Table of Contents

Official release

Date – May 31, 2018

Download – Build 3.11.00



NEW FLIP SOLVER Simulate the RGB channel of Foam, Splash and Mist particles

NEW CACHE I/O Direct loading of huge sparse OpenVDB caches without downsampling

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

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

NEW SUBMITTING SIMULATIONS Deadline 10 support in the Submit Simulation menu


IMPROVED PREVIEW Sped up the Preview Auto Range algorithm

IMPROVED SCENE BODY INTERACTION Sped up the scene interaction with complex or moving geometries

IMPROVED CACHE I/O Optimized loading of caches containing Velocity channel

IMPROVED CACHE I/O Added channel smoothing options for the Velocity channel

IMPROVED CACHE I/O Allowed grid Channel Smoothing to be applied over imported channels with any value range

IMPROVED CACHE I/O Apply the Smoothing Random Variation over all voxels regardless of the Smooth Threshold

IMPROVED VOLUMETRIC SHADER Sped up velocity sampling during volumetric motion blur

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

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

IMPROVED BODY FORCE Sped up the Body Force with complex or moving geometries

IMPROVED GRID TEXTURE Box, Linear and Spherical Sampler Type for the Grid Texture

IMPROVED MAYA INTEGRATION Export a "phoenix_velocity" color set in Maya Mesh mode in order to have motion blur in this mode and for exported Alembics

IMPROVED MAYA INTEGRATION Use distance attributes for all distance, velocity and acceleration options of Phoenix

IMPROVED MAYA INTEGRATION Duplicate Particle Group nodes when duplicating a Simulator if Foam or Splash simulation is enabled

IMPROVED MAYA INTEGRATION Put the 'Based on' section at the top of the Fire, Smoke Color and Smoke Opacity rollouts in Maya

IMPROVED SDK Exposed a PhoenixTextureNode base class for recognizing Phoenix texture nodes


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

REMOVED OCEAN TEXTURE Removed the Meter Scale option. Now the Wind Speed option is handled identically to 3ds Max and by default is always 3 m/s, regardless of the scene scale


FIXED FLIP SOLVER Viscosity calculations used extra memory and processing time even without Variable Viscosity

FIXED FLIP SOLVER Foam Pattern forces pushed particles vertically which makes them less effective

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

FIXED FLIP SOLVER Liquid and Foam particles sometimes get shot away on collision with Confine Geometry

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

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

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

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

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

FIXED SCENE BODY INTERACTION Voxelization became increasingly slower until Maya was closed and re-opened

FIXED VOLUMETRIC SHADER Smoke rendering with "Ray-traced" Scattering produced brighter GI when compared to 3ds Max

FIXED VOLUMETRIC SHADER Rendering in Volumetric mode with a spherical camera and manual clipping planes flipped the back side of the image

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

FIXED PARTICLE SHADER Grid Texture plugged into the Color Map of a Particle Shader did not map correctly when Auto Mapping was off and Use Liquid Simulator was on

FIXED PARTICLE SHADER Particle Texture plugged into the Color Map of a Particle Shader did not map correctly when Use Liquid Simulator was on

FIXED V-RAY RT AND IPR Volumetric Geometry mode rendered black with V-Ray IPR

FIXED OCEAN MESHER The Displacement Fade Volume caused grid artifacts on the ocean mesh

FIXED WAVE FORCE The Wave Force had its up axis reversed

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

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

FIXED CACHE I/O The grid RGB channel was missing when saving the cache files in OpenVDB format since Phoenix FD 3.10

FIXED CACHE I/O Wrong velocity direction and motion blur when importing OpenVDB files from FumeFX

FIXED CACHE I/O Wrong velocity scale when importing OpenVDB files from Maya Fluids

FIXED CACHE I/O Couldn't load OpenVDB files whose "file_voxel_count" metadata is 0, though they contain active voxels

FIXED CACHE I/O Crash when writing cache files at the exact moment while the same or another simulator is reading them

FIXED CACHE I/O Cache saving became increasingly slower until Maya was closed and re-opened, since Phoenix FD 3.10

FIXED GPU PREVIEW GPU preview in Viewport 2.0 did not take into account the Max Lights option

FIXED PREVIEW Body Force force preview did not update when the simulator or the body was moving

FIXED PREVIEW Crash when simulating two interacting simulators and zooming the viewport

FIXED PRESETS Maya Fluids preset enabled the mesh preview

FIXED NPARTICLES Incorrect emission from nParticles if a number of particles died

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

FIXED MAYA INTEGRATION Quick Setups created the Simulator with wrong size if Maya units were not centimeters

FIXED MAYA INTEGRATION If all light links were broken for a Simulator, all lights started illuminating it

FIXED MAYA INTEGRATION Light Linking did not affect the Particle Shader

FIXED MAYA INTEGRATION Fixed a MEL error when using the Set Selected Object as Confine Geometry button

FIXED MAYA INTEGRATION Adding GPU preview lights or forces via the GUI buttons replaced the sets instead of appending to them

FIXED MAYA INTEGRATION phxfdStartBatch()'s start and end frames were clamped by the start and end of the timeline

FIXED MAYA INTEGRATION Cached Frames info was updated only after playing through the cached frames

FIXED MAYA INTEGRATION "..." menu worked in only one Attribute Editor window when Copy Tab was used