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Autor Tópico: Chaos Group Phoenix FD 3.13.00  (Lida 171 vezes)

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Chaos Group Phoenix FD 3.13.00
« em: 10 de Abril de 2019, 17:11 »

Chaos Group Phoenix FD 3.13.00 | 528.9 mb
The Chaos Group team has released Phoenix FD 3.13.00, the latest update to its fluid simulation software for 3ds Max and Maya, increasing the speed of FLIP fluid simulations by up to 2x and adding support for VDB caches.

Phoenix FD 3.13.00 Official release - Date 27 Mar, 2019:

With Phoenix FD 3.13 we have focused on adding many frequently requested features, improving usability and support for 3ds Max 2020.

- Faster liquid simulations
FLIP simulations are 30% faster on average and up to 2x faster on some scenes
- Fire Opacity Texture
Now you can modify the Fire Opacity using textures in order to achieve more interesting shading results.
- Support for Loading and Saving OpenVDB Point Data
Save particles simulated by Phoenix FD to VDB cache files, and also import particles from other software via VDB caches

        New Features

Phoenix FD
- Support for 3ds Max 2020
Volumetric Shader
- Modulate or replace the Fire Opacity with a Texture in 'Use Own Opacity' mode
Cache I/O (3ds Max)
- Saving of Phoenix simulated particles to OpenVDB caches
- Loading of OpenVDB point data for rendering using the Particle Shader
Cache I/O (Maya)
- Saving of Phoenix simulated particles to OpenVDB caches from Maya 2018 and newer
- Loading of OpenVDB point data for rendering using the Particle Shader for Maya 2018 and newer
- Export and preview for the 'Special' grid channel, containing vorticity, pressure or various debug channels

Improvements

Simulation (3ds Max)
- Option to allow only expansion of the adaptive grid, but disable shrinking for the Liquid Simulator
Simulation (Maya)
- Do not use a V-Ray license for texture sampling during simulation of Phoenix with V-Ray Next
FLIP Solver
- Resimulation of the RGB channel for FLIP particles
- Export of Particle Velocity for WetMap over moving geometries
- Use less memory for simulation of WetMap when 'Sticky Liquid' is disabled
Animation
- Grid RGB channel is now reconstructed from FLIP particles when using Time Bend Controls, preventing render flickering
Volumetric Shader
- Optimized volumetric rendering when Smoke Opacity is modulated by a texture
Particle Shader
- Motion Blur Interval Center support for the Particle Shader
- Name new Particle Shaders "ParticleShader###" instead of "PHXFoam###"
Ocean Mesher
- Support for rendering Ocean Mesh from multiple cameras via Batch Render
- Support for rendering Ocean Mesh with Stereoscopic camera
Preview
- Show the force preview in the box of the loaded cache, if any, and in the simulation box otherwise
Cache I/O
- Updated OpenVDB from version 3 to version 5
ABC I/O (3ds Max)
- Export Phoenix meshes with vertex velocity using 3ds Max's 2019 built-in Alembic export into the 'Max_Map_Channel velocity' color set. Used for motion blur rendering with V-Ray Next update 1.1
- Separate export to Alembic for the different particle systems of a Simulator by exporting the "Particles [] of []" nodes via 3ds Max's built-in exporter
ABC I/O (Maya)
- Control for custom vertex velocity color set name for Maya Mesh mode. Can be set to 'velocity' so exported ABC files can be rendered with motion blur when loaded by VRayProxy in 3ds Max or Maya
User Interface (3ds Max)
- Added the running Simulator's node name to the simulation viewport status
- Renamed the Mapper's 'Time Constant' to 'Buildup Time'
User Interface (Maya)
- Added the running Simulator's node name to the simulation viewport status
- Renamed the Mapper's 'Time Constant' to 'Buildup Time'
- Add the Light Cut-off option to the Fire Lights' rollout

Bug Fixes

V-Ray Support (3ds Max)
- The Phoenix FD 3ds Max plugin could not load together with V-Ray builds older than V-Ray 3.6. Restored compatibility with V-Ray 3.1
Grid Solver
- Intersecting a moving obstacle with a Solid emitter left non-emitting voxels after the obstacle
- Clear Inside did not clear the volume of Non-Solid emitters in Surface Force mode in the Fire/Smoke Simulator
- Empty adaptive grid expanded by itself when Extra Margin was used and Expand and Don't Shrink was On
FLIP Solver
- Crash with 'Simulate Air Effects' and forces affecting the 'Air' system of a Liquid Simulator, since Phoenix FD 3.04
- WetMap was not equally generated over flat surfaces and might not appear on horizontal or vertical surfaces
- Subsiding liquid at the front of a long moving ocean container with Motion Inertia
- Fixed various issues with moving ocean containers producing disturbances and waves at their borders
- Trying to resimulate over a liquid cache with no Liquid particles showed different messages the first and second time (3ds Max)
Simulation General (3ds Max)
- Simulation restore did not go back to the last backup frame and could cause a crash, since Phoenix FD 3.12
Simulation General (Maya)
- Deleting a Simulator while another one was running stopped the running Simulator
- Simulation restore did not go back to the last backup frame and could cause a crash, since Phoenix FD 3.12
Scene Body Interaction
- Voxelization of a large amount of small bodies used excessive amounts of memory, since Phoenix FD 3.11
- Voxelization of hundreds of geometries with very small sizes was slower on many threads compared to simulating on 1 thread
Sources (3ds Max)
- Geometry with Initial Liquid Fill which was also selected in a Source in Volume Brush or Volume Inject mode created double amount of liquid particles and this caused explosions
- Particles with small size used as emitters for Liquid had random Discharge strength
- Sources did not emit from Thinking Particles when simulating through Deadline or Backburner
Sources (Maya)
- Geometry with Initial Liquid Fill which was also selected in a Source in Volume Brush or Volume Inject mode created double amount of liquid particles and this caused explosions
- Particles with small size used as emitters for Liquid had random Discharge strength
- Discharge Modifier Offset and Scale were not shown when the Source value was Position, Normal or Random
- Modulating source's emission with a texture map caused a crash if the geometry had no UVs
- Sources in Surface Force mode in Maya did not have the same strength as in 3ds Max if the Maya units were not centimeters
- Crash if Vertex Color was connected to a Source's Discharge, Smoke, Temperature, Fuel or Particles
Animation
- Flickering FLIP liquid mesh near emitters when Input Play Speed was below 1
Cache I/O (Maya)
- Opening a saved scene with fresh Maya removed the leading slashes from a UNC cache Input path
GPU Volumetrics
- When two or more Simulators had any overlapping walls, volumetrics weren't rendered correctly with V-Ray GPU
- Crash with instanced Simulators in Volumetric Render Mode during sequence render with V-Ray GPU
- Crash when rendering a scene containing any Particle Shaders with V-Ray GPU
- Crash when rendering a scene containing a VolumeGrid and a Simulator with V-Ray GPU
- Shading volumes using only textures still required a loaded cache file with V-Ray GPU
- Volumes loaded from OpenVDB caches that contain internal rotation rendered clipped with V-Ray GPU
Volumetric Illumination (3ds Max)
- Fire Lights kept illuminating the scene after the cache sequence ends during sequence render
- Crash when rendering a volume with Create Lights intersecting a geometry with a Light Material
Volumetric Shader (3ds Max)
- Using many chained texture maps in the volumetric shader produced different renders of the same frame when rendering repeatedly
- Could not abort rendering by canceling the pre-render progress windows
- Random crashes when rendering in Volumetric mode with Defscanline
- Volumetric Light Cache still consumes additional memory even when it should be disabled in Progressive V-Ray rendering
- Memory leak when rendering with GI and any V-Ray render elements
Volumetric Shader (Maya)
- Volumetric Light Cache still consumed additional memory even when it should have been disabled in Progressive V-Ray rendering
- Memory leak when rendering with GI and any V-Ray render elements
Particle Shader (3ds Max)
- Particle Shader particles appeared smaller when exported and rendered from a VRScene
- Crash when rendering a Particle Shader without a linked Liquid Simulator, since Phoenix FD 3.12
- Slowdown of Particle Shader Bubble/Splash/Cellular rendering with linked Liquid Simulator and 'Use Light Cache', introduced in Phoenix FD 3.04
- Incorrect alphas for Bubbles mode, and cellular walls for Cellular mode Particle Shader rendering in V-Ray StandAlone
Particle Shader (Maya)
- Slowdown of Particle Shader Bubble/Splash/Cellular rendering with linked Liquid Simulator and 'Use Light Cache', introduced in Phoenix FD 3.04
Render Elements (Maya)
- Light Select Render Element didn't work unless the Phoenix Simulator's Light Cache was disabled
Mesher (Maya)
- Crash when attempting to start IPR in Mesh, Ocean or Cap Mesh mode with V-Ray nightly build
Particle Nodes
- Slowdown the second time you rendered a large amount of Foam particles
Ocean Mesher (3ds Max)
- Ocean mesh used excessive amounts of memory when rendered with spherical panorama camera
- Ocean mesh was not built correctly when the viewport was set to Orthographic mode
- Crash when rendering Ocean mesh with Cutter Geom and Motion Blur
- Missing mesh polygons on the container border when rendering in Ocean Mesh mode
- Flipped mesh polygons on the container border when rendering in Ocean Mesh mode with Mesh Smoothness above 0
Ocean Mesher (Maya)
- Ocean mesh used excessive amounts of memory when rendered with spherical panorama camera
- Missing mesh polygons on the container border when rendering in Ocean Mesh mode
- Flipped mesh polygons on the container border when rendering in Ocean Mesh mode with Mesh Smoothness above 0
Grid Texture (3ds Max)
- Crash if creating a circular dependency between a Grid Texture and a Simulator's displacement, when 'Skip the Displacement' was off
- Crash during fire/smoke simulation if using a Grid Texture reading the Temperature of the same Simulator in a Mapper affecting Temperature with 'Initializer' Off
- Crash when rendering a scene with Grid Texture used as a mask in a Blend material with Motion Blur
- VRayVolumeGrid could be selected as a Phoenix Grid texture Source Node
Grid Texture (Maya)
- Crash if creating a circular dependency between a Grid Texture and a Simulator's displacement, when 'Skip the Displacement' was off
- Crash during fire/smoke simulation if using a Grid Texture reading the Temperature of the same Simulator in a Mapper affecting Temperature with 'Initializer' Off
Particle Texture (Maya)
- Crash when rendering nParticles with a Particle Shader with a Particle Texture attached as Color Map
nParticles (Maya)
- Crash when rendering nParticles with the Particle Shader when there was no Simulator was the scene
Wave Force
- Boiling effect on the open grid borders when using Wave Force with Fillup for Ocean and there was geometry over the bottom
Preview (3ds Max)
- Voxel preview of temperature around 200 Kelvins with As Fire enabled drew bright red and pink voxels
- Preview Auto reduction did not work for the Force preview
- Constant mesh rebuild in 3ds Max viewport when the timeline start was not an exact frame
- Slow viewport preview in 3ds Max when the timeline start was not an exact frame
- When render viewport was locked, Ocean Mesh preview was drawn from that perspective in any viewport
Preview (Maya)
- Voxel preview of temperature around 200 Kelvins with As Fire enabled drew bright red and pink voxels
- Preview Auto reduction did not work for the Force preview
- Slow timeline scrubbing even with all voxel preview channels disabled
Cache I/O (Maya)
- Min-max channel range of AUR caches randomly displayed very large numbers
Fields (Maya)
- Rare random crashes during simulation when interacting with Maya fields
PRT I/O
- Crash when repeatedly pressing Export PRT particles
3ds Max Integration
- Forward scrolling timeline slider while simulating and looking at the Simulation rollout hung the simulation
- Selecting 'Don't show again' on dialogues caused some messages to not appear at all even on the first run
- The warning about DR and local paths still appeared even after all Simulators were deleted from the scene
Maya Integration (Maya)
- 'Add Selected Lights to GPU Preview' and 'Add Selected Forces or Fields' buttons worked only when the Simulator shape was selected
- Manually typing in a frame number over a #### sequence format in     Maya got automatically replaced by #### again
- Loading a render preset or using 'Reset to Defaults' in the Fire, Smoke Color and Smoke Opacity rollouts did not remove the textures
- The Units override in Maya was not correct when set to other modes than 'from Maya'
- Sequencing Simulators that have been Sequenced in another order before could hang Maya
- Could not edit parameters of the Simulator through the Channel Box if the Simulator had a loaded cache file
- Could not edit parameters of Maya Field nodes through the Channel Box if they were picked into the Simulator's Force Preview
User Interface (Maya)
- Expanded Render diagrams did not save their positions and sizes
- Deselecting or deleting a Simulator did not close an expanded diagram
- Simulator Sequence list did not scale when resizing the Sequencing dialogues
- Y/Z were swapped in the Total Cells info box under the Grid roll-out
- Changing the Global Preferences Default Cache Path was not updated in the Simulator interface until the scene was saved
Installer (3ds Max)
- The installer for V-Ray 3 placed vray_phoenix.dll into '3dsmax XXXX for x64/bin/plugins' instead of 'RT for 3ds Max XXXX for x64/bin/plugins'   

About Phoenix FD.    Phoenix FD is an all-in one solution for fluid dynamics. Simulate fire, smoke, liquids, ocean waves, splashes, spray, mist and more. Built for 3D artists who want to create dynamic FX using quick presets, fast setup and intuitive controls. Preview and render interactively in the viewport. Adjust simulations on the fly. Create all types of physically-based fluid effects with fast, flexible controls for rendering, retiming and refining simulations. Integrated seamlessly into 3ds Max and optimized to render with V-Ray. Compatible with top industry tools such as Alembic, Krakatoa, Stoke MX and OpenVDB.

In these videos covers the basic workflow for creating a basic liquid simulation in Phoenix FD for 3ds Max and Maya, using both a toolbar preset, and then again manually, step-by-step for good measure. By the end of it, you will be able to create your own liquid simulation, understand how the simulation interacts with other objects, and know the basics of editing a number of primary settings for a sim.

About Chaos Group.    Chaos Group is a worldwide leader in computer graphics technology, helping artists and designers create photoreal imagery and animation for design, television, and feature films. Chaos Group specializes in physically-based rendering and simulation software used daily by top design studios, architectural firms, advertising agencies, and visual effects companies around the globe. Today, the company's research and development in cloud rendering, material scanning, and virtual reality is shaping the future of creative storytelling and digital design. Founded in 1997, Chaos Group is privately owned with offices in Sofia, Los Angeles, Baltimore, Seoul, and Tokyo.

Product:   Chaos Group Phoenix FD
Version:   3.13.00
Supported Architectures: x64
Website Home Page :
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Language: english
System Requirements: PC
Supported Operating Systems: Windows 7even or newer
Software Prerequisites: Autodesk 3ds Max 2014-2020 or Autodesk Maya 2015-2018
Size: 528.9 mb

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