Hey all, today we release the first Phoenix FD from generation 4!
Since we opened up the public Phoenix FD 3.99 Beta, we refined and fixed issues in the new features.
After a long time and many requests, we also ported the Foam Texture from 3ds Max to Maya.
The new stuff since Phoenix 3 is:
- Active Bodies! You can float geometries over the liquid and push them with flooding water. Currently there are still no collisions between the bodies and the fire/smoke simulators cannot blow active bodies away, but this is coming as well.
- Voxel and Particle Tuners - we added a couple of new nodes for advanced control over the simulation - now you can check each voxel or particle against a custom condition and you can change its channels or delete it. For example, you can now melt liquid by telling a Particle Tuner “If a particle’s Age is above 1.0 seconds, increase its viscosity”. Or you can create smoke without any sources in the simulation by telling a Voxel Tuner “If speed is > 50, then increase Smoke”. In your conditions you can also use distance to geometry or colors of textures.
- TexUVW - a new channel that you can simulate which transports texture coordinates with the fluid simulation. After that, at render time you can use that to have displacement flow with the fluid in the Mesh or Volumetric modes. You can also modulate or replace the color and opacity of volumetrics with flowing texture maps, in order to recolor the fluid after simulating or to add more detail.
- [3ds Max only] thinkingParticles operators - we added 3 Phoenix operators to thinkingParticles, much like the Particle Flow operators we already have. There is a Birth operator for creating Thinking Particles where the Phoenix fluid passes certain conditions, we have a Force operator for pushing Thinking Particles along with the Phoenix fluid, and a Sample operator that reads properties of the Phoenix fluids and you can use in expressions in the TP graph.
- [Maya only] Foam Texture - we ported the Foam Texture from 3ds Max to Maya so now you can have procedural foam shading over the displaced ocean waves without simulating.
- We also added a neat Standalone Cache Preview tool. It loads AUR, VDB and F3D cache files and currently it shows a voxel preview and GPU Preview for smoke (in the nightlies there is fire as well - you should have access). We also added a new Streamline Velocity preview which helps visualize the fluid movement much better.
There are also some bugfixes and optimizations here and there
You can find more info on the What's New pages here and the full changelog here:
https://docs.chaosgroup.com/display/PHX4MAX/4.00.00
https://docs.chaosgroup.com/display/PHX4MAYA/4.00.00
You can download the 3ds Max builds here:
https://download.chaosgroup.com/?product=46&platform=49
and the Maya builds here:
https://download.chaosgroup.com/?product=46&platform=48
Cheers everyone and happy simming
Since we opened up the public Phoenix FD 3.99 Beta, we refined and fixed issues in the new features.
After a long time and many requests, we also ported the Foam Texture from 3ds Max to Maya.
The new stuff since Phoenix 3 is:
- Active Bodies! You can float geometries over the liquid and push them with flooding water. Currently there are still no collisions between the bodies and the fire/smoke simulators cannot blow active bodies away, but this is coming as well.
- Voxel and Particle Tuners - we added a couple of new nodes for advanced control over the simulation - now you can check each voxel or particle against a custom condition and you can change its channels or delete it. For example, you can now melt liquid by telling a Particle Tuner “If a particle’s Age is above 1.0 seconds, increase its viscosity”. Or you can create smoke without any sources in the simulation by telling a Voxel Tuner “If speed is > 50, then increase Smoke”. In your conditions you can also use distance to geometry or colors of textures.
- TexUVW - a new channel that you can simulate which transports texture coordinates with the fluid simulation. After that, at render time you can use that to have displacement flow with the fluid in the Mesh or Volumetric modes. You can also modulate or replace the color and opacity of volumetrics with flowing texture maps, in order to recolor the fluid after simulating or to add more detail.
- [3ds Max only] thinkingParticles operators - we added 3 Phoenix operators to thinkingParticles, much like the Particle Flow operators we already have. There is a Birth operator for creating Thinking Particles where the Phoenix fluid passes certain conditions, we have a Force operator for pushing Thinking Particles along with the Phoenix fluid, and a Sample operator that reads properties of the Phoenix fluids and you can use in expressions in the TP graph.
- [Maya only] Foam Texture - we ported the Foam Texture from 3ds Max to Maya so now you can have procedural foam shading over the displaced ocean waves without simulating.
- We also added a neat Standalone Cache Preview tool. It loads AUR, VDB and F3D cache files and currently it shows a voxel preview and GPU Preview for smoke (in the nightlies there is fire as well - you should have access). We also added a new Streamline Velocity preview which helps visualize the fluid movement much better.
There are also some bugfixes and optimizations here and there
You can find more info on the What's New pages here and the full changelog here:
https://docs.chaosgroup.com/display/PHX4MAX/4.00.00
https://docs.chaosgroup.com/display/PHX4MAYA/4.00.00
You can download the 3ds Max builds here:
https://download.chaosgroup.com/?product=46&platform=49
and the Maya builds here:
https://download.chaosgroup.com/?product=46&platform=48
Cheers everyone and happy simming