---
title: "3.04.00"
canonical: "https://documentation.chaos.com/space/PHX4MAX/124659506/3.04.00"
format: markdown
---
*Patch *release

**Date –** Jun. 7, 2017

 

## **New Features**

---

### **PhoenixFD**  ** **  
** ** 

- Support for 3ds Max 2018
- Remove the DEMO configuration and implement support for TRIAL builds

### **Simulation**  
** ** 

- Option to control droplet breakup and droplet size when Surface Tension is used

### **Rendering**  
** ** 

- Ocean Off-Screen margin option to allow extending the ocean outside of the render view
- Option to control the roughness of the ocean horizon

### **Preview**  
** ** 

- Auto White Speed for the preview of particles
- Preview for the particle RGB channel

### **I/O**  
** ** 

- Add an option to use environment variables in Phoenix FD cache files path

### **Source**  
** ** 

- Implement emission based on Vertex Color and Vertex Color tex map
- Option to disable or enable liquid discharge from the Liquid Source

### **BodyForce**  
** ** 

- Ability for the Body Force to evenly fill a volume

 

### **SpaceWarps**  
** ** 

- Support for the 3ds Max Drag force

### **PRT I/O**  
** ** 

- Export and import the RGB Color channel to/from PRT caches

### **Scripting**  
** ** 

- Add a MAXScript function that loads render presets - A_LoadRenderPreset [node] [preset_path]

   
 

## **Modified Features**

---

### PhoenixFD

- When the simulator is renamed, its cache files should be renamed too

### Rendering

- Optimized Particle-based mesh smoothing of very large files

### Curve control

- New and converted Bezier and Spline ramp points should follow the slope of the curve

### BodyForce

- Allow animating the Body Force Max Distance

### Scripting

- Allow Restoring or Loading the simulation from script inside OnSimulationBegin without an infinite recursion

 

## **Bug Fixes**

---

### Simulation

- Adaptive grid attached to animated body is jittering when motion speed changes
- Fast moving fire emitter leaves frozen voxels using Adaptive Grid
- Second NUMA node is not recognized and utilized on machines with more than 64 cores
- Drag particles are not affected by Body Force even when the affected channels include Velocity
- Foam and splash occasionally gets stuck when exiting the borders of a ship simulation
- Splashes are born underwater with Splash By Free Fly above 0
- Inertial forces with value set to 0 still affect the liquid

### Rendering

- Rendering artifacts with Optimize Congestion in Bubble mode and Liquid Geometry
- Flickering ocean surface seen in reflections with a moving camera
- Bubbles that intersect the liquid surface render over-bright with enabled Particle Shader Light Cache
- Sequence render with Defscanline and Fire Lights keeps showing the lights after the cache sequence ends
- Black artifacts rendering with Light Cache when the container is inside refractive geometry with gray fog color
- Rendering particles as Points in Geometry mode produce NaN Pixels
- No motion blur on the simulator in ocean mode with a moving camera locked to a moving simulator
- Blending particles that are born and die each frame produces a lot less particles

### Input

- Opening a cache file with a negative frame index does not load the rest of the sequence

### Source

- Numerical Errors when applying the Fire preset on a PFlow emitter and changing the Source Prt Shape

### Turbulence

- Turbulence in Pressure Mode cannot affect the Liquid simulator
- Pressure Mode deactivates the preview of Turbulence Streamlines

### Mapper

- Hidden Mapper with Initializer enabled still affects the simulator
- Crash when transferring velocity between two sims using a Mapper, Grid Texture and SPF over 1

### Texmaps

- Copying any Phoenix texmap between the Sample Slots of the material editor loses the name of the map

### PhoenixFDGridTex

- Crash when using Grid Texture as discharge map with overlapped simulators
- If a simulator is renamed, liquid becomes not renderable with Phoenix texture
- Blending Grid Textures using a Composite map produces a different render after the first frame and in animation

### PhoenixFDOceanTex

- Rotating the PhoenixOceanTex produces different wave patterns in different scales

### QuickSetups

- Scene scale does not affect liquid Quick Setup presets which use VRayMtl's Fog multiplier
- The turbulence Strength of the Cigarette and Fire presets does not scale according to the emitter size

### VRScenes

- VRScenes exported from 3ds Max always have Probabilistic Volumetrics forced On