---
title: "5.00.00"
canonical: "https://documentation.chaos.com/space/PHX4MAYA/125633469/5.00.00"
format: markdown
---
Official  release Date – 26 May, 2022 Download –  Build 5.00.00 More control over Active Bodies Create procedural animations for Active Bodies with a directable  Thruster Force .  Restrict Active Bodies to move or rotate along a selected horizontal or vertical axis using the  Axis Lock . Extra control over how Active Bodies interact with your scene — choose whether they should emit, attract, and retain fluids, and much more. New and enhanced presets Create realistic effects quickly and easily with new and enhanced presets. Realistic Foam Patterns Create more realistic foam, faster. Easily add variety to the size and look of your  patterns . Voxel Shader Shade fire and smoke simulations, and meshes in a single simulator using the  Voxel Shader  — giving you more time to be creative. Standalone Simulations Speed up your simulations with the initial implementation of the  Phoenix Standalone Simulator  and easily debug your scenes through the Phoenix simscene Node Editor. macOS support Phoenix for Maya now runs on macOS. Combined changelog since Phoenix 4.41:    New 'Size Variation' and 'Stringy' options for the Foam Pattern shapes, allowing for more diverse and interesting patterns    Multithreaded the routine where moving obstacles push the FLIP particles    'Burn Smoke RGB' color option for coloring the smoke created by fuel burning    Pick Active Bodies as emitters in Sources, as attractors in Body Force, in 'Distance To' fields in Tuner Expressions, as Birth Volumes and Render Cutters    New Thruster node for the Active Bodies, allowing you to propel an active body in a certain direction, which can also be attached to the body so it changes direction as the body rotates    New Axis Constraint node for the Active Bodies, allowing you to block the movement of the active body in a certain direction, or to also stop the active body from rotating around a certain axis    New option in the Active Body Solver to use the Simulator's jammed walls as obstacles for Active Bodies    Added an 'Affect by Foam' option to the Active Body Solver that controls how strongly the Foam pushes the Active Bodies - by default it is off    Use Cosmos assets as Active Bodies (latest V-Ray 5 is needed)    New separate Voxel Shader node, allowing shading of both fire/smoke and meshes from the loaded data of the same Simulator without having to duplicate the Simulator    Option to flatten particles near the Liquid Simulator's borders in Ocean Mesh mode, like the vertices of the ocean do    PRT cache import straight into the Simulator and the Standalone Preview, without the need for a PRT Reader node. This also allows retiming of PRT sequences    New "phoenixfd" command-line executable that simulates .simscene files exported from 3ds Max, similar to V-Ray Standalone. It simulates up to 40% faster than inside 3ds Max or Maya. Currently it only supports Simulator and Source nodes, as well as Phoenix node properties. Still to be added are: Foam/Splash options, support for animated options and animated geometries, resimulation, textures    Phoenix FD menu option to Export, Simulate and simultaneously launch the Standalone Preview application to observe the simulation result    Added a Phoenix Node Viewer application for exploring the node graph of .simscene files. Dragging and dropping would also display .vrscene files    Mesh Preview, including wireframe mode, customizable via the command line    Viscosity Voxel Preview    Smoke Opacity modulated or replaced by textures will show in the viewport GPU Preview    Reduce or increase grid resolution with the cache_converter tool    Simulation Restore button in the Phoenix toolbar    New 'Jet Engine' and 'Stormy Sea' quick setup toolbar presets    New 'Ice Cubes' and 'Speedboat' quick setup toolbar presets    macOS support and notarized Phoenix app bundle    Support for Maya 2023    Windows 11 support for NUMA machines. Windows Vista is no longer supported after this change and the minimum supported version is Windows 7    Sped up fire/smoke simulations with up to 20%    Multi-threaded the Adaptive Grid of fire/smoke simulations when Preallocation is On    Repeatedly increase the resolution using resimulation that overwrites the same cache sequence    FLIP resimulation now writes caches to new "_resim" files instead of overwriting the old ones    Sped up and improved thread balance of liquid simulations with moving obstacles    Improved Foam 'B2B Interaction' and Splash 'Liquid-Like' that don't shoot particles away and can now be used even with Ocean setups    Allowed values below 1 for the 'Mist Amount' option and excluded it from affecting how fast Splash particles are deleted    Made the default Foam 'Half Life' 10 like in 3ds Max    Ocean Simulations with Adaptive Grid can now expand upwards without the ocean level changing    Sped up simulations with enabled Motion Inertia that don't actually move    Allowed rendering with V-Ray GPU while the CPU simulation is running in both IPR and production modes. With V-Ray CPU, the simulation is paused during rendering    New model for calculating buoyancy of Active Bodies, allowing better interaction with the Wave Force in large scale ocean vessel setups    'Collider Type' option in the Node Properties, allowing choice between fast or precise collision options    Reduced the required V-Ray GPU memory when rendering fire/smoke volumes    Sped up render start with thousands of simulator copies    Fall back to Bubble mode when rendering with V-Ray GPU in Point mode    Sped up 2x frame blending with Time Bend controls    Updated OpenVDB from version 5 to version 8.1    Sparsify VDBs exported by the Phoenix simulation or the Cache Converter so now they are generally smaller    Recognize by default Velocity(x), Velocity(y) and Velocity(z) channels from VDBs from thinkingParticles    Show the sizes on storage of the different data chunks in AUR files in the Standalone Preview and Cache Converter    The Phoenix installer now associates the Phoenix Previewer as default program for opening AUR, VDB, F3D and PRT files    Drag & drop AUR, VDB, F3D and PRT caches in the Phoenix Previewer    'Auto Load Latest' option that monitors the storage for newly appearing sequence files    Right click menu over the loaded cache directory for copying the full path or just the file name    'Log Verbosity' option in the Phoenix Preferences that has these levels: Debug, Info, Important, Warnings and Errors. Low res simulations can be 10% faster in 'Important' compared to 'Debug'    Faster and better looking Fire quick setup toolbar preset    Increased the brightness of the Cold Smoke quick setup toolbar preset    Increased the height and tweaked the colors of the Candle quick setup toolbar preset    Use just one Particle Shader for all emitters in the Ink in Water quick setup toolbar preset, and shade using the new 'Color From Particle RGB Channel' option    Improved the simulation and rendering of the Ocean toolbar quick setup preset and made it more like the Ship example scene    Allowed selecting channels that are not available in the entire cache sequence in the Color From Particle Channel box    Affect Temperature, Smoke and Fuel separately by turning off the new 'Affect All Fire/Smoke Channels' option    Create a set if it does not exist when opening the Sets Editor from the Particle Shader, Particle Texture, Source and Simulator Interaction    Renamed the 'Droplet Breakup' option to 'Droplet Formation' in order to be more clear what the option does    Renamed the 'B2B Interaction' option to 'Foam Volume' in order to be more clear what the option does    Show a warning saying that Foam on Hit Resimulation requires Splashes to be resimulated    The installer no longer places vray_phoenix, field3dio_phx, openvdbio_phx and distance_measurer_phx in V-Ray's plugins directory; Instead it appends the VRAY_FOR_MAYAXXXX_PLUGINS environment variable    Dropped support for Maya 2018    Dropped CentOS 6 support for V-Ray Next    Hid the 'Backtrace (Classic)' Advection Method from the user interface    Initial Liquid Fill produced wetmap over submerged Solid geometry even when there were no liquid particles nearby    Wetmap didn't fully cover objects submerged in liquid created by a Volume Brush Source    Volume Inject Liquid Sources created more particles in voxels partially overlapped by the emitter or by Solid obstacles    The Variation Large option of the Foam was not working, since Phoenix 4.40    Foam Birth Amount differed from 3ds Max. Now it's in particles per cubic centimeter    The Viscosity Diffusion effect changed drastically between 1 and 0.999    Non-Solid liquid emitters in Surface Force mode with disabled Motion Velocity contributed negative velocity    Adaptive Grid crashed when a fire/smoke simulation expanded over 2.1 billion voxels    Rare crash when resimulating with Adaptive Grid with Preallocation    Rare crash if the simulation interacted with another Simulator    Changing the grid resolution affected Volume Inject discharge of liquids (scenes saved with older Phoenix versions might simulate differently after this fix)    Volume Inject mode for liquids emitted much less pressure than 3ds Max when units were set to meters    Particles used as emitters kept adding velocity when Motion Velocity was Off but there were discharge modifiers in the Source    Volume Brush created liquid, foam and splash particles with a gap around submerged objects, compared to Initial Liquid Fill    Discharge modifiers in Object space were not correct when the emitter was another Simulator    The Motion Velocity in the Extra Phoenix Attributes of nParticles used in a Source was ignored    Liquid resimulation broke Active Bodies simulation    Moving Active Bodies in Maya killed many FLIP particles, unlike in 3ds Max    Active Bodies may freeze in scenes with large meter scale    Restoring a simulation with Active Bodies caused them to jump to the scene origin for a frame    Sometimes a feedback loop accelerated Active Bodies through the liquid    Explosive velocities were created when using a static liquid Simulator as a Volume Brush emitter    Some Out of memory situations when interacting with scene geometries or particles were not handled and lead to a crash    Geometries with scale of 0% created huge velocities in the simulation    Crash on simulation start with some large VRayProxies    Buckets in the Shadow, Raw Shadow, GI, Raw GI, Light Select and Lighting render elements of a Simulator with Volume Light Cache    Crash when Denoiser was used with a Simulator with the Volumetric ZDepth option set to 'Standard Element'    Noise with Fire simulation and reflective material with Glossy below 1    Render artifacts using Probabilistic Shading when mixing two Particle Shaders in Bubbles/Splashes/Cellular mode    Crash when rendering Particle Shader using Ray-traced Scattering mode and Probabilistic Shading turned on    Probabilistic volumetrics rendered particles in Point mode incorrectly when combined with Smoke    Render slowdown on machines with many cores in Bubble/Cellular/Splashes mode between V-Ray Next and V-Ray 5    Count Multiplier slowed down significantly after Phoenix 4.10    Count Multiplier above 1 created particles even between distant chunks of particles    Memory leak when rendering in Mesh mode    Artifacts in the mesh normals over liquid features which render in front of the horizon line, in Ocean or Cap Mesh mode with Horizon Roughness    Line artifacts or loss of detail with Cap Mesh mode and Ocean Мesh mode and low angled camera    Stepping artifacts in Ocean Mesh mode smoothed with Use Liquid Particles when the liquid level was much different than the ocean level    All types of Phoenix previews were drawn on top of and occluded V-Ray's Viewport IPR    Enabling "Initial Liquid Fill" in the Extra Phoenix Attributes in caused a V-Ray IPR refresh feedback loop    Crash when stopping V-Ray IPR rendering of a scene with Ocean Quick Setup preset    Crash when typing in the Clear Channels field of the Property Lister    Re-timed particles using Time Bend Controls lost their ID channel    Re-timing particles without IDs caused them to disappear in blended frames    Grid previews disappeared when switching to "Velocity" Grid Blend mode after changing the Input Play Speed to <1 while the Grid Blend mode was a different one    Grid simulation with high velocity using Adaptive Grid and Precise Tracing Grid Blend mode appeared chopped apart    Moving geometries used in a Body Force created wrong velocities with the Internal Damp or Damp Min Vel options since Phoenix 4.30    Particle Preview size did not work for some particle systems in Maya 2022    All Phoenix previews were not updated properly on scrolling the timeline when 'Smooth shade all' and 'Use default material' were both ON in Maya 2022    Viewport got stuck when using a Particle Texture as a Surface Channel for meshing    The 'Only if Selected' preview option did not work for the Velocity Streamlines    The preview did not clear if using Play Length and scrolling the timeline to an empty frame    Cache File Content time did not show leading zeroes before hours and minutes    The vertical scroll in the Log and the Cache File Content windows did not work if the text had too many lines    Rare crash when opening the Particle Preview rollout of the Phoenix Previewer    Saving an image sequence in the Standalone previewer in CLI mode was saving only the first frame    Zooming in very close on large cache files locked the camera    The GPU preview was stretched and skewed with a rotated Simulator in Maya 2022    Opening a Maya scene with a Simulator created after Phoenix 4.40 and simulating always created a particle TexUVW channel    Particles created by the simulation sometimes had invalid or repeating IDs    Тhe grid velocity from the vector "vel" channel of imported VDB caches was not the correct scale    Grid RGB channel broke when the grid size was above 1 billion voxels    AUR caches containing Particle Velocity increased in size, since Phoenix 4.40    Smoothed Velocity channel of VDB caches incorrectly had very large or very small scale    The Blood Splatter and Coffee Quick Setup presets used different VRayMtl and Particle Shader settings than the 3ds Max ones    The Honey and Beer Quick Setup presets differed from the 3ds Max ones    The Waterfall toolbar Quick Setup preset changed since Phoenix 4.30    Container Dimensions in the Simulation rollout were not correct    The 'phxfd' module could not be imported and Phoenix Python functions could not be called in Maya 2022    Simulations which started under 10 million voxels but later expanded, stopped writing to the Phoenix log file, since Phoenix 4.40    The Phoenix Previewer and Cache Converter did not install with execute permissions on Linux