It keeps in memory only the last simulated frame and GPU Preview images or per-frame renders can be saved, IMPROVED FLIP SOLVER Now the Wetmap sticky effect depends on the Sticky Liquid option and the WetMap Viscosity - the Liquid Viscosity does not affect it directly anymore, IMPROVED FLIP SOLVER Delete Liquid particles when a Source's Inject Power is negative, IMPROVED FLIP SOLVER Change the Motion Velocity, Viscosity or RGB of existing Liquid particles with a Source in Volume Brush mode with disabled Emit Liquid, IMPROVED FLIP SOLVER Reduced the peak memory usage of the FLIP liquid simulations, IMPROVED FLIP SOLVER Now Liquid particles can stick to WetMaps without the need for the Liquid to have viscosity. With Phoenix FD 3.12 we are adding support for V-Ray Next for Maya introducing rendering on V-Ray GPU, and also have worked on adding some frequently requested features, improving usability and integration in Maya. Sowohl Feuer, Rauch und Explosionen als auch Flüssigkeiten, Schaum und Spritzer können realistisch This allows forces to affect particles or voxels with certain channels, inside or outside geometries, or according to textures, effectively allowing you to mask forces and gain precise control over how, when and where forces affect the simulation. [CDATA[*/ thanks a lot! Phoenix FD Foam and Splashes playground! This Phoenix FD for 3Ds Max tutorial focuses on using the Wet Map grid channel to color an object wherever it comes in contact with the liquid. div.rbtoc1610231689924 ul {list-style: disc;margin-left: 0px;} I have left no stone unturned in the pursuit to make this the only course on this topic you’ll ever need to take. Vorberechnete Fluid Oberflächen als Fluid Quellen Über den Effects Kanal eines Fluid FD Objektes können Sie die generierte Implicit Surface direkt wieder als Quelle für neue Fluid Simulationen definieren. Phoenix FD is available for both Maya and 3Ds Max. New AUR files will not be readable by older Phoenix versions. The new Phoenix FD is also You can plug the Particle Texture … If a constant color is used, it can either be the same for all particle areas, or it could come from a certain particle channel - Age, Velocity, RGB, etc. 2020-12-26, 12:55:11 Home Help Search Login Register ... does anyone know a workaround to make the wetmap working with Corona? You can use the WetMap Particles through a Phoenix FD Particle Texture to generate a Black&White Texture Map which can be used as a mask for a Blend Material. Look at the sheer AMOUNT of examples and lessons in this course. MOVED: [solved] Phoenix FD Wetmap invisible in material editor Print Pages: [1] Author Topic: MOVED: [solved] Phoenix FD Wetmap invisible in material editor (Read 9 times) Today at 13:49:20 maru Corona Team Active Users . jQuery('#tocVertical').show('fast'); We sped up our particle preview and added the ability to preview the Rendering Displacement of the particles in the viewport. div.rbtoc1610231689924 li {margin-left: 0px;padding-left: 0px;} Phoenix FD Fire FX Course : And walk away with complete confidence to create just about any fire effect imaginable . WetMap now has different sticky effect against different liquid viscosities Exposed the hidden grid-based motion blur algorithm from Phoenix FD 3.00.01 for use via the 'mbgrid' script parameter Discharge Modifiers by Particle Size To start viewing messages } Chaos Group has announced that Phoenix FD 3.10 for 3ds Max 2014 - 2018 and Autodesk Maya. Press J to jump to the feed. Rendering of fire/smoke with the Use Probabilistic Shading option is now much faster with V-Ray 5. Member List Calendar Mark Channels Read Forum Phoenix FD Phoenix FD :: Wishlist If this is your first visit, be sure to check out the FAQ by clicking the link above. Apple, Mac, Mac OS X, OS X and macOS are trademarks of Apple Inc., registered in the U.S. and other countries. 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 var newScrollPosition = window.scrollY; This can be used for a variety of effects, including wet sand, blood splatters and much more. With Phoenix FD 4.30 we added force tuning to Voxel and Particle Tuners. /**/ Page Contents This allows forces to affect particles with certain channels, inside or outside geometries or according to textures, NEW VOXEL TUNER Choose forces to affect the voxels when the Tuner condition passes, same as the Particle Tuner, NEW PREVIEW Displace the particle preview in the viewport when Rendering Displacement is enabled, NEW CACHE I/O Cacheless Simulation option for speeding up large simulations. 538k members in the Simulated community. jQuery('#tocVertical').hide('fast'); AUR files saved after the fix can not be opened with older Phoenix versions. NEW PARTICLE TUNER Choose forces to affect the particles when the Tuner condition passes. With Phoenix FD 4.30 we added force tuning to Voxel and Particle Tuners. (*) V-Ray Support: The Phoenix FD 3ds Max plugin could not load together with V-Ray builds older than V-Ray 3.6. var lastScrollPosition = 0; Phoenix FD wurde deshalb so optimiert, daß auch extrem langsame Fluid Simulationen ohne jeglichen Diffusionseffekt möglich sind. ±çš„不透明度模式下,边际渐隐不影响火 从Phoenix FD 4.10开始,渲染直接拾取到粒子着色器中的模拟器时 jQuery('#tocHorizontal').show('fast'); $(document).ready(function(){ Press question mark to learn the rest of the keyboard shortcuts 合の修正が含まれております。既存Phoenix FD 3 Phoenix FD is an all-in-one solution for fluid dynamics. Green=Splashes Red=Mist Light Blue=Foam Yellow=Wetmap Create Make social videos in an instant: use custom While this course is entirely 3Ds Max based, the general techniques and settings remain the same for both versions, and you can still follow in … div.rbtoc1610231689924 {padding: 0px;} With Phoenix FD, artists can simulate fire, smoke, liquids, foam, ocean spray and more. }); [CDATA[ FIXED CACHE I/O Rare crash while blending frames including particles with velocity data, FIXED CACHE I/O Rarely caches were loaded with missing horizontal voxel slices, which affected the previews, and rendering of fire/smoke and meshes, FIXED 3DS MAX INTEGRATION Phoenix Textures could not be created in the Material Editor or the 3ds Max Map Browser when Arnold was set as current renderer, FIXED STANDALONE PREVIEW After pressing Cancel in the Browse dialog window, the saving path was erased, FIXED VRSCENES 3D texture maps with Object XYZ mapping rendered with wrong scale with V-Ray Standalone on CPU, FIXED USER INTERFACE Animating any Phoenix curves or color gradients (in Discharge Modifiers, Volumetric Settings and Particle Texture) did not update them when scrolling the timeline, Page Contents jQuery('#tocVertical').show('fast'); // lastScrollPosition) { This area can also use color from another texture, or even use different pieces of a texture for each particle. Both fire/smoke simulations, as well as large FLIP liquid simulations are also sped up. Phoenix FD for Maya ist ein unglaublich leistungsfähiges Werkzeug um überzeugende Fluid Simulationen zu generieren. All other brand names, product names, or trademarks belong to their respective holders. You may have to register before you can post: click the register link above to proceed. While this course is entirely 3Ds Max based, the general techniques and settings remain the same for both versions, and you can still follow in Maya. A subreddit for all things computer generated simulations! Microsoft, Windows are either registered trademarks or trademarks of Microsoft Corporation in the United States and/or other countries. Specifically designed for fast-paced production, artists used Phoenix FD in multiple television series such as Game of Thrones and The Flash. Ball 30 Centimetres Unit setup Centimeters. Below are navigation buttons to some of the most common documentation sections for Phoenix FD for 3ds Max.For the full list of sections, please use the page tree to the left. Copyright © 2021 Chaos Software OOD All Rights Reserved. The preview of WetMap Particles can be Enabled/Disabled from the Phoenix FD Simulator → … The strength of the sticky effect now depends only on the Sticky Liquid value and the WetMap viscosity, IMPROVED GRID SOLVER Sped up the Multi-Pass Transport method with up to 20%, IMPROVED VOLUME SHADER Sped up rendering of volumes when Use Probabilistic Shading is enabled, IMPROVED PARTICLE SHADER Color Map for the Particle Shader using V-Ray 5 GPU, IMPROVED PREVIEW Multithreaded gathering of Particle Preview data, IMPROVED GPU PREVIEW Show multiple Simulators in the classic GPU Preview, instead of only the selected one, IMPROVED CACHE I/O Sped up grid channel compression when saving AUR from the simulation or cache_converter tool, IMPROVED STANDALONE PREVIEW New layout where all panels can be docked, reordered or detached from the main window, IMPROVED STANDALONE PREVIEW Added information about the currently loaded path and the date of the cache's last modification, IMPROVED CACHE CONVERTER Convert all caches in a folder without specifying frame range, IMPROVED CACHE CONVERTER Convert VDB to AUR caches, IMPROVED CACHE CONVERTER Added a -storageQuality optional argument, useful when writing AUR caches, IMPROVED CACHE CONVERTER Stop the conversion and show a meaningful error message if the Cache Converter can't find its openvdbio.dll, IMPROVED USER INTERFACE Stop the simulation with the ESC key or SHIFT + ESC combination, FIXED FLIP SOLVER Newborn Splash particles kept splitting and creating more Splashes underwater, FIXED FLIP SOLVER WetMap's viscosity was ignored by the Sticky Liquids effect when interacting with variable viscosity Liquid particles, FIXED FLIP SOLVER Sticky Liquid's strength did not scale Linearly, FIXED FLIP SOLVER Foam's Half Life deleted different amount of particles when simulating on different number of threads, FIXED FLIP SOLVER Liquid particles got deleted on contact with animated obstacles having only rotation, FIXED FLIP SOLVER A fast moving simulator with Fillup For Ocean had particles created outside the grid, which are then not deleted, FIXED GRID SOLVER Crash on Load & Start with Drag particles with RGB, FIXED SOURCES Different amount of Source Particles (Drag/Foam/Splash) was born each new simulation or on different number of simulation threads, FIXED SOURCES Sources were emitting up to 50% slower in very high resolution scenes, since Phoenix FD 4.20, FIXED VOLUME SHADER Crash when rendering AUR files over 2.1 billion voxels with Linear Sampler, FIXED V-RAY IPR Random crash in IPR when changing any properties of a Particle Shader, FIXED MESHER Setting Motion Blur Multiplier for Mesh modes did not affect the inertial velocity of a moving container, FIXED OCEAN MESHER Crash after previewing the ocean mesh in the viewport, deleting the caches, and enabling Pure Ocean, FIXED OCEAN MESHER Underwater Goggles did not render correctly with Motion Blur, FIXED OCEAN MESHER Ocean Mesh mode with any 3ds Max modifiers did not render on V-Ray GPU, FIXED PREVIEW Multithreaded gathering of Particle Preview data, FIXED CACHE I/O Size of particles simulated to OpenVDB were in voxels instead of units, FIXED CACHE I/O Restoring from VDB causes missing FLIP particles, wrong Initial Fillup, and wrong results with rotating simulators, FIXED CACHE I/O Could not save AUR caches where a single grid channel was over 3.05 GB. 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