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Official release

Date – 10 March, 2020

Download – Build 4.10.00 


With Phoenix FD 4.10 we added support for Maya 2020. We also we sped up the particle preview and the Particle Shader. We did fixes and improvements to our new Active Bodies and Standalone Preview, as well as the usual round of other bugfixes and small improvements.



 

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colourGreen
titleNew
 
Status
titlephoenix fd
 Support for Maya 2020

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colourGreen
titleNew
 
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titleParticle Shader
 Count Multiplier for increasing the number of particles in the Particle Shader

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colourGreen
titleNew
 
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titleStandalone Preview
 GPU Preview for fire in the Standalone Preview

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colourGreen
titleNew
 
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titleStandalone Preview
 Controls for the GPU Preview light direction 


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colourYellow
titleImproveD
 
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titleFLIP Solver
 Sped up FLIP particle resimulation with 10%, up to 20% on some scenes

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colourYellow
titleImproveD
 
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titleFLIP Solver
 Do not offset the Foam particles vertically during simulation

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colourYellow
titleImproveD
 
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titleActive Bodies
 Pop-up menu with density presets in the right-click properties of bodies

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colourYellow
titleImproveD
 
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titleParticle Shader
 Sped up the particle collection rendering pre-process up to 2 times

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colourYellow
titleImproveD
 
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titlegpu preview
 Smoke Color 'Based On' support for grid channels when saving images from the GPU Preview

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colourYellow
titleImproveD
 
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titlegpu preview
 Support for 'Use Own Opacity' when saving images from the GPU Preview

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colourYellow
titleImproveD
 
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titlePreview
 Sped up loading of new frames for the Particle Preview with 20%

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colourYellow
titleImproveD
 
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titleCache I/O
 Store velocity of Drag particles in their particle data instead of in the Grid Velocity. Added an Output Drag Particle Velocity option to Sources

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colourYellow
titleImproveD
 
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titleStandalone Preview
 Options to save a range of frames and a single frame

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colourYellow
titleImproveD
 
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titleStandalone Preview
 Text box for the loaded cache file info

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colourYellow
titleImproveD
 
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titleStandalone Preview
 By default name the saved image files the same way as the input cache files

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colourYellow
titleImproveD
 
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titleStandalone Preview
 Image saving to PNG files

 


Status
colourBlue
titleremoved
 
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titlephoenix fd
 Dropped support for Maya 2016 and 2016 Extension 2 (2016.5)

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colourBlue
titleremoved
 
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titleMaya Integration
 The 'Use the referenced scene name' option is now hidden from the Input rollout and can be accessed only through script using 'inPathReferenced' 


Status
colourRed
titlefixed
 
Status
titleFLIP Solver
 When using Variable Viscosity, some particles were not behaving properly

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colourRed
titlefixed
 
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titleFLIP Solver
 FLIP particles resimulation produced NaN-values with Simulate Air Effects

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colourRed
titlefixed
 
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titlegrid Solver
 Failing to load cache for resimulation displayed an error message, but did not stop the resimulation

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colourRed
titlefixed
 
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titlesimulation general
 During the first restore frame, bodies in the simulation had incorrect velocities

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colourRed
titlefixed
 
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titleactive bodies
 Active Bodies were falling slower with more Steps per Frame

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colourRed
titlefixed
 
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titleactive bodies
 Active Body simulation did not work with deformed geometry

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colourRed
titlefixed
 
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titleactive bodies
 Active Bodies Ground Plane could not be hidden

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colourRed
titlefixed
 
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titleactive bodies
 Active Bodies Clones were created hidden if the geometry was hidden

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colourRed
titlefixed
 
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titlevolume shader
 A Phoenix smoke volume inside a Mesh with Refraction Glossiness below 1.0 rendered blocky

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colourRed
titlefixed
 
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titlevolume shader
 Random artifacts when rendering smoke using Volume Light Cache in Volumetric Geometry mode

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colourRed
titlefixed
 
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titlevolume shader
 Break Shadow Links did not affect the Simulator in Volumetric mode using V-Ray CPU

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colourRed
titlefixed
 
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titlevolume shader
 Inconsistencies with Light Linking in Volumetric mode between renders with V-Ray for Maya and V-Ray Standalone if "Light Evaluation" was set to "Adaptive Lights" or "Uniform Probabilistic"

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colourRed
titlefixed
 
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titleparticle shader
 Particle Shader in Points Mode with motion blur always rendered one point at the particle position, even if the interval center was shifted

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colourRed
titlefixed
 
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titleparticle shader
 Particle Shader in Points Mode rendered incorrectly using a 360 V-Ray Spherical Camera

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colourRed
titlefixed
 
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titleparticle shader
 The Reflection Cut-off option was not working

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colourRed
titlefixed
 
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titleparticle shader
 The Velocity Render Element of a Particle Shader in Points mode was not affected by the Motion Blur Multiplier

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colourRed
titlefixed
 
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titleisosurface rendering
 Crash when rendering in Isosurface mode using V-Ray Volume Scatter material

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colourRed
titlefixed
 
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titlerender elements
 The Particle Shader Particle Age render element was incorrect in Points Mode with Motion Blur

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colourRed
titlefixed
 
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titlemesher
 Crash if rendering in Mesh mode with V-Ray and saving an image file which was locked and could not be overwritten

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colourRed
titlefixed
 
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titleocean mesher
 Some Ocean Mesh normals pointed downwards with V-Ray Spherical camera and FOV over 180 degrees

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colourRed
titlefixed
 
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titlefoam texture
 Deleting the foam texture node did not remove the connection to materials

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colourRed
titlefixed
 
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titlecache i/o
 Handled some out-of-memory in case of saving Grid RGB to cache files or when blending cache files

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colourRed
titlefixed
 
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titlecache i/o
 Could not use General Purpose Time Bend Resimulation when the base caches were VDB instead of AUR

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colourRed
titlefixed
 
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titlegpu preview
 The GPU Preview disappeared if the camera went inside it

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colourRed
titlefixed
 
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titlegpu preview
 Simulators away from camera overlapped with grids close to the camera

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colourRed
titlefixed
 
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titlegpu preview
 Crash with caches which had transformations with negative or fractional offsets, since Phoenix FD 3.99

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colourRed
titlefixed
 
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titlegpu preview
 Randomly appearing colored artifacts with the GPU Preview when using Detail Reduction, since Phoenix FD 4.0

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colourRed
titlefixed
 
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titlegpu preview
 The Save Animation Preview function from instanced Simulators saved only the first instance instead of the selected Simulator

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colourRed
titlefixed
 
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titlegpu preview
 Saving multiple simulators into one image with the 'Save GPU preview' functionality sometimes did not work

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colourRed
titlefixed
 
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titleStandalone Preview
 Crash when cancelling the first cache open dialog

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colourRed
titlefixed
 
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titleStandalone Preview
 If 'Enable GPU Preview' was turned on, the Standalone Preview didn't save files after pressing the "Save" button

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colourRed
titlefixed
 
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titleStandalone Preview
 Sometimes the Standalone Voxel Preview drew in slices the first time a cache was loaded

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colourRed
titlefixed
 
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titlecache converter
 Cache Converter did output empty VDB files, since Phoenix FD 3.99

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colourRed
titlefixed
 
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titlepresets
 Loading a rendering preset failed if any Smoke/Fire Color/Opacity textures are linked in the Simulator

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colourRed
titlefixed
 
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titlepresets
 Loading a rendering preset containing render curves/gradients with less markers than the current ones did not delete the extra ones

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colourRed
titlefixed
 
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titlemaya intergration
 Crash when emitting from texture mapped Sources or using textures with Tuners with V-Ray Next under Linux, since Phoenix FD 3.99

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colourRed
titlefixed
 
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titlemaya intergration
 A referenced Simulator using default cache paths could not find its caches

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colourRed
titlefixed
 
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titlemaya intergration
 Providing a custom Global Preferences Default Cache Path caused an 'Invalid Path' warning in the Script Editor on Linux

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colourRed
titlefixed
 
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titlemaya intergration
 After changing a Simulator input, output or preview path, the Browse... dialog did not start from the new path until the node was re-selected

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colourRed
titlefixed
 
Status
titlemaya intergration
 A Simulator without a cache could be selected in the viewport only from the bottom left corner in Maya 2019