window.onscroll = function() { ±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 With Phoenix FD 4.30 we added force tuning to Voxel and Particle Tuners. 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. 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. $(document).ready(function(){ 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('#tocHorizontal').hide('fast'); Microsoft, Windows are either registered trademarks or trademarks of Microsoft Corporation in the United States and/or other countries. Copyright © 2021 Chaos Software OOD All Rights Reserved. The Particle Texture is a 3D texture that colors the positions of each particle in a particle system. } Press question mark to learn the rest of the keyboard shortcuts Phoenix FD Phoenix FD :: Announcements If this is your first visit, be sure to check out the FAQ by clicking the link above. AUR files saved after the fix can not be opened with older Phoenix versions. This area can also use color from another texture, or even use different pieces of a texture for each particle. Phoenix FD is an all-in-one solution for fluid dynamics. lastScrollPosition = newScrollPosition; Phoenix FD wurde deshalb so optimiert, daß auch extrem langsame Fluid Simulationen ohne jeglichen Diffusionseffekt möglich sind. [CDATA[*/ The preview of WetMap Particles can be Enabled/Disabled from the Phoenix FD Simulator → … 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. This can be used for a variety of effects, including wet sand, blood splatters and much more. 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 … /*