Official release

Date – 23 September, 2020

Download – Build 4.30.00


With Phoenix FD 4.30 we added force tuning to Voxel and Particle Tuners. This allows forces to affect particles or voxels with certain channels, inside or outside geometries, or according to textures, effectively allowing you to mask forces and gain precise control over how, when and where forces affect the simulation.

We sped up our particle preview and added the ability to preview the Rendering Displacement of the particles in the viewport.

Rendering of fire/smoke with the Use Probabilistic Shading option is now much faster with V-Ray 5. Both fire/smoke simulations, as well as large FLIP liquid simulations are also sped up.

We did some more changes to simulations, allowing for more control and quicker iterations, and we also improved our Standalone Preview and Cache Converter tools, so be sure to check them out!



  Choose forces to affect the particles when the Tuner condition passes. This allows forces to affect particles with certain channels, inside or outside geometries or according to textures

  Choose forces to affect the voxels when the Tuner condition passes, same as the Particle Tuner

  Displace the particle preview in the viewport when Rendering Displacement is enabled

  Cacheless Simulation option for speeding up large simulations. It keeps in memory only the last simulated frame and GPU Preview images or per-frame renders can be saved


  Now Liquid particles can stick to WetMaps without the need for the Liquid to have viscosity. The strength of the sticky effect now depends only on the Sticky Liquid value and the WetMap viscosity

  Delete Liquid particles when a Source's Inject Power is negative

  Change the Motion Velocity, Viscosity or RGB of existing Liquid particles with a Source in Volume Brush mode with disabled Emit Liquid

  Reduced the peak memory usage of the FLIP liquid simulations

  Sped up the Multi-Pass Transport method with up to 20%

  Sped up rendering of volumes when Use Probabilistic Shading is enabled

  Color Map for the Particle Shader using V-Ray 5 GPU

  Multithreaded gathering of Particle Preview data

  Show multiple Simulators in the classic GPU Preview, instead of only the selected one

  Sped up grid channel compression when saving AUR from the simulation or cache_converter tool

  New layout where all panels can be docked, reordered or detached from the main window

  Added information about the currently loaded path and the date of the cache's last modification

  Convert all caches in a folder without specifying frame range

  Convert VDB to AUR caches

  Added a -storageQuality optional argument, useful when writing AUR caches

  Stop the conversion and show a meaningful error message if the Cache Converter can't find its openvdbio.dll

  Stop the simulation with the ESC key or SHIFT + ESC combination


  Newborn Splash particles kept splitting and creating more Splashes underwater

  WetMap's viscosity was ignored by the Sticky Liquids effect when interacting with variable viscosity Liquid particles

  Sticky Liquid's strength did not scale Linearly

  Foam's Half Life deleted different amount of particles when simulating on different number of threads

  Liquid particles got deleted on contact with animated obstacles having only rotation

  A fast moving simulator with Fillup For Ocean had particles created outside the grid, which are then not deleted

  Crash on Load & Start with Drag particles with RGB

  Different amount of Source Particles (Drag/Foam/Splash) was born each new simulation or on different number of simulation threads

  Sources were emitting up to 50% slower in very high resolution scenes, since Phoenix FD 4.20

  Crash when rendering AUR files over 2.1 billion voxels with Linear Sampler

  Random crash in IPR when changing any properties of a Particle Shader

  Setting Motion Blur Multiplier for Mesh modes did not affect the inertial velocity of a moving container

  Crash after previewing the ocean mesh in the viewport, deleting the caches, and enabling Pure Ocean

  Underwater Goggles did not render correctly with Motion Blur

  Ocean Mesh mode with any 3ds Max modifiers did not render on V-Ray GPU

  Multithreaded gathering of Particle Preview data

  Size of particles simulated to OpenVDB were in voxels instead of units

  Restoring from VDB causes missing FLIP particles, wrong Initial Fillup, and wrong results with rotating simulators

  Could not save AUR caches where a single grid channel was over 3.05 GB. AUR files saved after the fix can not be opened with older Phoenix versions

  Could not read huge particle systems from AUR cache files (with hundreds of millions of particles). New AUR files will not be readable by older Phoenix versions.

  Rare crash while blending frames including particles with velocity data

  Rarely caches were loaded with missing horizontal voxel slices, which affected the previews, and rendering of fire/smoke and meshes

  Phoenix Textures could not be created in the Material Editor or the 3ds Max Map Browser when Arnold was set as current renderer

  After pressing Cancel in the Browse dialog window, the saving path was erased

  3D texture maps with Object XYZ mapping rendered with wrong scale with V-Ray Standalone on CPU

  Animating any Phoenix curves or color gradients (in Discharge Modifiers, Volumetric Settings and Particle Texture) did not update them when scrolling the timeline