![]() IMPROVED GRID SOLVER Represent all drag particles in the scene using the keyword "Drag" in the Clear Channels field and Affect fields of forces IMPROVED FLIP SOLVER Improve the CPU core usage of the Initial Fill Up phase in FLIP simulation IMPROVED FLIP SOLVER Optimized Birth Volumes option not just to newborn Splash, but to splitting splash particles as well IMPROVED FLIP SOLVER Apply the Initial Vel. IMPROVED FLIP SOLVER Make the Foam Falling Speed vary depending on the bubble sizes IMPROVED 3DS MAX INTEGRATION Ability to animate the Phoenix per-node properties IMPROVED INSTALLATION Ship the Visual C++ redistributable with the Phoenix installer and install it silently in the end, if needed so Phoenix installers for Scanline are no longer needed IMPROVED INSTALLATION Now Phoenix for V-Ray 3 and for V-Ray Next can load in 3ds Max and simulate without V-Ray installed, and can render with Scanline, Corona, Octane, etc. getFrameInfo MAXScript function that retrieves the currently loaded frame info string NEW PRT I/O Register the PRT Reader path into the 3ds Max Asset Tracker for repathing, archiving, and asset transfer for distributed rendering with V-Ray Next NEW GRID SOLVER Simulate the RGB channel for Drag particles NEW PREVIEW New Standalone Previewer tool for AUR, VDB and F3D cache files, much faster than the 3ds Max and Maya viewports and currently showing voxels and a new velocity streamline preview NEW THINKINGPARTICLES Phoenix FD Birth, Sample and Force operators for thinkingParticles NEW PARTICLE TUNER New Particle Tuner node allowing to change any particle channel or delete particles during simulation depending on conditions based on particle channel values NEW VOXEL TUNER New Voxel Tuner node allowing to change any grid channel during simulation depending on conditions based on grid channel values, textures or distance to meshes NEW TEXUVW New TexUVW channel for fire/smoke and liquid simulations, moving with the fluid and allowing for render-time texture mapping of surfaces and volume color and opacity, as well as for adding displaced detail moving with the fluid in all render modes No mutual interaction between rigid bodies yet NEW ACTIVE BODIES New rigid body solver node, interacting with the Liquid Simulator. ![]()
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