Official release

Date – 10 March, 2020

Download – Build 4.10.00


With Phoenix FD 4.10 we focused on particles - Sources can now emit from any 3ds Max particle system, we sped up the particle preview and the Particle Shader and exposed its data for rendering by 3rd party render engines. We also did fixes and improvements to our new Active Bodies and Standalone Preview, as well as the usual round of other bugfixes and small improvements.



  Emit fluid from Phoenix PRTReader particles and Krakatoa PRTLoader particles in the Phoenix Sources

  GPU Preview for fire in the Standalone Preview

  Controls for the GPU Preview light direction

  Now the Particle Shader exposes PhoenixVolumeShaderInterface and can be sampled in Fog mode using IPhoenixFDVolRendSampler

  New IPhoenixFDParticleRendData interface for obtaining the particle rendering data of a Particle Shader in non-Fog modes


  Sped up FLIP particle resimulation with 10%, up to 20% on some scenes

  Do not offset the Foam particles vertically during simulation

  Pop-up menu with density presets in the right-click properties of bodies

  Sped up the particle collection rendering pre-process up to 5 times

  Expose the Sampler option for Isosurface rendering in the Liquid Simulator

  Sped up loading of new frames for the Particle Preview with 20%

  Store velocity of Drag particles in their particle data instead of in the Grid Velocity. Added an Output Drag Particle Velocity option to Sources

  Options to save a range of frames and a single frame

  Text box for the loaded cache file info

  By default name the saved image files the same way as the input cache files

  Image saving to PNG files

  Don't warn about the interacting forces if the Simulator is in Include List interaction mode


  Removed the Particle Shader Liquid Tint and Liquid Turbidity options

  The 'Can Pick Simulators' option is now On by default and hidden from Sources and can be accessed only through script using 'pick_ph'


  When using Variable Viscosity, some particles were not behaving properly

  FLIP particles resimulation produced NaN-values with Simulate Air Effects

  Failing to load cache for resimulation displayed an error message, but did not stop the resimulation

  During the first restore frame, bodies in the simulation had incorrect velocities

  All modifiers keys were erased at simulation startup when the object was set as Active Body

  Restoring an Active Body simulation broke the animation of the original objects

  Active Bodies were falling slower with more Steps per Frame

  Don't show per-node Phoenix properties on the Active Bodies center of mass helpers

  A Phoenix smoke volume inside a Mesh with Refraction Glossiness below 1.0 rendered blocky

  Random artifacts when rendering smoke using Volume Light Cache in Volumetric Geometry mode

  Count Multiplier above 1 did not preserve the positions and sizes of the created particles in animation

  Rendering a Particle Shader with Liquid Simulator selected used extra memory

  Particle Shader in Points Mode rendered incorrectly using a 360 V-Ray Spherical Camera

  Crash when attempting to render a Particle Shader with V-Ray GPU

  Zooming In and Out during V-Ray IPR was not working correctly while Particle Shader pre-passes acquired the focus

  The Velocity Render Element of a Particle Shader in Points mode was not affected by the Motion Blur Multiplier

  Crash when rendering in Isosurface mode using V-Ray Volume Scatter material

  Source UVW variation using inherited UVW from Geometry was not consistent during simulation

  Crash when changing the tiling or offset of a texture selected in an expression

  Crash rendering two Simulators when one uses the other as a Cutter and also its material has Distance Texture pointing to the other one

  Some Ocean Mesh normals pointed downwards with V-Ray Spherical camera and FOV over 180 degrees

  Enabling RGB Input smoothing for a Mesh which was shaded using RGB from a Grid Texture had no effect until changing the frame

  Handled some out-of-memory in case of saving Grid RGB to cache files or when blending cache files

  Could not use General Purpose Time Bend Resimulation when the base caches were VDB instead of AUR

  The Phoenix particle Size was incorrect when exported to the Scale channel of PRT files

  The GPU Preview disappeared if the camera went inside it

  Crash with caches which had transformations with negative or fractional offsets, since Phoenix FD 3.99

  Randomly appearing colored artifacts with the GPU Preview when using Detail Reduction, since Phoenix FD 4.0

  The Grid Texture could pick Phoenix Particle System nodes

  Crash when cancelling the first cache open dialog

  If 'Enable GPU Preview' was turned on, the Standalone Preview didn't save files after pressing the "Save" button

  Sometimes the Standalone Voxel Preview drew in slices the first time a cache was loaded

  Cache Converter did output empty VDB files, since Phoenix FD 3.99

  Could not pick Particle Flow events in the Scene Interaction rollout - only the PF Source got added

  Switching between two different Grid, Ocean or Particle Textures in the old Material Editor did not update some of their GUI elements