We finally have Active Body presets directly in the toolbar, allowing you to quickly setup Ice Cubes or Speedboat simulations. We also improved our GPU Preview with texture support for smoke opacity, added more options to the cache converter tool, we added new presets to the toolbar and improved and sped up many of the old ones. The Phoenix previewer now has mesh preview mode as well. SIMSCENE files are automatically associated with the Phoenix Node Viewer application. The Phoenix Windows installer now associates by default AUR, VDB, F3D and PRT files with the Phoenix Previewer, and also caches can be drag and dropped into it. Still to be added are: Foam/Splash options, support for animated options and animated geometries, resimulation, textures.Īlongside the standalone simulator and standalone previewer, we added a new Simscene Node Viewer that can open Phoenix. We still have a lot of options and capabilities to add to the Standalone Simulator - currently it only supports Simulator and Source nodes, as well as Phoenix node properties. You can view the sim progress in real time with the Phoenix Previewer, and the simulation runs up to 40% faster than inside 3ds Max and Maya. ![]() simscene files from 3ds Max and Maya and it simulates them, producing caches files. We created a separate Phoenix Standalone Simulator, which is just like the V-Ray Standalone - you export. This way your Simulator can render as a Mesh or Isosurface, and the Voxel Shader can overlap this with a volumetric, so you can easily create whitewater based on vorticity or speed, or underwater fog of different density, so you can have god rays showing through it. We added a new Voxel Shader node, which works just like the Particle Shader - you connect it to a Simulator and it renders its voxel data as a volume at the position of the Simulator. The 'B2B Interaction' option got an overhaul and also got renamed to 'Foam Volume', and now it can be used in ocean simulations too. ![]() In Maya, Cosmos assets can now be used as Active Bodies (latest V-Ray 5 is needed for this).įoam Patterns were boring and we added more options to make them more diverse and interesting. Active Bodies can use the Simulator's jammed walls as obstacles now, and you can also choose whether foam would push them together with the liquid or not. ![]() Also, now Active Bodies can be picked in Sources as emitters, in Tuner Expressions, as Render Cutters, and basically in all possible node selector slots in Phoenix, so you can go crazy with different setups and combinations. We improved Active Body simulations and added two new helpers - Thruster that you can use to propel your Active Bodies, and Axis Lock that prevents bodies from rotating or moving in a certain direction.
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