Today we released a patch for both Phoenix for 3ds Max and Maya. It mainly contains a bunch of bug fixes, and the important new features and improvements are:
- Support for 3ds Max 2018.
- No more DEMO builds. Now we have 30 day unlimited TRIAL builds instead.
- We added an option to control droplet breakup and droplet size when Surface Tension is used
- Body Force now has a Spread Speed option that allows it to evenly fill a volume
- Added off-screen margin for the Ocean for cases where the edge of the ocean surface is visible in rendering, as well as an option to control the horizon noisiness
- [3ds Max only] Option to emit from sources based on the geometry vertex color
- Ability to chain consecutive simulations using the right click menu over the Shelf’s Play button
- Auto White speed for the particle preview, RGB particle preview and also the Auto Reduction now works for particles in Maya
- Support for more than 64 cores
Some of the more important bug fixes are:
- Moving geometries pushing liquid particles kill large quantities of particles
- Adaptive grid attached to animated body was jittering when motion speed changes
- Bubbles and Splashes rendered differently on different number of threads, so you could get bucket artifacts on farms with mixed CPUs
- Ocean tex with VRayDisplacement was not mapped correctly.
Hey, not yet. Basically it comes down to the ability of the FLIP solver to simulate dripping versus stretching liquid. By default the surface tension parameter produces long tendrils, so by using the new Droplet Breakup parameter, you can balance between tendrils and droplets. There is also a Droplet Size parameter that goes along with the Breakup param. No sheeter yet though
NICE!!! My main concern was not sheeter but the way all the drops just looked like spherical particles in previous versions (all round and all the same size) now it’s a lot more suitable for close up shots!!! Can’t wait to try it!
Ah, the liquid color mixing works since version 1.x You could emit a constant RGB color form the entire emitter, or use a texmap in order to vary the color, and now you can have varying color from the vertex color as well.