洋(Ocean)テクスチャの新しいコントロールを追加し、WetMapパーティクルの動作を改善し AUR files saved after the fix can not be opened with older Phoenix versions. /*]]>*/ V-Ray and the V-Ray logo, Chaos Vantage and Chaos Vantage logo, Phoenix FD and the Phoenix FD logo are registered trademarks of Chaos Software OOD in Bulgaria and/or other countries. This video tutorial covers the basics of beach wave water simulation with Phoenix FD 3.0 for 3ds Max. Both fire/smoke simulations, as well as large FLIP liquid simulations are also sped up. 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 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. Microsoft, Windows are either registered trademarks or trademarks of Microsoft Corporation in the United States and/or other countries. Chaos Group has announced that Phoenix FD 3.10 for 3ds Max 2014 - 2018 and Autodesk Maya. } div.rbtoc1610231689924 {padding: 0px;} Green=Splashes Red=Mist Light Blue=Foam Yellow=Wetmap Create Make social videos in an instant: use custom The Particle Texture is a 3D texture that colors the positions of each particle in a particle system. Phoenix FD is available for both Maya and 3Ds Max. Copyright © 2021 Chaos Software OOD All Rights Reserved. This area can also use color from another texture, or even use different pieces of a texture for each particle. jQuery('#tocVertical').show('fast'); NEW PARTICLE TUNER Choose forces to affect the particles when the Tuner condition passes. I have left no stone unturned in the pursuit to make this the only course on this topic you’ll ever need to take. Phoenix FD Fire FX Course : And walk away with complete confidence to create just about any fire effect imaginable . Phoenix FD Phoenix FD :: General If this is your first visit, be sure to check out the FAQ by clicking the link above. if (newScrollPosition > lastScrollPosition) { 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. To start viewing messages 538k members in the Simulated community. Phoenix FD Foam and Splashes playground! thanks a lot! jQuery('#tocHorizontal').hide('fast'); 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 … /*. 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 . All other brand names, product names, or trademarks belong to their respective holders. With Phoenix FD, artists can simulate fire, smoke, liquids, foam, ocean spray and more. window.onscroll = function() { 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. jQuery('#tocHorizontal').show('fast'); 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. You may have to register before you can post: click the register link above to proceed. div.rbtoc1610231689924 ul {list-style: disc;margin-left: 0px;} 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 You may have to register before you can post: click the register link above to proceed. Phoenix FD Waterfall - Cascading Simulation grids and wetmap test 3DS Max View Comments Play 0:00 0:00 Settings Fullscreen 4.5k 65 comments share save hide report 4.3k Posted by 4 days ago Moto Break Dance. You can plug the Particle Texture … jQuery('#tocHorizontal').hide('fast'); 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. var lastScrollPosition = 0; 合の修正が含まれております。既存Phoenix FD 3 Specifically designed for fast-paced production, artists used Phoenix FD in multiple television series such as Game of Thrones and The Flash. The preview of WetMap Particles can be Enabled/Disabled from the Phoenix FD Simulator → … Linux is a registered trademark of Linus Torvalds in the U.S. and other countries. lastScrollPosition = newScrollPosition; 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. //