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    SpicyMags.xyz

    PhoenixFD 3.0.500

    Posted By: scutter
    PhoenixFD 3.0.500

    PhoenixFD 3.0.500 | 313.2 mb

    Chaos Group has unveiled Phoenix FD 3.0.500 for Maya 2018, is a powerful tool for fluid simulations. Aimed to meet the needs of VFX artist to simulate fire, smoke, explosions as well as liquids, foam and splashes, it has now become universal simulation software for every production house.

    New Features

    Phoenix FD
    - Support for Maya 2018
    Simulation
    - Resimulation over OpenVDB caches exported from Phoenix FD
    - Restoring simulation from OpenVDB caches exported from Phoenix FD
    - Load the simulation initial state from OpenVDB or Field3D
    - Option to control the randomness in velocity direction at Splash birth
    - Option to allow only expansion of the adaptive grid, but disable shrinking
    Rendering
    - Stronger Approximate Scattering for brighter regions and lower scattering for the darker regions of the same volume
    - Added a new frame blending method using both Velocity and Advection Origin, producing smoother fire/smoke retiming
    Preview
    - Viewport preview for visualizing the influence of both native and Phoenix forces
    Particle Shader
    - Option to allow offsetting the particles vertically
    Source
    - Equalized source emission from particles with 3ds Max
    - Support for using meshes from particle instancer as obstacles or emitters
    - Implemented support for using the Particle Texture and Grid Texture as masks for a Source
    Curve Controls
    - Ability to horizontally or vertically stretch and flip the selection in curve and gradient controls
    Follow Path
    - Added an option to break the spline into segments which influence the simulator simultaneously
    Tools
    - Added a command line cache_converter tool, allowing conversion of already existing AUR cache sequences to OpenVDB without simulating again
    SDK
    - Added a new interface for sampling volumetrics at render time

    Modified Features

    Simulation
    - Change adaptive limit defaults to non-zero
    - Display an error if the FLIP resimulation cannot find Liquid particles
    Rendering
    - Use particle ID instead of Age channel when looping particles
    - Sped up Ocean construction
    Source
    - Disable Motion Velocity for the sources in Maya by default as in 3ds Max
    Scripting
    - Use Grid space for script commands by default
    - Ability to start a new simulation in the OnSimulationEnd() script callback
    SDK
    - Equalized the public interface classes between 3ds Max and Maya

    Removed Features

    SDK
    - Removed all old public interfaces
    Phoenix FD
    - Removed the "Initialize from Object" function from the Phoenix FD menu - a Source in Brush mode can be used for the same effect

    Bug Fixes

    Simulation
    - The General-Purpose Time Bend Resimulation was not working correctly in Phoenix FD 3.04
    - Restoring Resimulation was not working in Phoenix FD 3.04Occasional crash when the simulator is deleted while the simulation is running
    - Sampling textures during simulation without using V-Ray did not work since Phoenix FD 3.00.02
    - Resimulation might produce less smoke and temperature
    - Liquid particles penetrate the walls of complex or thin static geometry
    - After loading a cache or simulating, CPU usage remains high on machines with many threads
    - Overlapping Solid Fire/Smoke emitters in Surface Force mode emit inside each other's volumes
    - Instability with high incoming velocities through the grid walls
    - Fire/Smoke simulations using Solid emitters in Surface Force mode with Noise produce different results on each run
    - Fire/Smoke simulations using Solid emitters and Buffered or PCG Conservation produce different results on each run
    - Non-solid sources in Surface Force mode do not affect Liquid simulations
    - Foam born from Sources in Surface Force mode does not respect the simulator Foam Size and Variation settings
    - When splashes split, they form visible lines of particles
    - Big difference between Splash behavior with Liquid-Like at 0 and at 0.001
    - Increasing the Splash Threshold never eliminates all born splashes
    - Foam Rise and Falling speed set to 0 do not freeze foam particles
    - Submerged foam particles ascend high into the air near negative open simulator walls
    - The Simulate Air Effects option may create huge velocities at voxels where the liquid contacts geometry
    - Random hang when restoring the simulation with more than 1 Steps Per Frame
    - The Simulator includes hidden objects when set to Include mode, even though Exclude hidden is set
    - Crash if Adaptive Grid with high preallocation fails during simulation startup
    - Adaptive Grid's Extra Margin for Liquid simulators does not work
    - Grid artifacts with Liquid simulation using Confine Geometry with curved surfaces
    - Liquid particles get created on the back end of a moving liquid simulator with Initial Fillup, raising the liquid level
    - Missing warning when starting the simulation after adding solid geometry to a Volume source through Outliner
    - Simulation stops due numerical error without printing a warning or error
    - Overlapping a Solid Surface Force source with a non-solid body with Clear Inside does not clear the smoke
    Rendering
    - Artifacts when rendering overlapping containers in Volumetric Geometry mode
    - Flickering when rendering Smoke Color based on a gradient with varying data range with Approximate Scattering
    - Crash when blending caches with Drag particles
    - Random crash when blending between frames which contain very few particles
    - Crash when rendering in Mesh mode with Surface channel set to Texture
    - Sequence render with V-Ray and Fire Lights keeps showing the lights after the cache sequence ends
    - Smoothing Particle Size is always 1 when rendering
    - Subdivided Ocean surface may abruptly change its detail with animated camera
    - Rendering in Isosurface mode using Cutter produces wrong normals in Maya
    - Using Liquid Particles for Mesh Smoothing together with Cutter Geometry still uses particles outside the Cutter
    - Using Liquid Particles for Mesh Smoothing does not take effect until the Smoothness is raised to 3
    - Warning about using local machine Input path for distributed rendering even if the path is UNC but starts with forward slashes
    - Cannot key the Playback Mode parameter during sequence render
    - Fix dark and non-uniform horizon using the Horizon Roughness option
    Particle Shader
    - Bucket artifacts when rendering dense bubbles with the Particle Shader's light cache enabled
    - Particle Shader does not displace particles according to the connected Liquid Simulator's transform
    - Particle Shader's Particle Reduction parameter doesn't use particle ID which leads to particles disappearing in animation
    Preview
    - Crash when enabling Mesh preview when using displacement by a Grid Texture
    - Crash when enabling Mesh preview when Surface Channel is set to Texture
    - Crash when opening the Hypershade with a Paints preset with Play Speed less than 1.0
    - Crash when rendering a simulator via mayapy with Mesh preview enabled
    - The running Simulation info overlaps the Viewport Renderer info
    - Particle channels in the Cache File Content list are wrong when using Loop with Overlap
    - Voxel Preview color can not be changed in Maya 2017 and 2018
    - Preview artifacts in Ocean Mesh mode near the camera in Maya
    - Slowdown due to Simulator reading cache files even when hidden in Maya, using Viewport 2
    I/O
    - Error about not enough memory to save the cache when a particle channel is over 2GB
    Source
    - Disabling the Emit Liquid source option does not stop liquid discharge in Volume Inject mode
    - Mapped source discharge by a texture does not clamp the texture input between 0 and 1
    - Discharge Modifier based on normals in object space use them in wrong scale
    - Discharge Modifier by World Speed does not work correctly with simulator attached to moving emitter
    - nParticles don't affect the simulation velocity even when Motion Velocity is enabled from the Source
    - Crash when using VRayVertexColors with Set Index as an RGB source map
    Body Force
    - Body Force does not affect parts of the grid that expanded using Adaptive Grid
    Follow Path
    - The Fade Start parameter was not working in Phoenix FD 3.04
    - Artifacts when simulating using a FollowPath force on a circular spline
    Turbulence
    - Turbulence's Speed parameter in Maya is much slower than in 3ds Max
    Mapper
    - The Mapper cannot completely freeze or exactly set velocity in the simulation
    - Grid velocity from the Mapper has Y/Z axes swapped
    Presets
    - Errors when saving and loading presets
    PhoenixFDGridTex
    - Crash when plugging a Phoenix Grid Texture through a Multiply/Divide node into the displacement slot
    Scripting
    - phxfdBatchResim tries to restore the resimulation instead of starting it
    Submitter
    - Can't submit to Backburner if the Scene Copy Dir ends with a slash

    About PhoenixFD. Phoenix FD is a fluid dynamics simulator intended to create a wide range of effects including smoke, flames, liquids, and explosions. It is used for visual effects, architectural and product visualizations, creation of game assets, etc.

    Phoenix FD comes with a handy shelf which offers presets for common setups such as large scale ocean simulation or gasoline explosion, or small scale setups like coffee, beer, candle, etc.

    Currently the only officially supported renderer for Maya is V-Ray. In Maya Mesh mode, rendering is supported by any CPU renderer for Maya. Phoenix FD can also be rendered by 3rd party plugins or external software after exporting the simulation grid, mesh or particle data to OpenVDB, Field3D, Alembic, V-Ray VRmesh or VRscene. Phoenix can also shade data from other software with its dedicated volumetric shader for fire/smoke or its Particle Shader by importing OpenVDB or Field3D data.

    Phoenix FD for Maya also provides real-time GPU preview of fire/smoke in the viewport, textures which can be used for ocean simulations and rendering or to extract grid and particle data from the simulator, dedicated forces which can drive and art-direct the simulations, interoperability with Bullet, integration with nParticles, as well as MEL and Python scripting and a Phoenix C++ SDK.

    About 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: PhoenixFD
    Version: 3.0.500
    Supported Architectures: x64
    Website Home Page : www.chaosgroup.com
    Language: english
    System Requirements: PC
    Supported Operating Systems: Windows 7even SP1 or newer
    Software Prerequisites: Autodesk Maya 2018 and V-Ray for Maya 3.1 or later (included VRay 3.6.003)
    Size: 313.2 mb
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    PhoenixFD 3.0.500