﻿Phoenix FD 3.12.00 (Oct 29 2018)
==============

New features:
(*) Phoenix FD: Support for V-Ray Next for Maya
(*) GPU Volumetrics: Rendering of Phoenix Simulators with V-Ray Next GPU. Support for render elements and displacement is yet to be added
(*) Ocean Mesher: Support for all parameters of the V-Ray Physical Camera types when creating an Ocean Mesh
(*) Ocean Mesher: Support for all V-Ray camera types when creating an Ocean Mesh - Spherical, Cylindrical, Box, Fish eye, Warped spherical, Ortho, Spherical panorama, Cube 6x1
(*) Maya Integration: Instancing Phoenix Simulators using MASH and Particle Instancer

Improvements:
(*) FLIP Solver: WetMap now has different sticky effect against different liquid viscosities
(*) Volumetric Shader: Exposed the hidden grid-based motion blur algorithm from Phoenix FD 3.00.01 for use via the 'mbgrid' script parameter
(*) Sources: Discharge Modifiers by Particle Age and by Particle Size
(*) Cache I/O: Support for the new transformation model of OpenVDB caches from FumeFX 5
(*) Cache I/O: New default $(work_path) macro for simulation cache Output expands to a "$(scene)_Phoenix_frames" directory
(*) Tools: Cache Converter now requires source and destination files and is verbose by default
(*) Installation: Install the Chaos License Server automatically after Phoenix installation if Local License is selected and the License Server was not installed
(*) User Interface: Particle Shaders created by enabling Foam or Splash, or by Quick Setup presets, are now named after the simulator with 'Foam/Splash/Mist Shader' appended
(*) User Interface: Renamed the Foam and Splash 'Outside Life' option to 'Max Outside Age'
(*) User Interface: Renamed 'Sticky Effect' and 'Sticky' to 'Sticky Liquid' and 'Sticky Foam' respectively
(*) User Interface: Renamed 'Boundary conditions' to 'Container Walls'
(*) User Interface: Renamed Particle Group node's 'Create Particle System' to 'Create nParticles From This System'

Bug fixes:
(*) FLIP Solver: Liquid particles got deleted on contact with deforming geometries
(*) FLIP Solver: Liquid sources emitted in pulses when adaptive grid resizes, since Phoenix FD 3.11
(*) FLIP Solver: Could not emit liquid from particle systems, since Phoenix FD 3.11
(*) FLIP Solver: Surface Tension Droplet Breakup caused liquid drops in zero gravity to take diamond shapes
(*) FLIP Solver: Confine Geometries used by Liquid Simulators were not internally set to Solid like Fire/Smoke Simulators do
(*) FLIP Solver: Solid geometry without Clear Inside did not create liquid voxels under the Fillup for Ocean level
(*) FLIP Solver: Liquid was created in voxels covered by Confine Geometry when Fillup for Ocean was used
(*) FLIP Solver: Significant difference in the simulation between Sticky Liquid set to 0.001 and 0.002
(*) Grid Solver: Crash when Resimulating with Adaptive Grid with Preallocation and the result grid was over 2.1 billion voxels
(*) Particle Shader: The Size Multiplier of a Particle Shader animated by Particle Age did not work correctly for particles born on negative frames
(*) Particle Shader: Crash with Particle Shader in Geometry Mode and geometry with VRayMtl with V-Ray Edges Map rounded edges bump since Phoenix FD 3.10
(*) Isosurface Rendering: Render Cutter in Isosurface mode produced wrong normals on cut surfaces
(*) Render Elements: Buckets in VRayLightSelect render element when rendering the Simulator in Volumetric Geometry mode with Phoenix Light Cache enabled
(*) Render Elements: The Simulator's Shadow, Raw Shadow, GI, and Raw GI render elements didn't render correctly in Volumetric Geometry mode with Phoenix Light Cache enabled
(*) Render Elements: Random crash when rendering a Simulator in Volumetric Geometry mode with V-Ray Velocity Render element
(*) Ocean Mesher: The Simulator surface appeared rougher than the Ocean extension in the distance at a low angle with low Ocean Subdivs and low Horizon Roughness
(*) Ocean Mesher: Artifacts on the grid border when rendering in Ocean Mesh mode with Mesh Smoothing and Use Liquid Particles
(*) Ocean Mesher: Black artifacts near the horizon in Ocean Mode with Horizon Roughness and the camera was far from the Simulator origin
(*) Ocean Mesher: Noisy Phoenix Mesh displacement using an Ocean Texture when looking at tall waves from the side since Phoenix FD 3.03
(*) Ocean Mesher: Missing mesh polygons on the container border when rendering in Ocean Mesh mode with Mesh Smoothness above 0
(*) Ocean Mesher: Using Mesh Smoothing in Ocean Mesh or Cap Mesh render mode shrunk the mesh
(*) Ocean Texture: Artifacts when rendering Ocean with high Ocean Subdivs and high Ocean Texture Level of Detail
(*) VRScenes: VRScenes exported under Windows could not load caches under Linux
(*) Grid Texture: Crash if using a Grid Texture sampling a 'Rendering ...' channel that uses the same Grid Texture as Based On or Modulate texture
(*) Particle Texture: Error when moving a marker in the Color Remap of the Particle Texture in the Attribute Editor
(*) Preview: The range for velocity preview was wrong then there was no velocity channel and auto-range was enabled
(*) Preview: Changing the Displacement Amount did not update the viewport Mesh Preview
(*) GPU Preview: Light positions were not correct when saving images from the GPU preview
(*) GPU Preview: Saving images from the GPU Preview did not respect the Use Timeline Start/Stop Frame options
(*) Cache I/O: Caches containing digits after the # format could not be loaded
(*) Cache I/O: Caches containing a minus/dash sign before the # format could not be loaded
(*) Maya Integration: The Simulator cache paths were always saved with absolute paths to scene files even when a Maya Project was set
(*) Maya Integration: Simulation progress bars did not work correctly
(*) Maya Integration: Edit Script button threw an error even when the provided Script File path was correct
(*) Tools: Cache Converter required a missing aurloader.dll



Phoenix FD 3.11.00 (May 31 2018)
==============

New features:
(*) FLIP Solver: Simulate the RGB channel of Foam, Splash and Mist particles
(*) Cache I/O: Direct loading of huge sparse OpenVDB caches without downsampling
(*) Particle Texture: Color the Particle Texture based on Particle Channels such as Age, Velocity, RGB, etc.
(*) Mapper: Added Affected Particle Systems list to the Mapper so it can separately affect Foam, Splash and Mist
(*) Submitting Simulations: Deadline 10 support in the Submit Simulation menu

Improvements:
(*) Preview: Sped up the Preview Auto Range algorithm
(*) Scene Body Interaction: Sped up the scene interaction with complex or moving geometries
(*) Cache I/O: Optimized loading of caches containing Velocity channel
(*) Cache I/O: Added channel smoothing options for the Velocity channel
(*) Cache I/O: Allowed grid Channel Smoothing to be applied over imported channels with any value range
(*) Cache I/O: Apply the Smoothing Random Variation over all voxels regardless of the Smooth Threshold
(*) Volumetric Shader: Sped up velocity sampling during volumetric motion blur
(*) Particle Shader: Sped up rendering in Bubble, Cellular and Splash mode using the Phoenix Light Cache up to 2x
(*) Ocean Mesher: Sped up the Displacement Fade Volume algorithm with complex or moving geometries
(*) Body Force: Sped up the Body Force with complex or moving geometries
(*) Grid Texture: Box, Linear and Spherical Sampler Type for the Grid Texture
(*) Maya Integration: Export a "phoenix_velocity" color set in Maya Mesh mode in order to have motion blur in this mode and for exported Alembics
(*) Maya Integration: Use distance attributes for all distance, velocity and acceleration options of Phoenix
(*) Maya Integration: Duplicate Particle Group nodes when duplicating a Simulator if Foam or Splash simulation is enabled
(*) Maya Integration: Put the 'Based on' section at the top of the Fire, Smoke Color and Smoke Opacity rollouts in Maya
(*) SDK: Exposed a PhoenixTextureNode base class for recognizing Phoenix texture nodes

Removed features:
(*) Cache I/O: Dropped support for the AUR1 cache format. Caches simulated with Phoenix builds before 13 Mar 2015 will not open anymore
(*) Ocean Texture: Removed the Meter Scale option. Now the Wind Speed option is handled identically to 3ds Max and by default is always 3 m/s, regardless of the scene scale

Bug fixes:
(*) FLIP Solver: Viscosity calculations used extra memory and processing time even without Variable Viscosity
(*) FLIP Solver: Foam Pattern forces pushed particles vertically which makes them less effective
(*) FLIP Solver: Crash when the Mapper affects a FLIP particle channel which was not enabled in the Simulator Output
(*) FLIP Solver: Liquid and Foam particles sometimes get shot away on collision with Confine Geometry
(*) FLIP Solver: Fillup for Ocean did not clear the volume of Solid bodies with Clear Inside
(*) FLIP Solver: Voxels under the Fillup For Ocean level and cut by Confine Geometry were not included in the ocean mesh
(*) FLIP Solver: The Time Scale parameter did not take any effect if animated or changed during FLIP liquid simulation
(*) FLIP Solver: Could not start FLIP liquid resimulation if the first frame had 0 liquid particles
(*) FLIP Solver: Liquid Source Motion Velocity did not work for emitted Foam and Splash particles
(*) Scene Body Interaction: Voxelization became increasingly slower until Maya was closed and re-opened
(*) Volumetric Shader: Smoke rendering with "Ray-traced" Scattering produced brighter GI when compared to 3ds Max
(*) Volumetric Shader: Rendering in Volumetric mode with a spherical camera and manual clipping planes flipped the back side of the image
(*) Particle Shader: Bubbles and Splashes were rendered differently on a different number of threads with Phoenix Light Cache enabled
(*) Particle Shader: Grid Texture plugged into the Color Map of a Particle Shader did not map correctly when Auto Mapping was off and Use Liquid Simulator was on
(*) Particle Shader: Particle Texture plugged into the Color Map of a Particle Shader did not map correctly when Use Liquid Simulator was on
(*) V-Ray RT and IPR: Volumetric Geometry mode rendered black with V-Ray IPR
(*) Ocean Mesher: The Displacement Fade Volume caused grid artifacts on the ocean mesh
(*) Wave Force: The Wave Force had its up axis reversed
(*) Wave Force: Boiling effect on the open grid borders when using Wave Force with Fillup for Ocean
(*) VRScenes: Crash when the transforms of the PhxShaderSim plugin and the Node plugin in Volumetric Geometry mode were mismatched in a VRScene
(*) Cache I/O: The grid RGB channel was missing when saving the cache files in OpenVDB format since Phoenix FD 3.10
(*) Cache I/O: Wrong velocity direction and motion blur when importing OpenVDB files from FumeFX
(*) Cache I/O: Wrong velocity scale when importing OpenVDB files from Maya Fluids
(*) Cache I/O: Couldn't load OpenVDB files whose "file_voxel_count" metadata is 0, though they contain active voxels
(*) Cache I/O: Crash when writing cache files at the exact moment while the same or another simulator is reading them
(*) Cache I/O: Cache saving became increasingly slower until Maya was closed and re-opened, since Phoenix FD 3.10
(*) GPU Preview: GPU preview in Viewport 2.0 did not take into account the Max Lights option
(*) Preview: Body Force force preview did not update when the simulator or the body was moving
(*) Preview: Crash when simulating two interacting simulators and zooming the viewport
(*) Presets: Maya Fluids preset enabled the mesh preview
(*) nParticles: Incorrect emission from nParticles if a number of particles died
(*) Render Curves: Adding a new spline point to a straight sloped section in the render diagrams produced curvature
(*) Maya Integration: Quick Setups created the Simulator with wrong size if Maya units were not centimeters
(*) Maya Integration: If all light links were broken for a Simulator, all lights started illuminating it
(*) Maya Integration: Light Linking did not affect the Particle Shader
(*) Maya Integration: Fixed a MEL error when using the Set Selected Object as Confine Geometry button
(*) Maya Integration: Adding GPU preview lights or forces via the GUI buttons replaced the sets instead of appending to them
(*) Maya Integration: phxfdStartBatch()'s start and end frames were clamped by the start and end of the timeline
(*) Maya Integration: Cached Frames info was updated only after playing through the cached frames
(*) Maya Integration: "..." menu worked in only one Attribute Editor window when Copy Tab was used



Phoenix FD 3.10.00 (February 14 2018)
==============

New features:
(*) FLIP Solver: Variable viscosity for the FLIP solver. Added to the Sources, Grid Texture and Mapper
(*) FLIP Solver: Default RGB color for Initial Fill Up of the simulation and Initial Liquid Fill of interacting geometries
(*) Particle Shader: Use texture RGB color to shade particles in the Particles Shader
(*) Ocean Texture: Implemented looping and direct frame index option for the Ocean Texture

Improvements:
(*) FLIP Solver: WetMap particles are now able to stick to deforming and fast moving geometries
(*) FLIP Solver: Improved the thread loading of the FLIP solver
(*) FLIP Solver: Added a Fill Up for Ocean option which can be disabled so Initial Fill Up would not produce liquid voxels and mesh under the fillup level
(*) Volumetric Shader: Render negative Fire from caches imported from FumeFX
(*) Animation: Renamed Cache Start to Cache Origin and Play Start to Timeline Origin
(*) V-Ray RT and IPR: Ignore the Optimize Big Volumetric Grids option when the current render is V-Ray RT
(*) Ocean Mesher: Allowed simultaneous use of the Vertical Fade Level and Fade Above Velocity displacement options
(*) Ocean Mesher: Added a hidden cache stretching parameter used to fill air pockets in imported Houdini VDB caches used for ocean meshing - "cachestretchzone"
(*) Ocean Texture: Optimized the Ocean Texture
(*) Path Follow: Ability to reverse the direction or attraction of FollowPath using a negative Follow Speed or negative Pull Speed
(*) Grid Texture: Added the Single Clamped option to the Tiling modes of the Phoenix Texture in Maya
(*) VRScenes: Resolve environment variables in Phoenix paths during rendering and not during export
(*) Cache I/O: Multithreaded writing and loading of AUR caches. After this change, old versions of Phoenix won't be able to open new caches. New Phoenix versions will open old caches without problems.
(*) Cache I/O: Merged the OpenVDB DLL into the Phoenix plugin
(*) User Interface: Added options for using the Timeline beginning/end as the simulation start/stop frame
(*) Presets: Offerring presets when loading VDB or F3D files in Phoenix for Maya
(*) Presets: Added a menu for loading VDB or F3D compatibility presets to the Rendering rollout
(*) Maya Integration: Grouped the Browse, Delete Cache, Reset to Default and Help cache path functions in a dropdown menu for each path, like in 3ds Max
(*) Maya Integration: Shown the resolved cache paths for the current frame for Input, Output, Resim and Preview in Maya
(*) Maya Integration: Connected Phoenix cache paths to the Maya File Path Editor
(*) Maya Integration: Added GUI buttons for all controls which connect the Simulator to geometries, lights or forces
(*) Maya Integration: If the connection to the license server is lost, automatically try to reconnect
(*) SDK: Allowed providing custom motion blur start and end frame times through the Phoenix SDK

Removed features:
(*) Phoenix FD: Dropped support for Maya 2014

Bug fixes:
(*) FLIP Solver: Random crash with liquid simulation when particles exit the grid and there is an obstacle on the border
(*) FLIP Solver: Random crash while simulating liquid in contact with moving solid source geometries
(*) FLIP Solver: Hang when not all existing FLIP particle systems are affected by a Phoenix force
(*) FLIP Solver: Solid bodies with Clear Inside kill liquid particles on contact
(*) FLIP Solver: Can't use another simulator as an obstacle to FLIP liquid
(*) FLIP Solver: Restoring liquid simulation with moving simulator creates incorrect velocities at the borders
(*) FLIP Solver: Load & Start of a non-backup liquid cache does not load all the liquid particles
(*) FLIP Solver: In Maya, moving the simulator leaves the wetmaps of obstacles at their old positions
(*) FLIP Solver: Animated object entering the simulator does not emit liquid from its entire surface
(*) FLIP Solver: Liquid cannot wet the inside of a Confine Geometry
(*) Grid Solver: Overlapping non-solid Surface Force sources sum their temperatures to very high values
(*) Grid Solver: Crash with fire/smoke simulations and Confine Geometry if Object Voxels is different than Circumscribed
(*) Simulation General: Crash during simulation when Phoenix FD runs out of memory
(*) Simulation General: Pressing Start quickly and repeatedly could crash the simulation with enabled Force Preview
(*) Simulation General: Hang when using Load for a Resimulation
(*) Simulation General: Can't Start a simulation from the toolbar after a failed Restore
(*) Scene Interaction: Maya hangs after sequential simulation of two intersecting simulators
(*) V-Ray RT and IPR: Maya crashes when trying to render a displaced mesh with V-Ray IPR
(*) V-Ray RT and IPR: Crash when the Ocean Texture is used as liquid sim displacement when rendering with V-Ray RT
(*) Volumetric Shader: No scene shadows if Visible to Camera is disabled in Volumetric Geometry mode
(*) Volumetric Shader: Fire/Smoke in Volumetric Geometry mode does not render at all when Min Visible Opacity is set to 0.0
(*) Particle Shader: Crash when rendering a Particle Shader with Liquid Geometry set to a Simulator used by a Particle Texture with motion blur
(*) Animation: Precise Tracing and Interpolation methods don't work smoothly for particles if the original simulation has SPF above 1
(*) Render Curves: The color of a newly added color gradient point is ignored if the point is between two others in Maya
(*) GPU Preview: Enabling GPU preview for the first time does not show until updating the view in Maya
(*) GPU Preview: The GPU Preview in Maya does not properly use the light positions
(*) Body Force: Crash when a body used by Body Force is moved far away from the simulator
(*) Wave Force: Swapped Wave Force Y/Z axes in Maya
(*) Wave Force: Wave Force icon helper position in the viewport affects the simulation
(*) Mapper: Mapper's Time-Constant is not working correctly with a mask
(*) Ocean Texture: Phoenix Ocean Texture can't be animated in Maya 2018 with Parallel Evaluation
(*) Ocean Texture: Crash when rendering Ocean simulation using V-Ray Standalone with -numThreads command
(*) Ocean Texture: Artifacts when rendering an OceanTex with V-Ray Displacement in Maya
(*) Ocean Mesher: Handled out-of-memory when rendering high-poly Phoenix ocean on large resolutions
(*) nParticles: Crash when emitting from nParticles with particleSamplerInfo plugged in Source's RGB channel
(*) nParticles: Hang when nParticles with radius PP die while used by a Source in 'Sphere, use size' mode
(*) Maya Integration: Resim Base Cache Files path resets to a wrong value when deleting the text
(*) SDK: All Phoenix nodes except for the Maya Simulator returned NULL for getPhoenixSDKInterface()



Phoenix FD 3.05.00 (November 14 2017)
==============

New features:
(*) PhoenixFD: Support for Maya 2018
(*) Simulation: Resimulation over OpenVDB caches exported from Phoenix FD
(*) Simulation: Restoring simulation from OpenVDB caches exported from Phoenix FD
(*) Simulation: Load the simulation initial state from OpenVDB or Field3D
(*) Simulation: Option to control the randomness in velocity direction at Splash birth
(*) Simulation: Option to allow only expansion of the adaptive grid, but disable shrinking
(*) Rendering: Added a new Precise Tracing frame blending method using both Velocity and Advection Origin, producing smoother fire/smoke retiming
(*) Rendering: Stronger Approximate Scattering for brighter regions and lower scattering for the darker regions of the same volume
(*) Preview: Viewport preview for visualizing the influence of both native and Phoenix forces
(*) ParticleShader: Option to allow offsetting the particles vertically
(*) Source: Equalized source emission from particles with 3ds Max
(*) Source: Support for using meshes from particle instancer as obstacles or emitters
(*) Source: 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
(*) FollowPath: 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
(*) Simulation: Display an error if the FLIP resimulation cannot find Liquid particles
(*) Rendering: Use particle ID instead of Age channel when looping particles
(*) Rendering: 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
(*) Scripting: 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
(*) PhoenixFD: 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
(*) Simulation: Restoring Resimulation was not working in Phoenix FD 3.04
(*) Simulation: Sampling textures during simulation without using V-Ray did not work since Phoenix FD 3.00.02
(*) Simulation: Resimulation might produce less smoke and temperature
(*) Simulation: Liquid particles penetrate the walls of complex or thin static geometry
(*) Simulation: After loading a cache or simulating, CPU usage remains high on machines with many threads
(*) Simulation: Overlapping Solid Fire/Smoke emitters in Surface Force mode emit inside each other's volumes
(*) Simulation: Instability with high incoming velocities through the grid walls
(*) Simulation: Fire/Smoke simulations using Solid emitters in Surface Force mode with Noise produce different results on each run
(*) Simulation: Fire/Smoke simulations using Solid emitters and Buffered or PCG Conservation produce different results on each run
(*) Simulation: Non-solid sources in Surface Force mode do not affect Liquid simulations
(*) Simulation: Foam born from Sources in Surface Force mode does not respect the simulator Foam Size and Variation settings
(*) Simulation: When splashes split, they form visible lines of particles
(*) Simulation: Big difference between Splash behavior with Liquid-Like at 0 and at 0.001
(*) Simulation: Increasing the Splash Threshold never eliminates all born splashes
(*) Simulation: Foam Rise and Falling speed set to 0 do not freeze foam particles
(*) Simulation: Submerged foam particles ascend high into the air near negative open simulator walls
(*) Simulation: The Simulate Air Effects option may create huge velocities at voxels where the liquid contacts geometry
(*) Simulation: Random hang when restoring the simulation with more than 1 Steps Per Frame
(*) Simulation: The Simulator includes hidden objects when set to Include mode, even though Exclude hidden is set
(*) Simulation: Crash if Adaptive Grid with high preallocation fails during simulation startup
(*) Simulation: Adaptive Grid's Extra Margin for Liquid simulators does not work
(*) Simulation: Grid artifacts with Liquid simulation using Confine Geometry with curved surfaces
(*) Simulation: Liquid particles get created on the back end of a moving liquid simulator with Initial Fillup, raising the liquid level
(*) Simulation: Missing warning when starting the simulation after adding solid geometry to a Volume source through Outliner
(*) Simulation: Simulation stops due numerical error without printing a warning or error
(*) Simulation: 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
(*) Rendering: Flickering when rendering Smoke Color based on a gradient with varying data range with Approximate Scattering
(*) Rendering: Crash when blending caches with Drag particles
(*) Rendering: Random crash when blending between frames which contain very few particles
(*) Rendering: Crash when rendering in Mesh mode with Surface channel set to Texture
(*) Rendering: Sequence render with V-Ray and Fire Lights keeps showing the lights after the cache sequence ends
(*) Rendering: Smoothing Particle Size is always 1 when rendering
(*) Rendering: Subdivided Ocean surface may abruptly change its detail with animated camera
(*) Rendering: Rendering in Isosurface mode using Cutter produces wrong normals in Maya
(*) Rendering: Using Liquid Particles for Mesh Smoothing together with Cutter Geometry still uses particles outside the Cutter
(*) Rendering: Using Liquid Particles for Mesh Smoothing does not take effect until the Smoothness is raised to 3
(*) Rendering: Warning about using local machine Input path for distributed rendering even if the path is UNC but starts with forward slashes:
(*) Rendering: Cannot key the Playback Mode parameter during sequence render
(*) Rendering: Fix dark and non-uniform horizon using the Horizon Roughness option
(*) ParticleShader: Bucket artifacts when rendering dense bubbles with the Particle Shader's light cache enabled
(*) ParticleShader: Particle Shader does not displace particles according to the connected Liquid Simulator's transform
(*) ParticleShader: 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
(*) Preview: Crash when enabling Mesh preview when Surface Channel is set to Texture
(*) Preview: Crash when opening the Hypershade with a Paints preset with Play Speed less than 1.0
(*) Preview: Crash when rendering a simulator via mayapy with Mesh preview enabled
(*) Preview: The running Simulation info overlaps the Viewport Renderer info
(*) Preview: Particle channels in the Cache File Content list are wrong when using Loop with Overlap
(*) Preview: Voxel Preview color can not be changed in Maya 2017 and 2018
(*) Preview: Preview artifacts in Ocean Mesh mode near the camera in Maya
(*) Preview: 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
(*) Source: Mapped source discharge by a texture does not clamp the texture input between 0 and 1
(*) Source: Discharge Modifier based on normals in object space use them in wrong scale
(*) Source: Discharge Modifier by World Speed does not work correctly with simulator attached to moving emitter
(*) Source: nParticles don't affect the simulation velocity even when Motion Velocity is enabled from the Source
(*) Source: Crash when using VRayVertexColors with Set Index as an RGB source map
(*) BodyForce: Body Force does not affect parts of the grid that expanded using Adaptive Grid
(*) FollowPath: The Fade Start parameter was not working in Phoenix FD 3.04
(*) FollowPath: 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
(*) Mapper: 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



Phoenix FD 3.04.00 (June 14 2017)
==============

New features:
(*) PhoenixFD: Remove the DEMO configuration and implement support for TRIAL builds
(*) Simulation: Option to control droplet breakup and droplet size when Surface Tension is used
(*) Simulation: Ability to chain simulations and delete caches via RMB menu in the Start/Clear buttons in the shelf
(*) Rendering: Ocean Off-Screen margin option to allow extending the ocean outside of the render view
(*) Rendering: Advection render Displacement mode for render-time advection
(*) Rendering: Option to control the roughness of the ocean horizon
(*) Preview: Auto Reduction for the preview of particles
(*) Preview: Auto White Speed for the preview of particles
(*) Preview: Slice preview for particles
(*) Preview: Preview for the particle RGB channel
(*) I/O: Add an option to use environment variables in Phoenix FD cache files path
(*) Source: Option to disable or enable liquid discharge from the Liquid Source
(*) BodyForce: Ability for the Body Force to evenly fill a volume
(*) Fields: Support for the Maya Drag field
(*) PRT I/O: Export and import the RGB Color channel to/from PRT caches

Modified features:
(*) Rendering: Optimized Particle-based mesh smoothing of very large files
(*) Curve control: New and converted Bezier and Spline ramp points should follow the slope of the curve

Bug fixes:
(*) Simulation: Adaptive grid attached to animated body is jittering when motion speed changes
(*) Simulation: Fast moving fire emitter leaves frozen voxels using Adaptive Grid
(*) Simulation: Occasional crash when the simulator is deleted while the simulation is running
(*) Simulation: Deleting a simulator from an unsaved scene does not delete its cache files
(*) Simulation: Second NUMA node is not recognized and utilized on machines with more than 64 cores
(*) Simulation: Drag particles are not affected by Body Force even when the affected channels include Velocity
(*) Simulation: Foam and splash occasionally gets stuck when exiting the borders of a ship simulation
(*) Simulation: Crash when Liquid resimulation affects the grid channels
(*) Simulation: Rigged models do not interact by default with liquids in Maya
(*) Simulation: Splashes are born underwater with Splash By Free Fly above 0
(*) Simulation: Inertial forces with value set to 0 still affect the liquid
(*) Rendering: Rendering artifacts with Optimize Congestion in Bubble mode and Liquid Geometry
(*) Rendering: Bubbles that intersect the liquid surface render over-bright with enabled Particle Shader Light Cache
(*) Rendering: Black artifacts rendering with Light Cache when the container is inside refractive geometry with gray fog color
(*) Rendering: Rendering particles as Points in Geometry mode produce NaN Pixels
(*) Rendering: No motion blur on the simulator in ocean mode with a moving camera locked to a moving simulator
(*) Rendering: Blending particles that are born and die each frame produces a lot less particles
(*) Rendering: Pausing a simulator, scrolling the timeline to an earlier frame and rendering always renders the last simulated frame
(*) Rendering: A Phoenix container without cache does not render when using opacity curve by Smoke to fill the volume
(*) Rendering: Bubbles rendered with Particle Shader with Size Variation change sizes during animation
(*) Grid: Grid Y and Z axes in the Grid rollout do not match the Maya axis settings
(*) Input: Opening a cache file with a negative frame index does not load the rest of the sequence
(*) Input: Cannot load a cache under Linux which uses square brackets in its path
(*) Preview: Black Artifacts on smoke borders in the GPU preview with Maya 2016
(*) Preview: Viewport icons can not be hidden
(*) Source: Mapped RGB won't work with Liquid Source in Maya
(*) Source: Sources that have only motion velocity always act in inject mode
(*) FollowPath: Even when Pipe Radius in FollowPath is set to 0, there is visible radius
(*) FollowPath: FollowPath with Rotation speed set to 0 still rotates the fluid
(*) WaveForce: Warning saying that 'outColor is not expected as texture input to oceantex' when simulating with WaveForce
(*) Turbulence: Turbulence in Pressure Mode cannot affect the Liquid simulator
(*) Turbulence: Pressure Mode deactivates the preview of Turbulence Streamlines
(*) Mapper: Crash when transferring velocity between two sims using a Mapper, Grid Texture and SPF over 1
(*) PhoenixFDGridTex: Crash when using Grid Texture as discharge map with overlapped simulators
(*) PhoenixFDGridTex: If a simulator is renamed, liquid becomes not renderable with Phoenix texture
(*) PhoenixFDOceanTex: Wrong mapping when a PhoenixFDOceanTex is plugged in VRayDisplacement
(*) QuickSetups: The Quick Setup presets do not render particles if set into Geometry Mode
(*) QuickSetups: The turbulence Strength of the Cigarette and Fire presets does not scale according to the emitter size
(*) Installation: The Phoenix installation doesn't create or edit the vrlclient.xml file on Linux
(*) Submitter: Submitting to Backburner for simulation and render won't work when V-Ray is not set as the current renderer



Phoenix FD 3.03.00 (official) (February 27 2017)
==============

New features:
(*) PhoenixFD: Added menu for submission of simulations via Thinkbox Deadline and Backburner
(*) Rendering: Pure Ocean mode that allows to render and preview the ocean or cap mesh without a cache file for each frame
(*) Rendering: Render Displacement Fade Out near a geometry

Modified features:
(*) Rendering: Modulate the Particle Texture Blend Radius by particle age
(*) Rendering: Option to disable the "Optimizing Volumetrics" rendering pre-pass
(*) I/O: Optimized cache loading times for caches with many particles
(*) Simulation: Affect the Liquid solver with the Mapper helper

Bug fixes:
(*) Simulation: Can't use Clear Inside to delete wetmap particles
(*) Simulation: Mist birth from fast moving splash would produce very fast mist jets
(*) Simulation: Crash with Liquid Resimulation and Adaptive grid expanding in a negative direction along an axis
(*) Simulation: Deadlock when a Fire/Smoke simulation is started and then immediately cancelled
(*) Simulation: Multiple Body forces with moving objects take very long to simulate each frame
(*) Simulation: Sources continue to emit after being disconnected from the emitter
(*) Simulation: Foam appears on the positive simulator borders during liquid resimulation with a moving container
(*) Simulation: Mixing colored liquids with high RGB diffusion draws the colors towards the negative axis directions
(*) Simulation: RGB channel mixing transfers colors across solid walls
(*) Simulation: Moving non-solid bodies create velocities in liquid simulations
(*) Simulation: Deadlock when reaching the end of cached data for liquid resimulation
(*) Simulation: Mist particles cannot be born when the Splash Amount is zero
(*) Rendering: Flickering ocean surface seen in reflections with a moving camera
(*) Rendering: Particles in Point Mode are rendered black with V-Ray Adaptive Lights
(*) Rendering: Rendering artifacts in Splash or Bubble mode when looking straight along the X, Y or Z axis
(*) Rendering: First frame of the sequence is skipped when looped
(*) Rendering: Crash when rendering empty simulator in Ocean Mode with Velocity render element
(*) PhoenixFD: Errors when deleting a Simulator with Fire Render Diagrams open
(*) PhoenixFD: Render Cutter cannot be assigned to a Particle Shader through the Sets editor
(*) PhoenixFD: Can't add a quick preset to grouped objects
(*) Preview: Loop overlap does not work in the Maya preview
(*) Preview: In Maya 2017, group selection of several objects and a Simulator always selects the Simulator
(*) Preview: Cannot select an object lying behind the container, even if the container is empty



Phoenix FD 3.00.02 (beta 2) (January 12 2017)
==============

New features:
(*) PhoenixFD: Add script functions that execute the Quick Setup creation routines
(*) Simulation: Birth confine geometry for Foam, Splash and Mist

Modified features:
(*) Simulation: Option to select which channels and particle systems will be deleted using Clear Inside

Bug fixes:
(*) PhoenixFD: Cannot use a Bullet Solver body in the Body Force
(*) PhoenixFD: Cannot create a Quick Setup over Bullet Solver bodies
(*) PhoenixFD: When a Quick Setup preset is added to an object, you can add another source to it
(*) PhoenixFD: Could not replace a geometry in a Source once it's used for a Quick Setup preset
(*) PhoenixFD: Alembic files cannot be added to the sources through the button
(*) PhoenixFD: After simulating some frames and then closing Maya without saving, caches are not deleted
(*) PhoenixFD: Undo command while simulating freezes Maya
(*) PhoenixFD: Changes made by "Reset to Defaults" button in the Volumetric Settings do not participate in the undo/redo history
(*) Simulation: Crash when simulating more than 178 million liquid particles
(*) Simulation: Liquid disappears when it hits a jammed wall
(*) Simulation: Liquid passes through static thin geometry and foam and splash can be born through such walls
(*) Simulation: Changing steps per frame during Liquid simulation leads to a crash
(*) Simulation: Maya crashes when liquid source discharge is extremely high
(*) Rendering: Bubble highlight jitters in animation when using dome light or opposing point or area lights
(*) Rendering: Ocean Rendering hangs at low altitude when the container is far away
(*) Preview: Error when opening the GPU Preview Rollout



Phoenix FD 3.00.01 (beta 1) (December 07 2016)
==============

New features:
(*) PhoenixFD: Implemented Phoenix FD Toolbar for Maya with quick simulation Start/Stop controls and quick creation of nodes
(*) PhoenixFD: Added various Quick Setup presets to the Phoenix FD Toolbar for automatic creation of Simulators and Sources around an emitter
(*) PhoenixFD: Support for Maya 2017
(*) PhoenixFD: New Simulation licenses to be run without GUI in Backburner/Deadline/MayaBatch mode
(*) PhoenixFD: Online Licensing support
(*) Simulation: FLIP Liquid solver
(*) Simulation: New vorticity confinement algorithm that adds high detail and improves the rolling of smoke and fire
(*) Simulation: PCG conservation that improves the behavior of smoke and fire
(*) Simulation: Follow Path force
(*) Simulation: Body Attraction and Morphing forces
(*) Simulation: Wave Force that transfers the effect of the PhoenixFDOceanTex onto the simulation
(*) Simulation: Initial Liquid fill up option for objects
(*) Simulation: Re-timing by Time Bend resimulation for fire/smoke
(*) Simulation: Direct re-timing and re-meshing of FLIP liquids
(*) Simulation: Dedicated Mist particles
(*) Simulation: Controls for burning fuel depletion and smoke production
(*) Simulation: Per object wetting
(*) Simulation: Scene scale multiplier per simulator
(*) Simulation: Grid Confine Geometry for Fire/Smoke
(*) Rendering: Render option to control the strength of volumetric shadows
(*) Rendering: Added shadow strength and point size options to the point shader
(*) Rendering: Added a separate control for the step of shadow rays
(*) Rendering: Replaced the default Maya ramps and color gradients with unified Phoenix controls
(*) Rendering: Ability to pop out and enlarge curves and color gradients
(*) Rendering: Support for matte objects
(*) Rendering: Enabled pure Volumetric rendering for V-Ray RT
(*) Rendering: Particle Age render element
(*) Rendering: Cap mesh render mode
(*) Rendering: Respect the maxRenderThreads setting in V-Ray during rendering
(*) Rendering: Particle-based mesh smoothing
(*) Preview: Implement viewport selection for the Phoenix objects in Maya 2016.5 and newer
(*) I/O: Export simulations to OpenVDB
(*) I/O: Allowed passing custom names for imported OpenVDB/Field3D channels
(*) I/O: Implemented 32bit export of the RGB channel to aur caches
(*) PhoenixFDParticleTex: Implemented Particle Texture to be used as a mask for wetting

Modified features:
(*) PhoenixFD: Tooltips in the attribute editor
(*) PhoenixFD: Separate sources for Liquids and Fire/Smoke
(*) PhoenixFD: Auto create Particle Shaders when 'Foam' or 'Splashes' are enabled for simulation
(*) PhoenixFD: Phoenix Preferences option to open the log file location
(*) Simulation: Upres and add detail to a sim without changing the shape using the Resimulation
(*) Simulation: Allow resimulation with both Wavelet and RGB simultaneously
(*) Simulation: Ability to decrease resolution with resimulation
(*) Simulation: Direct cascade connection between Liquid simulators
(*) Simulation: Push the foam with moving geometry
(*) Simulation: Foam surface lock control
(*) Simulation: Allow the Source Noise to affect Brush and Inject modes
(*) Simulation: Phoenix Preferences option to turn on/off the use of a V-Ray license for sampling textures during simulation
(*) Simulation: Support for VRayVertexColors texture
(*) Simulation: Do not allow more than one source to be connected to the same emitter object
(*) Rendering: Optimized fire/smoke rendering in Volumetric mode
(*) Rendering: Optimized the Linear and Spherical samplers
(*) Rendering: Probabilistic volumetric rendering mode for Fire/Smoke and particles
(*) Rendering: Foam Shader light cache speedup option
(*) Rendering: Optimized the Foam Shader's Point mode
(*) Rendering: Added a new Fire Opacity Mode in which the fire has its own opacity curve
(*) Rendering: Cutter support in Mesh mode rendering
(*) Rendering: Cutter support for VRayMesh and Alembic files via VRayProxy
(*) Rendering: Support for motion blurred render Cutter and Glass geometry
(*) Rendering: Motion blur clipping by the Cutter geometry for non-Mesh modes
(*) Rendering: Allowed gradual transition between the default Black Body Fire model and an artistic model using the 'Physically Based' option
(*) Rendering: Display the channel data range in the curve and color gradient render controls
(*) Rendering: Limited the volumetric render curves between 0 and 1
(*) Rendering: Gradient controls now display the colors with gamma correction
(*) Rendering: Using grid-based self-shadowing, create less lights for the scene than for the grid
(*) Rendering: Added velocity based fade out for the ocean displacement
(*) Rendering: Ability to create ocean from imported Houdini OpenVDB caches
(*) Rendering: Smoothing option for the input cache that can be used to remove grid artifacts
(*) Rendering: Improved and optimized the motion blur for volumetrics
(*) Rendering: Improved motion blur using UVW coordinates from a Phoenix simulation
(*) Rendering: The Fire emissive lights produce specular lighting
(*) Rendering: Show warning in Maya DR if the input caches are not shared on the network
(*) Rendering: Phoenix Preferences option to turn on/off the RT support
(*) Rendering: Support for instancer in geometry mode
(*) Rendering: Simulation is paused during rendering
(*) Preview: Automatic preview detail reduction
(*) Preview: Automatic channel ranges for the viewport grid preview
(*) Preview: Changed the viewport representation of the Phoenix objects to wireframe icons
(*) Preview: Viewport particle, voxel and GPU preview now works with all Maya viewport modes
(*) Preview: Show the RGB channel in the GPU preview
(*) Preview: Improved the velocity voxel preview
(*) Preview: Preview particles colored by the velocity
(*) Preview: Create low res viewport mesh preview in ocean mode
(*) Preview: Channel data interval information in the cache info
(*) Preview: Cache info describing which version of PhoenixFD was used during simulation
(*) Preview: Display a status text in the viewport while a simulation is running
(*) I/O: Included the number format and file extension in input and output paths
(*) I/O: *.aur caches use a four-digit zero-padded number for proper file sorting
(*) I/O: Loading of Thinkbox Stoke OpenVDB/Field3D cache files
(*) I/O: Updated the OpenVDB library to version 3.0
(*) I/O: Support for nameless OpenVDB channels
(*) I/O: UTF-8 cache paths support for Windows and Linux
(*) I/O: The cache path must be exported to vrscene always with UNIX type slashes
(*) I/O: Add a new keyword in Phoenix FD for Maya I/O path that points to the current workspace (project) directory
(*) I/O: "No to all", "Move All" and "Copy All" buttons with the "move cache" dialog
(*) Turbulence: Added a list with grid and particle channels to be affected
(*) Grid Texture: Added a scalar Speed channel
(*) Ocean Texture: Added the meter scale as an attribute to the Ocean texture
(*) Source: Added an "Add Selected Objects" button
(*) AuraSDK: Samples to read and visualize a cache file

Deprecated features:
(*) PhoenixFD: Dropped support for Windows XP
(*) PhoenixFD: Sample scenes are no longer shipped with the installation, and are instead available on the docs site
(*) Simulation: The 'Slow Moving' advection method
(*) Rendering: Dropped the legacy Fire emissive light placing modes

Bug fixes:
(*) PhoenixFD: Missing build type (adv, edu, nfr, demo) in the start menu folder
(*) PhoenixFD: Undoing a deleted PhoenixFD Simulator node crashes Maya
(*) PhoenixFD: Moving/Copying the cache on scene rename doesn't work for the resimulation cache
(*) PhoenixFD: No error messages are shown in out-of-memory situations
(*) PhoenixFD: Phoenix installation stops VRL service
(*) Simulation: The Patterns Strength parameter throws foam particles high in the air
(*) Simulation: Wrong texture mapping of source discharge and channels with volume brush and inject
(*) Simulation: Rotating simulator with adaptive grid produces wrong forces
(*) Simulation: Foam and splash can be born through jammed walls or frozen obstacles
(*) Simulation: Crash when the cell size is set to zero
(*) Simulation: Crash with simulation of large wrapped grids
(*) Simulation: Different behavior between the positive and the negative open walls of the simulator
(*) Simulation: Diagonal spike artifacts with Multi-Pass advection at low speed or high SPF
(*) Simulation: Burning depletes Fuel faster proportionally to the Steps per frame
(*) Simulation: Leaks from geometry container when the wall is less than two cells wide
(*) Simulation: The grid fit camera algorithm sometimes allows the simulator to shrink too much
(*) Simulation: The adaptive grid expands through walls entirely blocked by frozen objects
(*) Simulation: Adaptive grid can super-expand to unreasonable size in case of a short burst of high velocity
(*) Simulation: When an adaptive limit is reached, the grid refuses to expand at all instead of expanding up to the limit
(*) Simulation: Crash when adaptive grid memory allocation fails
(*) Simulation: Adaptive grid can't expand over 2.1 billion voxels
(*) Simulation: Adaptive grid with jammed walls creates velocity at the walls in fire/smoke mode
(*) Simulation: Occasional jittering with wavelet turbulence and adaptive grid
(*) Simulation: Wrong bounding box with adaptive grid and "No Smaller than Initial Grid" off
(*) Simulation: Crash when simulating with Wavelet and Forward Transfer
(*) Simulation: Crash with grid-only resimulation including drag particles with timeout
(*) Simulation: The cascade connection produces gaps when the source is moving
(*) Simulation: The custom gravity vector should be set in world space, not in node space
(*) Simulation: VRayDistanceTex does not update with moving geometry
(*) Simulation: Fix Discharge Modifiers using the emitter normal
(*) Simulation: Enabling "Burning" while simulating crashes Maya
(*) Simulation: Crash when using animated particle instancer as source
(*) Simulation: Texture animation during simulation is lagging one frame behind
(*) Simulation: Wrong simulation with "Maya Mesh" render mode
(*) Simulation: Wrong body transformation with parent constraint in batch mode
(*) Simulation: Starting resimulation from a frame when the grid has already adapted causes wrong grid position
(*) Rendering: Fixed various issues where the Ocean Surface does not fit the rendering or preview
(*) Rendering: Can't build ocean when the Invert Volume option is on
(*) Rendering: Ocean texture did not support placement rotation and offset
(*) Rendering: Wrong normals on the ocean stitching strip at certain camera angles
(*) Rendering: Meshing artifacts at the sim border when the ocean level is higher than the simulator
(*) Rendering: Broken ocean displacement when the camera is oriented exactly vertically
(*) Rendering: Wrong ocean meshing at low camera height
(*) Rendering: Ocean mesh is not visible on some frames
(*) Rendering: In Mesh render mode, the surface displacement works as if there is an ocean
(*) Rendering: Imported ocean caches from Houdini can mesh with holes at the bottom
(*) Rendering: The foam displacement does not match the liquid displacement
(*) Rendering: Foam Shader ignored the "Invert Cutter" option
(*) Rendering: Local and distributed foam render buckets differ with Foam Shader size variation
(*) Rendering: Fixed multiple issues where random colored bubbles would appear during distributed rendering
(*) Rendering: Bubble mode with displacement produces white areas on the foam
(*) Rendering: Foam Shader pressure variation causes flickering in animation
(*) Rendering: Foam sliding on inclined geometry is hidden by it during the rendering
(*) Rendering: Foam Shader caustics do not work if GI visibility is off
(*) Rendering: The point shader produces different opacity when the image resolution is changed
(*) Rendering: The point shader produces very different renders in ortho
(*) Rendering: Container in Volumetric Geometry mode is not shaded in Multi Matte Element
(*) Rendering: Volumetric Heat Haze rendering mode does not render correctly
(*) Rendering: Frame blending does not work properly with adaptive grid
(*) Rendering: Loop playback of an adaptive grid cuts out portions of the grid
(*) Rendering: Inverted render Cutter cuts all the emissive lights outside it, instead of inside it
(*) Rendering: Wrong shading if emissive/diffuse/transparency source is set to 'texture' without actually providing one
(*) Rendering: Crash when rendering in mesh mode a simulator that was used as a cascade source for a fire/smoke simulator
(*) Rendering: Different buckets in distributed rendering mode with light cache
(*) Rendering: The lighting render elements do not include the grid self-illumination with LC off
(*) Rendering: Black grid self-illumination with disabled scattering and very thick smoke
(*) Rendering: No grid self-illumination in geometry mode without light cache
(*) Rendering: The emissive lights construction is not thread safe
(*) Rendering: Crash with emissive lights enabled and V-Ray's Hidden Lights option disabled
(*) Rendering: Crash when loading a cache while V-Ray RT is running
(*) Rendering: Motion blur remains the same length when varying the FPS in V-Ray RT
(*) Rendering: Rendering with motion blur and duration=0 will preprocess forever
(*) Rendering: Volumetric mode ignores the V-Ray object properties motion blur override samples
(*) Rendering: Simulator does not render with motion blur, velocity channel, "play speed" set to 0 and "wind from movement" option turned on
(*) Rendering: Bucket artifacts with a moving grid using Phoenix Light Cache together with motion blur
(*) Rendering: Artifacts on the wall of the simulator when rendering liquids in "Isosurface" mode
(*) Rendering: Noise on flat iso-surfaces created from textures
(*) Rendering: Fog correction produces improper blending with semi-transparent geometry
(*) Rendering: Reflected geometry misses Fire lighting in some buckets
(*) Rendering: Wrong rendering with V-Ray 3, geometry mode and other geometry inside the simulator
(*) Rendering: Animation renders garbage after the cache sequence ends
(*) Rendering: The emissive lights are created even when rendering liquids
(*) Rendering: Crash if rendering with enabled displacement without a map
(*) Rendering: Two simulators in a vrscene sharing a cache with offset animation render the same frame
(*) Rendering: Bucket artifacts with a moving grid using Phoenix Light Cache together with motion blur
(*) Rendering: V-Ray RT won't render smoke shaded by Smoke channel
(*) Rendering: 'Reset to Defaults' resets only the curves/gradients and does not change the other options
(*) Rendering: Emissive lights are calculated in Maya and V-Ray RT even when the Fire channel does not exist
(*) Preview: The preview of OpenVDB caches doesn't always update when changing frames
(*) Preview: The cell preview stops drawing after V-Ray RT is used
(*) Preview: Crash on enabling mesh preview with a non-existent surface channel
(*) Preview: Cell preview does not update when changing 'Load Nearest if Missing'
(*) Preview: The mesh preview does not have normals in Viewport 2.0
(*) Preview: Fire multiplier changes are not updated in the GPU preview
(*) Preview: The GPU preview is saved with wrong name when # is present in the name
(*) Preview: Rewinding meshed smoke simulation crashes Maya
(*) Preview: Phoenix FD fails to initialize OpenGL 2.0 if Maya was started with a file to open
(*) Preview: Blended frames are missing channel info and show only smoke in the Maya preview
(*) I/O: Wrong winding of the faces of a meshed Field3D cache
(*) I/O: OpenVDB levelset caches render with inverted normals and winding
(*) I/O: Can't blend between imported OpenVDB or Field3D files
(*) I/O: The container jitters or has incorrect position with OpenVDB caches from FumeFX
(*) I/O: The Speed channel is not working when rendering a Field3D/OpenVDB cache
(*) I/O: Imported OpenVDB files have wrong orientation in V-Ray RT
(*) I/O: Field3D files from FumeFX using boundless sim or wavelet are not scaled correctly
(*) I/O: Field3D caches over 4GB cannot be loaded
(*) I/O: Aur cache files over 2GB cannot be loaded
(*) I/O: Too many simulated particles break the export compressor and cause a crash on read
(*) I/O: Can't load negative frame numbers
(*) I/O: $(simoutput) is not working as input for instanced Simulator node
(*) I/O: Using name of a second simulator as input for the main Sim node is not working
(*) Turbulence: Turbulence with size and strength 0 still affects simulation
(*) Grid Texture: The the velocity and temperature channels are not read properly
(*) Grid Texture: Crash at the moment a PhoenixFDGridTex is assigned as an input to a composite map
(*) Force Field: Field doesn't work in batch mode
(*) Particle Group: "Render time only" and "Use Simulator's cache" do not work with motion blur



Phoenix FD 2.1
==============

New features:
(*) The emissive lights must produce specular lighting;
(*) Smoothing option for the input cache that can be used to remove grid artifacts;
(*) Lifespan option for the simple particles;
(*) Mesher;
(*) Simple method needed for creating a standing volume;
(*) Foam shader - render time particle reduction;
(*) Simulation without cache files;
(*) Render channel for volumetric normals;
(*) Render channel for z-depth;
(*) Direct support for vrmesh and alembic files;

Modified features:
(*) Simplify the UI;
(*) Improved motion blur using the UVW coordinates;
(*) Ability to load frames from the base simulation in resimulation mode;
(*) Support for direct rendering of particles with VRay;
(*) Light cache option for the foam shader in fog mode;
(*) Curve and Gradient point reduction;
(*) Remove Preview Color slider;
(*) Geometry mode for the foam shader;
(*) Resimulation must automatically change the transparency graph in order to match the base simulation;

Bug fixes:
(*) Phoenix render elements are 2 times brighter then they should be;
(*) Support for subdivision and NURBS surfaces;
(*) Incorrect rendering with emissive lights and Irradiance Map;
(*) The cache path is not updated properly after changing the workspace;
(*) Foam shader ignores the "invert gizmo" option;
(*) Intermediate objects must be always ignored, even if they are selected;
(*) "Per vertex" Object velocity is not affecting normal geometry (only sources);
(*) Emission lights do not work with texture source for emission;
(*) Slow viewport preview even with all channels disabled;
(*) The cache path must be exported always with unix type slashes;
(*) Sometimes during the simulation the viewport shows wrong/empty frame;
(*) Newly created cells with adaptive grid with jammed wall, are not frozen;
(*) Incorrect force with "Wind from movement" in the first frame if the simulation was not started from there;
(*) Wrong size information in the "Manual adaptation limits" rollout;
(*) Phoenix is not working with VRayDistanceTex;
(*) The grid size information is not updated properly when using Viewport 2.0;
(*) Wrong position of the particles when resimulating with increased grid resolution;
(*) Occasional jittering with wavelet turbulence and adaptive grid;
(*) Simulator does not render with motion blur, velocity channel, "play speed" set to 0 and "wind from movement" option turned on;
(*) Dead lock at the last frame with the new synchronization when time scale is 0;
(*) Support for VRayVertexColors texture;
(*) Grid adaptation must not depend on the max advection step;
(*) Crash/Incorrect result with quad face sets as sources;
(*) Wrong rendering with VRay 3.0, geometry mode and other geometry inside the simulator;
(*) "Disable Liquid Shadows" option can prevent also self-shadowing;
(*) Particle sources are processed even when they are ignored from "Scene Interaction";
(*) Foam shader caustics do not work if GI visibility is off;
(*) Generate/Receive Caustics options are swapped in the foam shader;
(*) Incorrect simulator wrapping when using as non-solid source;
(*) Random freezing during resimulation;


Phoenix FD 2.0 release
==============

New features:
(*) Phoenix installation must not change the PYTHONPATH environment variable;
(*) PhoenixFD must delete its shelf when the plugin is unloaded.;
(*) Support for V-Ray lights with the gpu shading;
(*) Resimulation of fluids with optional wavelet turbulence;
(*) Ability to specify custom default cache path;
(*) Option to automatically save the scene before simulating;
(*) Support for textures with particle sources;
(*) Ability to run the dynamics up to the starting frame;
(*) Input section to show the start/end cache range;
(*) Fire/Smoke rendering to work with the RT engine;
(*) Solid mode rendering to work with the RT engine;
(*) Custom gravity vector;
(*) Ability to "reset" the simulation;
(*) PhoenixFD menu in Dynamics;
(*) Auto mapping option for PhoenixFD 3D texture;
(*) Support for flipping Y and Z axis when reading a cache file;
(*) Support for Material ID;
(*) Custom limits for the adaptive grid;
(*) Script command to save the current content of a simulator;
(*) Installer must include option to install offline version of the help;
(*) Ability to restore the simulation in batch mode;
(*) Option Var to run PhoenixFD in "safe mode";
(*) Option for direct transfer when a simulator is used as a non-solid source;

Modified features:
(*) Support more then one light in the GPU preview;
(*) Stopping the simulation must revert the frame to the last simulated result;
(*) DAG processing optimization when the interaction set is inclusive;
(*) Multi-threaded calculation of the fields;
(*) Light cache - control for lighting subdivisions;
(*) Per frame calculation of the fields;
(*) Ability to animate the input frame index;
(*) Issue with non-Latin letters in the file names on Windows;
(*) Adaptive sampling for the emissive lights;
(*) Per vertex velocity for interacting objects;
(*) Grid resizing without temporary buffer;
(*) Boundary conditions must show X/Y/Z related to the Maya viewport, not the simulator core;
(*) Native Python scripting;
(*) Phoenix textures - detect circular references;
(*) $(simoutput) must automatically resolve to the resimulation output path if Resimulation option is turned on;
(*) Write more information to the log;
(*) Allow the shading preview in solid mode;
(*) Loading presets must affect all selected nodes;
(*) Non integer grid amplification during the resimulation;
(*) Waiting mode for the resimulation;
(*) Restore resimulation from base simulation cache if the velocity channel is not present;
(*) Reduce the GPU memory consumption when using diffuse lighting;
(*) PhoenixFD must be installed in its own directory;

Bug fixes:
(*) Wrong rendering when the Foam shader use Maya particle system without particles;
(*) Different frames rendered with DR while simulating;
(*) Emission component does not render with the stand-alone and DR;
(*) Crash with Turbulence preview when tweaked while simulation is running;
(*) Crash in animation mode;
(*) Phoenix utility nodes can be selected only when clicked on the wireframe;
(*) Wrong shading color of the Phoenix source in the viewport under VMWare Player;
(*) Crash when closing Maya after rendering a scene with foam;
(*) Crash when Maya quits if the Phoenix plugin was unloaded;
(*) PhoenixFD texture is not working properly with motion blur;
(*) Crash with liquid simulation with fuel channel when the fuel is not set as output channel;
(*) Resimulation of particles;
(*) Wrong GI calculation;
(*) Crash in batch mode on Linux;
(*) PhoenixFD texture does not work with the alpha channel when using simple smoke;
(*) UVW channel in 2D/3D uvw mode can't be used with the standard textures;
(*) Random Maya crash at the end of the simulation on Linux;
(*) Crash with failed memory allocation during simulation initialization;
(*) PhoenixFD Force Field have no influence until "Ignore Time Scale" is checked;
(*) PhoenixFD Field locks Maya if the simulator does not have velocity channel;
(*) Incorrect velocity render element with foam;
(*) Foam shader does not apply the world transformation of the standard particle systems;
(*) "Merge instances" option for the GPU preview use random file names;
(*) PhoenixFD don't detect transformation from joints;
(*) Crash with PhoenixFD force without a simulator during the simulation;
(*) Simulators with preview turned off not rendered properly during the simulation;
(*) Transforms for PhoenixFD nodes must be named accordingly;
(*) Error saving scenes in binary format with Phoenix nodes in Maya 2011 and prior;
(*) Double emission contribution with additional lights and GI;
(*) Visible seams with wrapped containers;
(*) Intermediate objects interact with the simulation;
(*) Instance rendering is not working immediately after duplicating;
(*) Crash with foam simulation in some rare cases;
(*) Crash when saving a preview in solid geometry mode;
(*) Crash with additional lights and transparency/emission that use a texture;
(*) Emission texture modulation checkbox is not working;
(*) Wrong particle birth time with PhoenixFD Emitter;
(*) Wrong cache path of references;
(*) Duplicated simulators do not have interaction/lights sets;
(*) Random behavior with textures with negative colors;
(*) Cached nParticles do not work with Phoenix;
(*) Wrong cache path when grouping/ungrouping;
(*) Simulation slow down with interacting simulators even if they don't intersect;
(*) Wrong subframe times if Time Scale is not 1;
(*) Choppy simulation with vertex animated objects;
(*) Crash with long input/output paths;
(*) Incorrect velocity when restoring simulation with wind from movement;
(*) Unusual CPU usage with instancing;
(*) Wrong ramps loaded from presets when the number of points is bigger than those in the preset;
(*) Can't select objects inside the simulator from particular angles;
(*) Inconsistent particle emission when the SPF changes;
(*) Wavelet strength is not taken into an account;
(*) Rare crash with the OpenGL preview;
(*) Crash when emitting from particles that are dying inside the simulator;
(*) Wrong emission when using 2 face sets from one rigid body;
(*) Random crash when stopping the simulation;
(*) Air field does not work properly with the simulator;
(*) Can't enter a negative gravity vector;
(*) Camera projection mapping during simulation is not working;
(*) Wrong per particle radius with particle sources;


Phoenix FD 2.0 beta
==============

New features:
(*) Phoenix FD for Maya demo;
(*) Extend the Phoenix particle group;
(*) Support for TIFF output format;
(*) Add Start/Stop/Pause/Restore/Delete cache buttons in the shelf;
(*) Idea - rename automatically the Phoenix node field for Phoenix textures;
(*) Support for custom uvw sets in Phoenix source;
(*) Support for freezing policy;
(*) Add an option to sample textures during simulation with the V-Ray SDK;
(*) Phoenix sources to be able to use face sets;
(*) particle birth by particles;
(*) SDK support for reading fluid cache;
(*) Discharge modifiers for PhoenixFD Source;

Modified features:
(*) Multiplier for the "Wind from movement" option;
(*) Optimize cell preview drawing;

Bug fixes:
(*) Crash with displacement and uvw coordinates that are not ignored during sampling;
(*) Wrong frame when using animation index with DR/Standalone;
(*) Incorrect refraction in RT mode;
(*) Wrong volume shading in GI mode;
(*) Simulators with volume rendering do not show in atmospheric render element;
(*) Try to make Phoenix compatible with VRay 2.1;
(*) Emission lights - self shadowing is always on;
(*) Maya 2010 - high CPU usage on idle;
(*) Broken UI in Maya 2010 and bellow;
(*) Render stats do not work in non-solid mode;
(*) Put the Phoenix plugin for Maya in a namespace;
(*) Check the Phoenix shading preview on Linux;
(*) OpenGL error when calculating diffuse lighting in Viewport 2.0;
(*) Create 2D Fluid Simulator tool is not working;
(*) Mismatch between Phoenix V-Ray library link version and vray4maya;
(*) Phoenix textures do not work in RT;
(*) Phoenix plugin can't be loaded once it was unloaded;


Phoenix FD Alpha 1 - The first working version of Phoenix FD for Maya
==============

New features:
(*) Simulation frame span to override the Maya timeline;
(*) shading preview improvement;
(*) Support for particle Ids;
(*) Implement Phoenix Emitter;
(*) Different simulators using the same cache must share the uncompressed data;
(*) Support for Gizmos;
(*) Support for foam/splashes;
(*) Support for Particles;
(*) Support for turbulence;
(*) Improve the ramp controls;
(*) Support textures for emission, diffuse, transparency color and displacement;
(*) Support for channel's mapping;
(*) We must be able to animate the ramps used for shading;
(*) GPU preview;
(*) Write a warning if rendering with motion blur but the simulation does not have velocity channel;
(*) Saving/Loading of templates;
(*) Visualize the emission lights in the viewport;
(*) Support for interaction between Phoenix simulators;
(*) Extend phxfdSim command to wait until the simulation is done;
(*) Cache files - display extra information to user;
(*) Support for node renaming;
(*) Support for Save as command;
(*) Add some examples to the installation;
(*) Allow users to specify emit polygons in PhoenixFD Source;
(*) Scale and color for PhoenixFD Source;
(*) Linux support;
(*) Installation for PhoenixFD;
(*) Scripting support;
(*) Custom units for the simulation;
(*) About box and version/build information;

Modified features:
(*) The installer should ask for the location where to store the sample scenes;

Bug fixes:
(*) Phoenix FD does not work properly with working units different from cm;
(*) Problem with the new ramp controls and animated scale;
(*) No install.log and backup.bin in the installation on Fedora 15;
(*) possibly wrong velocity preview when y axis is up;
(*) Shading preview bug;
(*) Solver parameters between frames are wrong;
(*) Motion blur does not work;
(*) Rarely simulation does not start properly;
(*) Render->Batch Render does not work;
(*) Lock/Unlock for the simulator data;
(*) Crash on Maya exit;
(*) The “Frame” and “Total” progress bars do not go to 100%;
(*) Enable rendering settings must be animatable;
(*) When viewport visualization is turned off, Invalid frame is rendered;
(*) Maya crashes when Liquids is changed from Disabled to Fuel;
(*) PhoenixFD texture must use the proper placement node;
(*) Bucket artifacts in the smoke shading;
(*) UI issues when selecting between simulators;
(*) Animating the grid size does not affect the simulation;
(*) Backup interval is not currently used;
(*) "Exclude Hidden Object" option is not implemented;
(*) Simulation is around 2 times slower then in 3ds Max;
(*) Crash with displacement in geometry mode with heat haze;
