Geometry caching between renders crashes with Phoenix — resolved. Foam shader — render time particle reduction — resolved. Crash when using a texture map with noise — resolved. Render channel for volumetric normals — resolved. Newly created cells with adaptive grid with jammed wall, are not frozen — resolved.
Perfect for slow motion effects. Resimulation is broken — closed. Quick Presets New toolbar with presets for fire, smoke and liquid simulations. Intermediate objects must be always ignored, even if they are selected — resolved. New Forces Influence simulations with forces like wind, spline follow, mesh attraction and more. Show the actual grid bounding box even if the cache is not loaded — resolved.
. With an adaptive grid, complete interactivity, a accelerated preview and a fully multi-threaded displacement algorithm it stands out as one of the top solutions for fluid simulations in the visual effects industry. Random freezing during resimulation — resolved. Custom emission sources — Use a wide range of emission sources including animated meshes, texture maps, particles and more. Foam shader caustics do not work if gi visibility is off — resolved. Infinite Ocean Seamlessly transition from detailed ocean surface simulations to infinite ocean waves that never repeat.
Lagging animation with parent constraint nodes — resolved. Wrong position of the particles when resimulating with increased grid resolution — resolved. Offers exceptional flexibility and speed. Ocean and Beach Waves Seamlessly transition from procedural ocean to simulated beach waves. Tooltips in the attribute editor — resolved. Simulation retiming — Speed up or slow down simulation playback, perfect for slow motion effects.
Option to simulate with scene data from the end of the simulation interval — resolved. Support for viewport subdivision — resolved. Phoenix Particle Group should take into account the lifespan attribute of the particle system — resolved. Here's the full list of changes: I hope they don't discover too many bugs and delay the Maya version's release. Direct support for vrmesh and alembic files — resolved. Ability to create animation loop — resolved. Geometry mode for the foam shader — resolved.
The cache path must be exported always with unix type slashes — resolved. If you have that scene, I could run it and see what happens. Dead lock at the last frame with the new synchronization when time scale is 0 — resolved. Incorrect rendering with emissive lights and Irradiance Map — resolved. Rewinding meshed smoke simulation crashes Maya — resolved. Viscosity is working differently in Maya — resolved. Lifespan option for the simple particles — resolved.
Improve the Opacity Graph — resolved. Phoenix emitter should attach its particles system to the simulator as a parent — resolved. Add the meter scale as an attribute to the Ocean texture — resolved. Ocean texture in Maya — resolved. I don't know, it's a great plugin, far easier than Realflow, which was basically a pain in the butt, but for the amount of use I would put it to, I just cannot justify the cost.
The custom gravity vector should be set in world space, not in node space — resolved. Vorticity Simulate highly-realistic and complex vorticity effects with full control over large-scale vortex strength and ultra fine details. Crash with nightly builds when using file textures — resolved. Render channel for z-depth — resolved. Foam Particles do not follow surface with displacement. Occasional jittering with wavelet turbulence and adaptive grid — resolved. Instanced geometry is not supported — resolved.
What's New Variable Viscosity Melt and mix liquids with different viscosity in one simulation. Refine existing simulations — Add detail and increase resolution without changing simulation shape or behavior. Particle age render element — resolved. Crash when the cell size is set to zero — resolved. Custom Emissions Sources Use a wide range of emission sources including animated meshes, texture maps, particles and more. Simulation Retiming Speed up or slow down simulation playback. Phoenix render elements are 2 times brighter then they should be — resolved.