In this video, me and our Phoenix product specialist Georgi Zhekov go over all new features and improvements in the online changelog of Phoenix 5.0 and demonstrate how they work with super simple setups, also mentioning any useful information that we could think of.
Try Chaos Phoenix at http://www.chaos.com/try-phoenix-5
0:00 - Introduction
1:20 - How to use the Thruster force, Axis lock and new Speedboat preset
8:10 - New Ice cubes preset
16:08 - New Stormy sea preset
21:00 - Use Active bodies as birth volumes
27:17 - Pick Active Bodies in node selectors
31:14 - Use Active Bodies as emitters in Phoenix Sources
38:28 - New Jet engine preset
39:53 - How to use Discharge modifiers
42:16 - Improved Fire preset and how to use V-Ray GPU during Phoenix simulation
46:00 - Phoenix Standalone Simulator
52:24 - How to export and retime PRT files
1:01:04 - Improved foam patterns with New 'Size Variation' and 'Stringy' options
1:15:50 - How to use the Voxel shader
1:25:00 - Use the 'Burn Smoke RGB' color option for coloring the smoke created by burning fuel
1:29:50 - 'Affect by Foam' option to the Active Body Solver that controls how strongly the Foam pushes the Active Bodies
1:31:39 - Flatten particles near the Liquid Simulator's borders in Ocean Mesh mode
1:36:01 - 'Color From RGB Channel' option allowing for coloring the rendered particles based on Phoenix's RGB channel much faster and without the need to plug a Particle Texture in the Color Map slot
1:42:58 - Running the "phoenixfd.exe" command-line executable that simulates .simscene files exported from 3ds Max, similar to V-Ray Standalone.
1:46:38 - Using the Mesh Preview inside the Phoenix Standalone Preview tool
1:49:54 - Smoke Opacity modulated or replaced by textures will show in the viewport GPU Preview
1:53:50 - Reduce or increase grid resolution with the cache_converter tool
2:02:57 - Repeatedly increase the resolution using resimulation that overwrites the same cache sequence
2:09:15 - Ocean Simulations with Adaptive Grid can now expand upwards without the ocean level changing
2:13:13 - 'Collider Type' option in the Node Properties, allowing choice between fast or precise collision options
2:16:44 - Sped up 2x frame blending with Time Bend controls
2:20:22 - Show the sizes on storage of the different data chunks in AUR files in the Standalone Preview and Cache Converter
2:21:24 - The Phoenix installer now associates the Phoenix Previewer as default program for opening AUR, VDB, F3D and PRT files
2:23:10 - 'Log Verbosity' option in the Phoenix Preferences that has these levels: Debug, Info, Important, Warnings and Errors. Low res simulations can be 10% faster in 'Important' compared to 'Debug'
2:24:38 - Improved Ocean preset
2:25:18 - Selecting channels that are not available in the entire cache sequence in the Color From Particle Channel box
2:27:09 - Texture slot for Surface channel by Texture in the Liquid Simulator
2:29:05 - Using Chaos Cosmos assets in Phoenix simulations.
As always, check our tutorials and example scenes here:
https://docs.chaos.com/display/PHX4MA...
https://docs.chaos.com/display/PHX4MA...
https://docs.chaos.com/display/PHX4MA...
https://docs.chaos.com/display/PHX4MA...
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