Phoenix FD 3.04 patch for 3ds Max and Maya

Hey all,

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.

You can check the 3ds Max builds here:

and the Maya builds here:

And here are the complete changelogs as well:

Cheers everyone!

Hi Svetlin!! Thanks for the update!

Very interested by droplet breakup and size control! Do you have any example yet?

I have some,. Those were done with the nightlies. All thanks to Svetlin amazing work!

https://vimeo.com/221609981 password: phoenix

https://vimeo.com/215277725 password: frux

orange juice password: frux

Great work folks! Some nice “sheeting” in that second video too El_Cisne :slight_smile:

Thanks a lot!, is so much better the way the liquid starts to breaking apart, you can achieve very nice results for close up shots :wink:

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 :slight_smile:

Ah, thanks! :smile:

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!

So does this vertex colour thing mean it will be easier to have different colour liquid mixing? Can you tell us how that might work?

cool update though - and the bodyforce thing! xxx

Ah, the liquid color mixing works since version 1.x :slight_smile: 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.

Here is a video on how to mix colored liquid with Phoenix 2.2: https://www.youtube.com/watch?v=J5d9w-nHvbE

Most importantly, note that you don’t need a second sim for that anymore - you can plug the same simulator in the Phoenix texmap now.

Cheers!

hi,
is vray phoenix not updated as often ? i only see scanline in the latest nightly versions.
thanks

Nope, the nightlies are broken since Thursday. I hope by tomorrow they will be back online :slight_smile: