Official release

Date – May 31, 2018

Download – Build 3.11.00

 

New Features


FLIP Solver

  • RGB channel simulation for Foam, Splash and Mist particles - now secondary particles can be born from Sources mapped with colored textures and can change color during simulation using the Mapper

Cache I/O

  • Direct loading of huge sparse OpenVDB caches without downsampling

Particle Texture

  • Particle Texture color based on Particle Channels - the Particle Texture can be plugged into the Particle Shader and can shade particles based on their Age, Speed, Size, Position, etc.

Mapper

  • Added Affected Particle Systems list to the Mapper so it can separately affect Foam, Splash and Mist

Submitting Simulations

  • Deadline 10 support in the Submit Simulation menu


Improvements


Preview

  • Sped up the Preview Auto Range algorithm

Scene Body Interaction

  • Sped up the scene interaction with complex or moving geometries

Cache I/O

  • Optimized loading of caches containing Velocity channel
  • Added channel smoothing options for the Velocity channel
  • Allowed grid Channel Smoothing to be applied over imported channels with any value range
  • Apply the Smoothing Random Variation over all voxels regardless of the Smooth Threshold

Volumetric Shader

  • Sped up velocity sampling during volumetric motion blur

Particle Shader

  • Sped up rendering in Bubble, Cellular and Splash mode using the Phoenix Light Cache up to 2x

Ocean Mesher

  • Sped up the Displacement Fade Volume algorithm with complex or moving geometries

Body Force

  • Sped up the Body Force with complex or moving geometries

Grid Texture

  • Box, Linear and Spherical Sampler Type for the Grid Texture

Maya Integration

  • Export a "phoenix_velocity" color set in Maya Mesh mode in order to have motion blur in this mode and for exported Alembics

  • Use distance attributes for all distance, velocity and acceleration options of Phoenix
  • Duplicate Particle Group nodes when duplicating a Simulator if Foam or Splash simulation is enabled
  • Put the 'Based on' section at the top of the Fire, Smoke Color and Smoke Opacity rollouts in Maya

SDK

  • Exposed a PhoenixTextureNode base class for recognizing Phoenix texture nodes


Removed Features


Cache I/O

  • Dropped support for the AUR1 cache format. Caches simulated with Phoenix builds before 13 Mar 2015 will not open anymore

Ocean Texture

  • Removed the Meter Scale option. Now the Wind Speed option is handled identically to 3ds Max and by default is always 3 m/s, regardless of the scene scale


Bug Fixes


FLIP Solver

  • Viscosity calculations used extra memory and processing time even without Variable Viscosity

  • Foam Pattern forces pushed particles vertically which makes them less effective
  • Crash when the Mapper affects a FLIP particle channel which was not enabled in the Simulator Output
  • Liquid and Foam particles sometimes get shot away on collision with Confine Geometry
  • Fillup for Ocean did not clear the volume of Solid bodies with Clear Inside
  • Voxels under the Fillup For Ocean level and cut by Confine Geometry were not included in the ocean mesh
  • The Time Scale parameter did not take any effect if animated or changed during FLIP liquid simulation
  • Could not start FLIP liquid resimulation if the first frame had 0 liquid particles
  • Liquid Source Motion Velocity did not work for emitted Foam and Splash particles

Scene Body Interaction

  • Voxelization became increasingly slower until Maya was closed and re-opened

Volumetric Shader

  • Smoke rendering with "Ray-traced" Scattering produced brighter GI when compared to 3ds Max

  • Rendering in Volumetric mode with a spherical camera and manual clipping planes flipped the back side of the image

Particle Shader

  • Bubbles and Splashes were rendered differently on a different number of threads with Phoenix Light Cache enabled

  • Grid Texture plugged into the Color Map of a Particle Shader did not map correctly when Auto Mapping was off and Use Liquid Simulator was on
  • Particle Texture plugged into the Color Map of a Particle Shader did not map correctly when Use Liquid Simulator was on

V-Ray RT and IPR

  • Volumetric Geometry mode rendered black with V-Ray IPR

Ocean Mesher

  • The Displacement Fade Volume caused grid artifacts on the ocean mesh

Wave Force

  • The Wave Force had its up axis reversed

  • Boiling effect on the open grid borders when using Wave Force with Fillup for Ocean

VRScenes

  • Crash when the transforms of the PhxShaderSim plugin and the Node plugin in Volumetric Geometry mode were mismatched in a VRScene

Cache I/O

  • The grid RGB channel was missing when saving the cache files in OpenVDB format since Phoenix FD 3.10

  • Wrong velocity direction and motion blur when importing OpenVDB files from FumeFX
  • Wrong velocity scale when importing OpenVDB files from Maya Fluids
  • Couldn't load OpenVDB files whose "file_voxel_count" metadata is 0, though they contain active voxels
  • Crash when writing cache files at the exact moment while the same or another simulator is reading them
  • Cache saving became increasingly slower until Maya was closed and re-opened, since Phoenix FD 3.10

GPU Preview

  • GPU preview in Viewport 2.0 did not take into account the Max Lights option

Preview

  • Body Force force preview did not update when the simulator or the body was moving

  • Crash when simulating two interacting simulators and zooming the viewport

Presets

  • Maya Fluids preset enabled the mesh preview

nParticles

  • Incorrect emission from nParticles if a number of particles died

Render Curves

  • Adding a new spline point to a straight sloped section in the render diagrams produced curvature

Maya Integration

  • Quick Setups created the Simulator with wrong size if Maya units were not centimeters

  • If all light links were broken for a Simulator, all lights started illuminating it
  • Light Linking did not affect the Particle Shader
  • Fixed a MEL error when using the Set Selected Object as Confine Geometry button
  • Adding GPU preview lights or forces via the GUI buttons replaced the sets instead of appending to them
  • phxfdStartBatch()'s start and end frames were clamped by the start and end of the timeline
  • Cached Frames info was updated only after playing through the cached frames
  • "..." menu worked in only one Attribute Editor window when Copy Tab was used