---
title: "3.12.00"
canonical: "https://documentation.chaos.com/space/PHX4MAYA/125764516/3.12.00"
format: markdown
---
Official  release Date  – 29 Oct, 2018 Download  –  Build 3.12.00   With Phoenix FD 3.12 we have added support for V-Ray Next for Maya introducing rendering on V-Ray GPU, and also have worked on adding some frequently requested features, improving usability and integration in Maya.   V-Ray Next Support and GPU Volumetric Rendering Phoenix FD 3.12 is the first Phoenix version to support the official V-Ray Next for Maya. With that also comes support for rendering fire and smoke using V-Ray Next GPU and GPU IPR. Rendering Phoenix meshes was possible on the GPU in previous versions as well, and is now 20% faster on average for both CPU and GPU. With V-Ray Next, the V-Ray Distance Texture is also optimized and works several times faster than with V-Ray 3.x, so Phoenix FD setups using it for mapping viscosity or RGB will benefit greatly.     Ocean Mesh with Physical Camera and all V-Ray camera types The ocean mesh in Phoenix FD is generated in camera space, so it needs to be aware of all the camera options and all camera types. With Phoenix FD 3.12, Ocean Mesh mode now supports all parameters of the V-Ray Physical Camera. We've also added support for all V-Ray camera types that are available under the  V-Ray Render Settings  -  Spherical, Cylindrical, Box, Fisheye, Warped spherical, Ortho, 360 Virtual Reality Spherical Panorama and Cube 6x1 cameras .     MASH and Particle Instancer scattering of Simulators Phoenix FD Simulators can now be instanced across the scene using both MASH and Maya's native Particle Instancer and the Viewport Preview can display the instanced Simulators. Such instances need to be rendered in Volumetric Geometry mode.   Complete changelog:      Support for V-Ray Next for Maya    Rendering of Phoenix Simulators with V-Ray Next GPU. Support for render elements and displacement is yet to be added    Support for all parameters of the V-Ray Physical Camera types when creating an Ocean Mesh    Support for all V-Ray camera types when creating an Ocean Mesh - Spherical, Cylindrical, Box, Fish eye, Warped spherical, Ortho, Spherical panorama, Cube 6x1    Instancing Phoenix Simulators using MASH and Particle Instancer      WetMap now has different sticky effect against different liquid viscosities    Exposed the hidden grid-based motion blur algorithm from Phoenix FD 3.00.01 for use via the 'mbgrid' script parameter    Discharge Modifiers by Particle Age and by Particle Size    Support for the new transformation model of OpenVDB caches from FumeFX 5    New default $(work_path) macro for simulation cache Output expands to a "$(scene)_Phoenix_frames" directory    Cache Converter now requires source and destination files and is verbose by default    Install the Chaos License Server automatically after Phoenix installation if Local License is selected and the License Server was not installed    Particle Shaders created by enabling Foam or Splash, or by Quick Setup presets, are now named after the simulator with 'Foam/Splash/Mist Shader' appended    Renamed the Foam and Splash 'Outside Life' option to 'Max Outside Age'    Renamed 'Sticky Effect' and 'Sticky' to 'Sticky Liquid' and 'Sticky Foam' respectively    Renamed 'Boundary conditions' to 'Container Walls'    Renamed Particle Group node's 'Create Particle System' to 'Create nParticles From This System'      Liquid particles got deleted on contact with deforming geometries    Liquid sources emitted in pulses when adaptive grid resizes, since Phoenix FD 3.11    Could not emit liquid from particle systems, since Phoenix FD 3.11    Surface Tension Droplet Breakup caused liquid drops in zero gravity to take diamond shapes    Confine Geometries used by Liquid Simulators were not internally set to Solid like Fire/Smoke Simulators do    Solid geometry without Clear Inside did not create liquid voxels under the Fillup for Ocean level    Liquid was created in voxels covered by Confine Geometry when Fillup for Ocean was used    Significant difference in the simulation between Sticky Liquid set to 0.001 and 0.002    Crash when Resimulating with Adaptive Grid with Preallocation and the result grid was over 2.1 billion voxels    The Size Multiplier of a Particle Shader animated by Particle Age did not work correctly for particles born on negative frames    Crash with Particle Shader in Geometry Mode and geometry with VRayMtl with V-Ray Edges Map rounded edges bump since Phoenix FD 3.10    Render Cutter in Isosurface mode produced wrong normals on cut surfaces    Buckets in VRayLightSelect render element when rendering the Simulator in Volumetric Geometry mode with Phoenix Light Cache enabled    The Simulator's Shadow, Raw Shadow, GI, and Raw GI render elements didn't render correctly in Volumetric Geometry mode with Phoenix Light Cache enabled    Random crash when rendering a Simulator in Volumetric Geometry mode with V-Ray Velocity Render element    The Simulator surface appeared rougher than the Ocean extension in the distance at a low angle with low Ocean Subdivs and low Horizon Roughness    Artifacts on the grid border when rendering in Ocean Mesh mode with Mesh Smoothing and Use Liquid Particles    Black artifacts near the horizon in Ocean Mode with Horizon Roughness and the camera was far from the Simulator origin    Noisy Phoenix Mesh displacement using an Ocean Texture when looking at tall waves from the side since Phoenix FD 3.03    Missing mesh polygons on the container border when rendering in Ocean Mesh mode with Mesh Smoothness above 0    Using Mesh Smoothing in Ocean Mesh or Cap Mesh render mode shrunk the mesh    Artifacts when rendering Ocean with high Ocean Subdivs and high Ocean Texture Level of Detail    VRScenes exported under Windows could not load caches under Linux    Crash if using a Grid Texture sampling a 'Rendering ...' channel that uses the same Grid Texture as Based On or Modulate texture    Error when moving a marker in the Color Remap of the Particle Texture in the Attribute Editor    The range for velocity preview was wrong then there was no velocity channel and auto-range was enabled    Changing the Displacement Amount did not update the viewport Mesh Preview    Light positions were not correct when saving images from the GPU preview    Saving images from the GPU Preview did not respect the Use Timeline Start/Stop Frame options    Caches containing digits after the # format could not be loaded    Caches containing a minus/dash sign before the # format could not be loaded    The Simulator cache paths were always saved with absolute paths to scene files even when a Maya Project was set    Simulation progress bars did not work correctly    Edit Script button threw an error even when the provided Script File path was correct    Cache Converter required a missing aurloader.dll