format could not be loaded
    (*) Particle Nodes: Crash after deleting a Simulator and one or more of its hidden PG nodes together
    (*) Stoke: Phoenix Simulators could not be used as a Velocity Field Source in Stoke MX since Phoenix FD 3.05
    (*) Stoke: Crash when simulating with Stoke MX using a Simulator with a Grid Texture in its material as a Velocity Field Source
    (*) Particle Flow: Emitting from Particle Flow systems where some events have no particles produces emission at coordinates 0,0,0
    (*) PRT I/O: PRT Export in the interval from frame 0 to frame 0 exported the entire timeline range
    (*) PRT I/O: After exporting once, the PRT Export dialogue became non-modal and another one could be opened, which could lead to crashes
    (*) Tools: Cache Converter required a missing aurloader.dll
    (*) Presets: Simulation or render presets had a different number of keyframes every time they were saved
    (*) 3ds Max Integration: Crash while running a simulation if selecting 'New scene'

    And an unfinished kaboom. I can't afford that much waiting.

    [​IMG]
     
    wahabcrouz, Bezio and Bgianfilippo like this.
  2. Delltro

    Delltro Member
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  3. wahabcrouz

    wahabcrouz New Member
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    thankssssssssssssssssssssssssssss
     
  4. ghoskiller

    ghoskiller Member
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    Do you have a crack version or paid?
     
  5. matrix77

    matrix77 Active Member
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    so there is no need for fumefx....
     
  6. roocoon

    roocoon Well-Known Member
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    They differ in some things but what could be important, is that you don't always develop everything on your own. You could borrow some (part of a) scene/idea that depends on FumeFX or PhoenixFD.
    Easier to have both plugins than rediscovering the wheel.
     
  7. noise2render

    noise2render Active Member
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    not sure why they haven't released the vray 4 version. in my chaos group account only defscanline appear.
     
  8. moojoo

    moojoo Member
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    This is the news section in this forum it means it's the place to sell cracks ;)
     
  9. ghoskiller

    ghoskiller Member
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    Describe properly.