Official release

Date – May 31, 2018

Download – Build 3.11.00


New Features

Phoenix FD

  • Support for 3ds Max 2019
  • Support for V-Ray Next

FLIP Solver

  • RGB channel simulation for Foam, Splash and Mist particles - now secondary particles can be born from Sources mapped with colored textures and can change color during simulation using the Mapper

GPU Volumetrics

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

Cache I/O

  • Direct loading of huge sparse OpenVDB caches without downsampling

Particle Texture

  • Particle Texture color based on Particle Channels - the Particle Texture can be plugged into the Particle Shader and can shade particles based on their Age, Speed, Size, Position, 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

Scene Body Interaction

  • Sped up the scene interaction with complex or moving geometries

Cache I/O

  • 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

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


  • 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

Grid Texture

  • Box, Linear and Spherical Sampler Type for the Grid Texture

3ds Max Integration

  • 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

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

Bug Fixes

FLIP Solver

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

  • Foam Pattern forces pushed particles vertically which makes 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 get 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

Scene Body Interaction

  • Voxelization became increasingly slower until Maya 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

Volumetric Shader

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

Particle Shader

  • 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

V-Ray RT and IPR

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

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

Ocean Mesher

  • 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

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

Grid Texture

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

  • Crash when rendering a Grid Texture that uses a deleted simulator

Wave Force

  • 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

Cache I/O

  • 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 Maya was closed and re-opened, since Phoenix FD 3.10


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

Render Curves

  • 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

3ds Max Integration

  • 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