Hey all,
Today we release a new Phoenix version for both 3ds Max and Maya.
https://www.youtube.com/watch?v=91DnI9GDI5A
https://www.youtube.com/watch?v=ur9pC6-NsiA
It contains some new features, improvements and as usual a bunch of bugfixes:
- Variable viscosity added to the FLIP liquid solver. You can emit different viscosities from Sources, change them runtime with the Mapper in order to melt or solidify objects, and render them with the Grid Texture;
- Color texture added to the Particle Shader, so now finally there isn't just a single uniform color per particle system;
- The Ocean Texture was optimized, and we've added animation controls;
- FLIP WetMap particles can now stick to deforming and fast-moving geometries;
- Multithreaded AUR caches read and write. Optimized writing VDB caches as well. After this change, old Phoenixes won't be able to open caches from new Phoenix versions. New versions would open fine old caches;
- [3ds Max only] Ocean Mesh rendering in V-Ray RT in 3ds Max;
- [3ds Max only] Particle Flow operators sped up in 3ds Max via caching of Phoenix frame data - you can adjsut this from the Preferences dialogue;
- [3ds Max only] Support XForm modifiers in Volumetric render mode for the Simulator;
- Ability to reverse the direction or attraction of FollowPath using a negative Follow Speed or negative Pull Speed;
- If the connection to the license server is lost, automatically try to reconnect;
.. and some of the more important fixes:
- [Maya only] Fixed stability issues and artefacts with Ocean rendering in IPR and Production;
- Fixed many stability issues with the FLIP liquid simulator and forces;
- Fixed many cases when FLIP particles die on contact with static or transforming geometries. Deforming geometries are still not handled well;
- Handled many cases of crashing during simulation if Phoenix FD runs out of memory
- [3ds Max only] 3ds Max forces needed huge multipliers in order to work with Phoenix
.. and also since this release, Phoenix is no longer built for 3ds Max 2013 and Maya 2014.
You can check 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
And here are the complete changelogs as well:
https://docs.chaosgroup.com/display/PHX3MAX/3.10.00
https://docs.chaosgroup.com/display/PHX3MAYA/3.10.00
Cheers and have great time simulating
Today we release a new Phoenix version for both 3ds Max and Maya.
https://www.youtube.com/watch?v=91DnI9GDI5A
https://www.youtube.com/watch?v=ur9pC6-NsiA
It contains some new features, improvements and as usual a bunch of bugfixes:
- Variable viscosity added to the FLIP liquid solver. You can emit different viscosities from Sources, change them runtime with the Mapper in order to melt or solidify objects, and render them with the Grid Texture;
- Color texture added to the Particle Shader, so now finally there isn't just a single uniform color per particle system;
- The Ocean Texture was optimized, and we've added animation controls;
- FLIP WetMap particles can now stick to deforming and fast-moving geometries;
- Multithreaded AUR caches read and write. Optimized writing VDB caches as well. After this change, old Phoenixes won't be able to open caches from new Phoenix versions. New versions would open fine old caches;
- [3ds Max only] Ocean Mesh rendering in V-Ray RT in 3ds Max;
- [3ds Max only] Particle Flow operators sped up in 3ds Max via caching of Phoenix frame data - you can adjsut this from the Preferences dialogue;
- [3ds Max only] Support XForm modifiers in Volumetric render mode for the Simulator;
- Ability to reverse the direction or attraction of FollowPath using a negative Follow Speed or negative Pull Speed;
- If the connection to the license server is lost, automatically try to reconnect;
.. and some of the more important fixes:
- [Maya only] Fixed stability issues and artefacts with Ocean rendering in IPR and Production;
- Fixed many stability issues with the FLIP liquid simulator and forces;
- Fixed many cases when FLIP particles die on contact with static or transforming geometries. Deforming geometries are still not handled well;
- Handled many cases of crashing during simulation if Phoenix FD runs out of memory
- [3ds Max only] 3ds Max forces needed huge multipliers in order to work with Phoenix
.. and also since this release, Phoenix is no longer built for 3ds Max 2013 and Maya 2014.
You can check 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
And here are the complete changelogs as well:
https://docs.chaosgroup.com/display/PHX3MAX/3.10.00
https://docs.chaosgroup.com/display/PHX3MAYA/3.10.00
Cheers and have great time simulating
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