---
title: "5.10.00"
canonical: "https://documentation.chaos.com/space/PHX4MAYA/125960792/5.10.00"
format: markdown
---
Official  release Date – 17 January, 2023 Download –  Build 5.10.00 With Chaos Phoenix 5.10, now that smoke already had Absorption color and Phase Function for realistic scattering, we ported these controls to the Fog mode of the  Particle Shader,  so particles such as Mist can have much more interesting shading. We upgraded our preview of forces that would act on the simulation with a new  Force Streamline preview . Both the Force Streamlines and the Velocity Streamlines can now be converted to native Maya curves and rendered. The  Standalone Simulator  now supports animated parameters and transforms of the Simulator and geometries, and also now it can do Resimulation and Time-Bend Resimulation. As always, we fixed many bugs and also sped up the simulation and rendering - this time some scenes render 30% faster than previous versions.    Absorption Color control for the Fog mode of the Particle Shader with V-Ray CPU    Phase Function control for the Fog mode when using Ray-Traced Scattering with V-Ray CPU    Support for Time-Bend Resimulation for retiming simulations    Support for animated transforms of geometries and the Simulator    Support for animated options of the Simulator and Sources    Force streamline preview showing how forces would affect the simulation; can work without loaded caches    Button for converting the currently shown streamline preview (either velocity streamlines or force streamlines) into native Maya curves    Option for submitting Phoenix Standalone simulations through Deadline    Support for the Custom Start and Stop frame for resimulation    Pass the Preferences verbosity to the Standalone Simulator when launching it from Maya    Added aerodynamic drag which prevents very light Active Bodies from flying off into outer space    Turn Wetting of the Simulator Jammed walls On and Off using its Wetting node property    New 'Splash Split' option to control the rate at which a splash particle splits into smaller ones as it flies, creating a trail    Reduced memory usage when emitting from hundreds of thousands particles    Sped up rendering of grid volumes with up to 25% when Fully Visible Fire or Volume Light Cache was used    Sped up rendering of grid volumes with up to 10% when the RGB channel was used    Changed the default of the Scatter Depth option to 0, meaning infinite, to equalize it with 3ds Max    New 'Volume Motion Blur' option allowing to choose between Ray-traced and Grid-based methods - the Grid-based method creates more visible streaks for fast moving fluids    Render the fire of volumes in the V-Ray 5 and V-Ray 6 beautyLPE    Made the borders of the Cap Mesh look exactly like the borders of the container in Ocean Mesh mode    The width of the smooth transition zone between the simulated waves inside the simulator and the displaced waves outside can now be controlled via the new 'Ocean Border Fade %' option    New option to control the smoothing of mesh normals: Always, Never, When Displacement is Off    Slice Preview Width option    Path Follow now supports multiple splines in its set    Used the Phase Function option for the Clouds quick setup toolbar preset    Start the animations of the Quick Setup toolbar presets from the current timeline start frame    Recognize by default the "velocity(x)", "velocity(y)" and "velocity(z)" grid channels and the "particles_velocity" from VDBs from Blender    Dragging and dropping caches over cache_converter.exe under Windows would convert AUR to VDB and VDB to AUR without the need to use the command line    Added a help button to the Resimulation rollout    Zero all Grid Channel Smoothing option defaults in order to get the strongest smoothing    Renamed the Particle Shader 'Flatten At Ocean Borders' to 'Use Ocean Border Fade' to make it clear it is connected to that particular Simulator option    More friendly user interface for the Shrink to View camera in the Adaptive Grid Limits    Show a message at render start if Phoenix is incompatible with the currently installed V-Ray    When the Smoke Opacity Based On option is set to Smoke, grey out the Simple Smoke Opacity option    Printing to the Phoenix log not only the current simulation frame, but also the total number of frames and the percentage completed    Hid the 'Particle Mode' option from the Particle Shader's user interface    The simscene export, simulation and preview did not support directories with non-ASCII characters    Artifacts when using PCG conservation and a Plain Force in some scenes, since Phoenix 5.00    Active Bodies with Original Animation Influence of 1 didn't follow the original geometry precisely    Emission reaction force was not zeroed if the Source had its emission animated to 0    Axis Lock with locked translation still allowed the body to rotate around the world origin    Thruster attached to an Active Body pushed in the wrong direction when the body rotated    The sizes of the foam bubbles did not affect their Foam Volume interactions, since Phoenix 5.00    Liquid simulation in Fillup For Ocean mode with Adaptive Grid and Extra Margin kept expanding every frame even if not needed    Viscosity was applied asymmetrically on thin flowing liquid    Random crash during simulation of Foam and Splashes on macOS    Load & Start of a moving container with Fillup for Ocean created extra particles and wrong velocities    Moving Fire/Smoke Simulator with Adaptive Grid using the Speed channel expanded constantly    Crash when Gravity Force was excluded from the simulation, but was used in a Tuner    Animation of the Fire Multiplier, Fire Opacity Multiplier, Physically Based, Volume Light Cache Speedup and Surface Level options was ignored during rendering    Crash during V-Ray Light cache generation when Fire Lights were illuminating and OSL material    Particle Shader in 'Render as Geometry' mode did not render in the V-Ray Velocity Render element, since Phoenix 5.01    Hang when rendering with motion blur a Liquid Simulator with Displacement and a Voxel Shader using the Simulator as a Render Cutter, using a V-Ray Crypotomatte render element    The V-Ray Render Elements might render black with freshly started Maya and Volume Light Cache enabled    The Ocean Mesh looked warped/wrong if Hypershade window with Material Viewer was opened when loading a scene    Horizon artifacts when rendering Ocean Meshes with VRayDome Camera    The GPU Preview was not updating when a Smoke Opacity texture was added, removed or its options were being changed    The GPU preview kept using lights that were turned off    Crash with the slice preview enabled and trying to enable the force preview    The smoothed mesh normals did not show in the viewport mesh preview    The Streamline Velocity preview did not exclude the inertial velocity of a moving container like the old Velocity preview does    The Color Scaling of the particle preview did not exclude the inertial velocity of a moving container, so it was always white    Voxel Velocity and Streamline Velocity previews showed much less data than they should have with Auto Range and a moving simulator    Path Follow stopped working if at least one of its Sub Segments was completely outside of the grid    Fixed AUR lossless compression crashing when writing very large cache files, containing a grid channel larger than 8GB    Saving images from the Standalone Preview in GUI mode increased the Detail Reduction if Auto Reduction was On    Changing the Source Emit Mode to Volume Brush/Inject converted not only the Non-Solid objects in the Source set, but also converted their parent shapes, if any    The Default Cache Directory option in the Preferences dialog did not allow for non-ASCII characters in the path    Browsing for a resimulation output cache did not automatically append frame format and file extension