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Official release

Date – 15 May, 2019

Download – Build 3.14.00

 

With Phoenix FD 3.14 we have added a few improvements, optimization optimizations and bug fixes. 


 

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colourYellow
titleImproveD
 
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titleAnimation
 The Grid viscosity channel is now reconstructed from FLIP particles when using Time Bend Controls, preventing render flickering

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colourYellow
titleImproveD
 
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titlepreview
 Speed up preview of AUR cache files

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colourYellow
titleImproveD
 
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titlepreview
 Show the mesh preview together with the voxel/velocity/force preview when both are enabled

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colourYellow
titleImproveD
 
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titlegrid texture
 Helpers for rescaling the output values of the Grid Texture to a certain range

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colourYellow
titleImproveD
 
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titlegrid texture
 Option specifying whether the alpha of the Grid Texture would be solid or based on the intensity

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colourYellow
titleImproveD
 
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titletoolbar
 If there is only one visible Simulator and the rest are hidden, the toolbar Start button should start it immediately

 

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colourRed
titlefixed
 
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titlescene body interaction
 When a moving geometry stopped, it kept contributing velocity in the Fire/Smoke simulator or broke liquid emission in the Liquid Simulator, since Phoenix FD 3.05

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colourRed
titlefixed
 
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titlegrid solver
 Crash with Adaptive Grid when 'No Smaller than Initial Grid' was off, the Grid was completely outside the initial grid and shrunk to 0, since Phoenix FD 3.00.02

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colourRed
titlefixed
 
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titleflip solver
 Liquid Sources kept emitting Foam/Splash particles in Brush Mode even if the Brush Effect was 0

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colourRed
titlefixed
 
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titleflip solver
 Moving ocean containers still produced disturbances at their fronts in some cases

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colourRed
titlefixed
 
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titleflip solver
 Wetmap particles were not born on some surfaces of objects with non-uniform scale

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colourRed
titlefixed
 
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titleVolumetric Illumination
 Phoenix lights from one Simulator did not illuminate some parts of other Simulators depending on the camera angle

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colourRed
titlefixed
 
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titleVolumetric Shader
 Crash when using one object as a render cutter for more than one Fire/Smoke simulators, since Phoenix FD 3.12

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colourRed
titlefixed
 
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titleVolumetric Shader
 Replacing the fire opacity with a texture using the 'Fire Opacity From Texture' option affected Fully Visible and Use Smoke Opacity modes as well

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colourRed
titlefixed
 
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titleVolumetric Shader
 Volumes were rendered if the Simulator was hidden but 'Create Lights Even If Not Renderable' was Enabled, since Phoenix FD 3.13

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colourRed
titlefixed
 
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titleGPU Volumetrics
 GPU Volumetric effects go missing when switching between Bucket and Progressive Sampler type in Volumetric Geometry mode

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colourRed
titlefixed
 
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titleparticle flow
 Phoenix's PFlow operators didn't take into account the cache Input time bend settings

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colourRed
titlefixed
 
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titleparticle flow
 Stored caches for pflow operators were not released from memory on closing the scene

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colourRed
titlefixed
 
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titleparticle flow
 Birth operator used the RGB green channel instead of the velocity when based on Speed

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colourRed
titlefixed
 
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titleCache I/O
 Wrong particle positions when looping adaptive grid with loop overlap

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colourRed
titlefixed
 
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titleabc I/O
 Crash when exporting Alembic mesh with Simulator in Pure Ocean mode

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colourRed
titlefixed
 
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titletoolbar
 Caches couldn't be deleted from the toolbar if there were modifiers applied to the Simulator

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colourRed
titlefixed
 
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title3ds max integration
 Nodes which are not Geometries, such as Sources, Body Force, Mapper etc, could be picked for Cutter Geom, Fade Volume, etc.

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colourRed
titlefixed
 
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title3ds max integration
 Expand and Don't Shrink option enabled the Maximum Expansion XYZ options in the UI even if Maximum Expansion was off