---
title: "3.11.00"
canonical: "https://documentation.chaos.com/space/PHX4MAX/125051880/3.11.00"
format: markdown
---
Official  release Date –  May 31, 2018 Download –  Build 3.11.00    Support for 3ds Max 2019    Support for V-Ray Next    Simulate the RGB channel of Foam, Splash and Mist particles    Rendering of Phoenix Simulators with V-Ray Next GPU. Support for render elements, texture maps and displacement is yet to be added    Direct loading of huge sparse OpenVDB caches without downsampling    Color the Particle Texture based on Particle Channels such as Age, Velocity, RGB, 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    Sped up the scene interaction with complex or moving geometries    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    Sped up velocity sampling during volumetric motion blur    Sped up rendering in Bubble, Cellular and Splash mode using the Phoenix Light Cache up to 2x    Sped up the Displacement Fade Volume algorithm with complex or moving geometries    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    Box, Linear and Spherical Sampler Type for the Grid Texture    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    Dropped support for the AUR1 cache format. Caches simulated with Phoenix builds before 13 Mar 2015 will not open anymore    Viscosity calculations used extra memory and processing time even without Variable Viscosity    Foam Pattern forces pushed particles vertically which made 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 got 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    Voxelization became increasingly slower until 3ds Max 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    The V-Ray Velocity render element was not rendered in Volumetric Geometry mode if Motion Blur was off since Phoenix FD 3.05    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    Fire Opacity Multiplier was always exported as 1 with V-Ray RT    Master Multiplier from the Smoke Color rollout wasn't exported correctly    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 with Control by Wind Speed enabled did not render with the correct scale with V-Ray RT    No Motion Blur with Grid Texture connected to a meshed Simulator's material    Crash when rendering a Grid Texture that uses a deleted simulator    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    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 3ds Max was closed and re-opened, since Phoenix FD 3.10    Body Force force preview did not update when the simulator was moving    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    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