Official release

Date – May 31, 2018

Download – Build 3.11.00



  Support for 3ds Max 2019

  Support for V-Ray Next

  Simulate the RGB channel of Foam, Splash and Mist particles

  Rendering of Phoenix Simulators with V-Ray Next GPU. Support for render elements, texture maps and displacement is yet to be added

  Direct loading of huge sparse OpenVDB caches without downsampling

  Color the Particle Texture based on Particle Channels such as Age, Velocity, RGB, etc.

  Added Affected Particle Systems list to the Mapper so it can separately affect Foam, Splash and Mist


  Sped up the Preview Auto Range algorithm

  Sped up the scene interaction with complex or moving geometries

  Optimized loading of caches containing Velocity channel

  Allowed grid Channel Smoothing to be applied over imported channels with any value range

  Apply the Smoothing Random Variation over all voxels regardless of the Smooth Threshold

  Sped up velocity sampling during volumetric motion blur

  Sped up rendering in Bubble, Cellular and Splash mode using the Phoenix Light Cache up to 2x

  Sped up the Displacement Fade Volume algorithm with complex or moving geometries

  Sped up the Body Force with complex or moving geometries

  Allowed all parameters of the Phoenix forces to be animated

  Support for relative cache paths in VRScenes and the -remapPath option in V-Ray Next StandAlone

  Box, Linear and Spherical Sampler Type for the Grid Texture

  Duplicate Particle Group nodes when cloning a Simulator if Foam or Splash simulation is enabled

  Exposed the pre- and post-render 3ds Max callbacks through the SDK so Phoenix can be prepared for rendering manually


  Dropped support for the AUR1 cache format. Caches simulated with Phoenix builds before 13 Mar 2015 will not open anymore


  Viscosity calculations used extra memory and processing time even without Variable Viscosity

  Foam Pattern forces pushed particles vertically which made them less effective

  Crash when the Mapper affects a FLIP particle channel which was not enabled in the Simulator Output

  Liquid and Foam particles sometimes got shot away on collision with Confine Geometry

  Fillup for Ocean did not clear the volume of Solid bodies with Clear Inside

  Voxels under the Fillup For Ocean level and cut by Confine Geometry were not included in the ocean mesh

  The Time Scale parameter did not take any effect if animated or changed during FLIP liquid simulation

  Could not start FLIP liquid resimulation if the first frame had 0 liquid particles

  Liquid Source Motion Velocity did not work for emitted Foam and Splash particles

  Voxelization became increasingly slower until 3ds Max was closed and re-opened

  Random crash when FLIP liquid particles interact with the 0th face index of a geometry, since Phoenix FD 3.10

  Source Polygon ID affects the discharge even if not in Surface Force mode

  The V-Ray Velocity render element was not rendered in Volumetric Geometry mode if Motion Blur was off since Phoenix FD 3.05

  The V-Ray Velocity render element was not rendered with Render as Geometry enabled if Motion Blur was off

  Bubbles and Splashes were rendered differently on a different number of threads with Phoenix Light Cache enabled

  The cache data leaked when rendering a Particle Shader with Liquid Simulator and Render as Geometry

  Fire Opacity Multiplier was always exported as 1 with V-Ray RT

  Master Multiplier from the Smoke Color rollout wasn't exported correctly

  The Displacement Fade Volume caused grid artifacts on the ocean mesh

  Incorrect ocean mesh if V-Ray's 'Get resolution from MAX' option was off and the VFB resolution differed from 3ds Max's

  Ocean Texture with Control by Wind Speed enabled did not render with the correct scale with V-Ray RT

  No Motion Blur with Grid Texture connected to a meshed Simulator's material

  Crash when rendering a Grid Texture that uses a deleted simulator

  Boiling effect on the open grid borders when using Wave Force with Fillup for Ocean

  Particle Shader was not exported to VRscene files when Render as Geometry was enabled

  Crash when the transforms of the PhxShaderSim plugin and the Node plugin in Volumetric Geometry mode were mismatched in a VRScene

  The grid RGB channel was missing when saving the cache files in OpenVDB format since Phoenix FD 3.10

  Wrong velocity direction and motion blur when importing OpenVDB files from FumeFX

  Wrong velocity scale when importing OpenVDB files from Maya Fluids

  Couldn't load OpenVDB files whose "file_voxel_count" metadata is 0, though they contain active voxels

  Crash when writing cache files at the exact moment while the same or another simulator is reading them

  Cache saving became increasingly slower until 3ds Max was closed and re-opened, since Phoenix FD 3.10

  Body Force force preview did not update when the simulator was moving

  Adding a new spline point to a straight sloped section in the render diagrams produced curvature

  The Export PRT dialogue showed the particle systems only when the timeline frame was on a loaded cache

  Couldn't simulate after undoing the deletion of a Simulator connected to a Particle Shader since Phoenix FD 3.10

  The Simulator did not release the loaded cache frame memory when hidden or deleted, but only after scene reset

  Crash when reading cached voxel data via MaxScript if the coordinate system is set to World or Object