Release History

 

5.0.2.1

- Added ffx_normal_blend AOV.

- Improved ffx_normal AOV calculations.

- Fixed Arnold FumeFX motionvector AOV blending along the ray.

- Fixed vdb Blosc compression.

 

5.0.2

- Fixed FumeFX GPU display offset when grid spacing was very low.

- Fixed crash when trying to continue simulation from current frame.

- Added vdb support for Wavelet Turbulence simulation.

- Fixed presets saving error for 3ds max 2014.

- Added Arnold 5.2 support.

- Added Standard Shader support for Arnold AOV's depth, motionvector, and normals.

- Added 3rd party vdb caches support for FumeFX Standard Shader and Arnold.

- Fixed VRay 4 render crash.

 

5.0.1

- Speed improvements for the QCG solver. It is now able to use near 100% CPU even on machines with 20+ cores.

- New FumeFX Wind force with artist friendly options.

- New FumeFX-Arnold shader that supports Arnold's Standard Volume shader.

- Fixed Effector on Turbulence Noise Scale can cause crash.

- FumeFX Standard shader support for Arnold renderer.

- Faster 3ds max Wind force.

- GPU Viewport occlusion fix for "unpicked" geometry.

- I/O crash on machines with 48 and more threads.

- FumeFX Sources created from the FumeFX toolbar had random colors.

- Fixed color channel bleeding during the simulation.

- Fixed Effector's influence display in viewport.

- Deferred caches fix so they wait for large caches to be completely written to disk

- MXS Post calls were not working and script was not properly saved.

5.0

- GPU display inside the 3ds Max viewport.

- New conservative advection.

- Up to 20% faster simulation.

- Flicker free retiming.

- User interface improvements.

- New toolbar.

- Updated viewport display of voxel data.

- Per-channel lossy fxd I/O.

- Multithreaded fxd compression.

- Minimized grid size at save - smaller caches.

- Option to load caches at reduced detail.

- Multiple times faster VDB I/O.

- Improved simulation consistency with various CPU thread counts.

- Improved collision objects.

- Improved emissions from object sources.

- Retiming during Wavelet Turbulence pass.

- Ability to use larger advection stride.

- Gridless advection at render time.