PHOENIX FD 2.0 FEATURES
One of the most powerful features of Phoenix FD is fluid displacement, which
provides a completely new way for adding fine details to the visualized fluid.
As in the usual geometry displacement, the displaced fluid is moved along the
normal with a certain value given by a texture. The fine details of the texture
can be much smaller than the grid’s cell and this leads to a totally new
appearance of the rendered result. The Phoenix FD displacement technique does
not use a copy of the fluid with bigger resolution, which leads to a great
memory efficiency. Furthermore, the displacement algorithm is fully
Proper blending (requires V-Ray)
A well-known issue of atmospheric objects is the inability to properly blend two
or more overlapped atmospheres. Phoenix FD is capable of completely solving that
issue and to properly blend all its atmospheric effects including the foam.
Heat haze (requires V-Ray)
In this mode, the rays traced inside the simulator’s volume are redirected based
on the content gradient. All scalar channels can be used as a heat haze
Solid mode (requires V-Ray)
In this mode, the content is rendered as a procedural geometry object with
surface determined by the threshold value of the selected channel. By using this
mode, the user can simulate and render realistically looking liquids in a few
Proper GI support with V-Ray
Global illumination plays an important role in the visualization of smoke
effects. Phoenix FD supports all of V-Ray’s GI features and adds some
accelerating options to avoid the local scattering.
Shader memory efficiency
The architecture of the volumetric shader has been reorganized to consume less
memory. The memory efficiency increased about twice for atmospheric mode and
eight times for solid mode.
Geometry gizmo for both modes of rendering
Additional control over rendering has been given through the introduction of
gizmos. Phoenix FD can now use any arbitrary geometry as a gizmo, and render
only parts of the simulation that are inside (or outside) of the specified
gizmo. This allows the user to render the desired results much easier.
Foam and splashes particle shader
Phoenix FD 2.0 comes with a brand new shader for particles. It allows the user
to have full control when shading foam and splashes particles generated by the
Render particles as smoke
New and improved shading methods allow the rendering of small tightly packed
particles as a volumetric smoke. This simple yet powerful solution allows the
user to add plenty of detail to their simulations without sacrificing render
Fast physically based simulation core
A unique approach towards internal optimizations was adopted when developing the
Phoenix FD simulation core. It allows for reduced calculation times while
keeping the whole simulation physically accurate and enables the user to
simulate some additional processes such as pressure decay, thermal radiation
cooling and mass-temperature relation.
The simulation process of Phoenix FD runs independently and does not lock the UI
of the 3ds Max. This allows the user to make changes in the simulation and even
to perform rendering. Furthermore changes to the simulator parameters
immediately affect the simulation.
Support of all standard space warp modifiers
Phoenix FD supports all the 3ds Max standard space warp modifiers which allows
to easily affect the movement of the fluid.
Wind from movement
Allows the user to simulate moving fluid oblecs (like torches, flying fireballs,
etc) without the use of fake additional winds. Both linear and angular winds are
Fluid source form pre-simulated surface
Using the effects channel of a Phoenix FD object the user can define an implicit
surface and use it as a fluid source for another Phoenix FD object. This
allows the creation of effects like burning liquids, water releasing vapour,
Particle based sources
Using geometry sources is not always suitable, especially when the fluid should
appear "out of nothing". For such situations a particle system can be used as
source and all the parameters can be animated in particle age time.
Phoenix FD exports a number of MaxScript functions which give direct access to
the simulator's content and the simulation result. Using the script mechanism
the user can obtain results that are impossible or very hard to realize with the
conventional methods. For example one can set some complicated initial
conditions of the simulation, build their own procedural sources and volumetric
Extension for liquid simulations
With the new version of Phoenix the user is now fully equipped to create
stunning simulations of liquids.
Using the new turbulence helper you can have much more control when adding
random turbulence to your simulation
Analytic scattering mode
New analytical mode allows the scattering of light into the fluid with greater
efficiency and speed
Support of Thinking Particles systems as sources
Phoenix now fully supports Thinking Particle systems that you can use as sources
in your simulations
Improved multithreading of the simulation
Internal optimizations now allow the simulation to be more efficiently
In Phoenix 2.0, the simulation core has been further improved to be able to
efficiently trace particles. This allows the user to add even finer detail to
all types of simulations without the need to increase the simulation
Simulation of foam and splashes
With the new and improved simulation core, Phoenix FD is capable of generating
particles where foam or splashes would usually appear in a simulation. This
extraordinary new technology allows the user to further increase the realism of
GPU accelerated preview
Setting up the rendering of flames and other emissive effects can be greatly
accelerated with the help of the GPU preview function. It allows the user to
fine-tune the look of the final render since the preview matches it completely.
In version 2.0 the GPU preview fully supports lighting and diffuse color
shading. Additionally, the renderings can be automatically saved as PNG files in
the simulation directory. This seemingly simple upgrade will allow the user to
quickly preview their simulation results without having to waste time rendering
them on the CPU.
With the Phoenix FD ParticleFlow operators the user can move the particles along
the fluid or change their events, which allows for a large variety of particle-
Procedural texture export
The Phoenix FD plugin comes with an additional 3D texture which allows the
simulation result to be rendered with any general purpose volumetric shader like
VrayEnvironmentFog. In addition to external shading, the texture export allows
the creation of many special effects, for example lava-looking surface achieved
with displaced transparency channel and non-displaced emissive channel etc.
Particle texture tool
Using this tool the user can generate a displacement texture based on particles
dragged by the fluid, achieving fine details moved along the fluid. Technically
the texture is not specifically related to other Phoenix FD objects and can be
Playback time scale
Using a special blending algorithm, Phoenix FD is able to construct intermediate
frames and to play the simulation result with variable speed.
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