Chaos Group has released Phoenix FD 3.14, the latest update to fluid simulation softwar for 3ds Max and Maya.
Improvements in the latest version:
Animation
The Grid viscosity channel is now reconstructed from FLIP particles when using Time Bend Controls, preventing render flickering
Preview
Speed up preview of AUR cache files
Show the mesh preview together with the voxel / velocity / force preview when both are enabled
Grid Texture
Helpers for re-scaling the output values of the Grid Texture to a certain range
Option specifying whether the alpha of the Grid Texture would be solid or based on the intensity
Toolbar
If there is only one visible Simulator and the rest are hidden, the toolbar Start button should start it immediately
Bug Fixes
Scene Body Interaction
When a moving geometry stopped, it kept contributing velocity in the Fire/Smoke simulator or broke liquid emission in the Liquid Simulator, since Phoenix FD 3.05
Grid Solver
Crash with Adaptive Grid when 'No Smaller than Initial Grid' was off, the Grid was completely outside the initial grid and shrunk to 0, since Phoenix FD 3.00.02
FLIP Solver
Liquid Sources kept emitting Foam/Splash particles in Brush Mode even if the Brush Effect was 0
Moving ocean containers still produced disturbances at their fronts in some cases
Wetmap particles were not born on some surfaces of objects with non-uniform scale
Volumetric Illumination
Phoenix lights from one Simulator did not illuminate some parts of other Simulators depending on the camera angle
Volumetric Shader
Crash when using one object as a render cutter for more than one Fire/Smoke simulators, since Phoenix FD 3.12
Replacing the fire opacity with a texture using the 'Fire Opacity From Texture' option affected Fully Visible and Use Smoke Opacity modes as well
Volumes were rendered if the Simulator was hidden but 'Create Lights Even If Not Renderable' was Enabled, since Phoenix FD 3.13
GPU Volumetrics
GPU Volumetric effects go missing when switching between Bucket and Progressive Sampler type in Volumetric Geometry mode
Particle Flow
Phoenix's PFlow operators didn't take into account the cache Input time bend settings
Stored caches for pflow operators were not released from memory on closing the scene
Birth operator used the RGB green channel instead of the velocity when based on Speed
Cache I/O
Wrong particle positions when looping adaptive grid with loop overlap
ABC I/O
Crash when exporting Alembic mesh with Simulator in Pure Ocean mode
Toolbar
Caches couldn't be deleted from the toolbar if there were modifiers applied to the Simulator
3ds Max Integration
Nodes which are not Geometries, such as Sources, Body Force, Mapper etc, could be picked for Cutter Geom, Fade Volume, etc.
Expand and Don't Shrink option enabled the Maximum Expansion XYZ options in the UI even if Maximum Expansion was off
Position Based Fluids Demonstration. New fluid simulation technique, using Position Based Dynamics approach. The demo was running in real-time on a single GTX 580.
In this walkthrough, we guide you through the process of building a polished 3D interior scene inspired by the cover of Archmodels vol. 306 – Table Sets.
COMMENTS