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Phoenix FD 2.1 service pack

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  • Phoenix FD 2.1 service pack

    With delay of about two months, yesterday we released the service pack that supports max 2014 and VRay 2.4
    Beside the compatibility, we have some new stuffs that i will explain here.
    It seems that most of Phoenix users are focused on the liquid abilities, that forced us to revise our development concept. From the feedback until now we concluded that it's hard for the most users to deal with all these settings, especially when they try to turn the simulator from the default fire mode to liquid mode. We received many problematic scenes which wouldn't exist if there was just e check box that simply turns the simulator to liquid mode. Well, here it is, and there is a separate liquid source that just produce liquid, without all the complicated control. I hope it will be easier now.
    Good news for the users that does not have VRay, the liquids are renderable without VRay now, using mesh mode rendering. The implicid surface is still supported and will be supported, because it produces smoother surface in the most cases, but the default liquid rendering is via mesh.
    Few words about the ocean tools. Seeing the movies in internet made by other products, we noticed many samples that are hard to achieve at all. In the previous version we introduced the foam shader, that is good for closeup foam and splash, but is problematic for big scales. We hoped that the users will use Krakatoa for the big scale simulations, that didn't happen, for one or other reason. We decided to make some tools that will make easier the big scale simulations, especially the sea/ocean ones.
    It seems like we are focused on the liquids but we are not. In this version we have introduced wavelet turbulence, resimulation, advanced advection technique, and some other improvements. I hope in short terms we will provide tutorials for making different kinds of explosions, like underground explosion, gasoline explosion, and other.

    Regards,
    Ivo
    ______________________________________________
    VRScans developer

  • #2
    great great news chaoscrew! this is getting better and better, to the download!

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    • #3
      Congrats guys well done!

      Now that I use Maya instead of MAX, I would say that Phoenix has become a real competitor in fields of liquid simulations, and we are happy to use it along Vray.

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      • #4
        Congratulations on this Great release,to all Phoenix 2.0 developers.
        Seems that the tools are really simplified Ivaylo,
        I suggest that you use this description of the tools as a guide to the upcoming tutorial about liquids and particularly Ocean,
        and, can't wait to understand better How to set up foam and splashes for those larger masses of water.
        In my opinion Krakatoa is magnific for rendering particles and very fast.but in the other hand,it is very expensive and not very intuitive, maybe this is the reason.
        I happen to be a Realflow 2013 user and Maxwell Render , which have a renderkit for rendering even particles.
        nevertheless for the kind of work I am doing using mainly 3dsMax 2014 ,Phoenix 2 is my first option for many shots .
        That's why I really have to get familiar with the functionality.

        P.S : Please consider showing the Phoenix Source in the submarine scene, it would save a lot of guessing .

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        • #5
          thanks Izmihich
          about the source in the submarine scene - there is no source, the initial fill up option is used.
          ______________________________________________
          VRScans developer

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          • #6
            Hi guys,
            we had to do some hot fixes (the most important is the mesher's motion blur), and now the builds on the site are updated.
            ______________________________________________
            VRScans developer

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            • #7
              Right at the time excellent, thanks alot Ivo!

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              • #8
                I install the newest official release 21010, but it seems that with resimulation the motion blur wont work. Like it cant get the velocity information?

                EDIT: A straight sim with foams seems to work OK with moblur, the problem is in resim.
                Attached Files
                Last edited by TSR_trix; 22-07-2013, 02:13 AM.

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                • #9
                  Your velocity was probably deleted . You must not forget to change the "Temporary Channels" parameter in the resim section to not include Velocity when you need it. Sory, the default setting was choosen wrong and we forget to fix this in 3ds Max.
                  V-Ray/PhoenixFD for Maya developer

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                  • #10
                    Thanks Ivaylo, it works after I change the temp channels to none. Phew, I dont have to sim my whole hires grid again

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