2026/01/09

Bullet Time with Phoenix FD 子彈時間慢動作特效


By Hammer Chen

Have you ever wondered how to create a bullet-time effect for liquids with Phoenix FD? Especially when working with rigid body simulation? The answer is surprisingly simple: animate the Phoenix FD's "Time Scale" parameter. In this article, I am going to show you the workflow.

1. Scene Setup
We have two wine glasses in the scene  and a sphere flying from right to left, that hits and breaks the glasses. You can use any package to simulate the rigid body dynamics, for example,  PFlow mParticles or RayFire. In this case, I use thinkingParticles.

Visualize your forces with Force Preview 視覺化力場


by Hammer Chen

When dealing with complex scene, sometimes you have to adjust forces in the scene back and forth to get the desired results. You have to change parameters, run the sim, render preview and change parameters again.

For creating ocean maelstrom, adding a vortex force might be a quick answer. However, finding the right parameters could be a nightmare for you. If the orbital speed too high, or it's falloff too short. Or if there is not enough radial pull. You might not be able to get the right maelstrom.

With new Force Preview, you can see how Phoenix or standard 3ds Max forces will influence the simulation — without multiple iterations

Making of a Burning Motorcycle 燃燒的摩托車


By Hammer Chen

In this article, I am going to show you some of the critical steps of making this burning motorcycle image with Phoenix FD.


The model was kindly provided by Lien Ying-Te. Though this is a sub-D model, there are a lot of parts and faces in the geometry. The first thing I do is attach all the pieces into one single mesh, and then use ProOptimizer to reduce the polyfaces to roughly 10% of its original polycounts. You get a significant simulation performance increase when you have fewer polycounts as a fire/smoke source.

Making clouds with Phoenix FD 雲朵模擬教學


by Hammer Chen

Do you know you can create realistic cloud by simply budding off smoke from a single plane? The key is using the right mask and scattering setting.

Here we have one 3dsMax plane primitive as Fire / Smoke source. (Please note that Phoenix FD doesn't like non-closed geometry. If you having any trouble emitting fluid from a plane, add a shell modifier to the plane can fix the issue)

Phoenix FD: Pure Ocean mode 純海洋模式


This small handy feature allows you to preview ocean mesh without any simulations. The video was recorded by Svetlin Nikolov.





Surface condensation with Phoenix FD 表面張力水珠


by Hammer Chen

(Click Here to download the sample scene for max 2015)

Do you know you can create photo realistic surface condensation with Phoenix FD? The key is using a procedural texture map - Stucco as a mask for the LiquidSrc.

You could also animate the texture map (i.e., Z offset in this example), with the right timing you could get waterdrop sliding over the fruit surface.

Surface Tension is another key to simulate realistic droplet. The Droplet Breakup parameter controls the balances between the liquid forming tendrils or droplets. For more detail, you could visit Phoenix FD official help page.

Image-based colored smoke 用貼圖控制煙霧顏色


by Hammer Chen

Creating an image-based colored smoke is pretty straightforward with Phoenix FD. Here are three key steps you need to know:

1. Output RGB channel
Check RGB checkbox in the output section


Fluid color mixing with Phoenix FD 牛奶巧克力混色教學


by Hammer Chen

Phoenix FD allows you to mix the liquid with different RGB color, chocolate, and milk for example. Here are few steps you can follow:

1. Out Grid RGB Channel

2. Set two of your LiquidSrc with different RGB color. In this particular example, I set my milk LiquidSrc with black RGB color and white for chocolate.

Fruit explosion using turbulence 亂流產生水果爆炸


by Hammer Chen

How could you explode a liquid in CG? The most intuitive approach is to put a gravity in the center of orange with a negative value. Here we use Phoenix FD Turbulence to agitate the liquid, making it spray out.

Create one Phoenix FD Turbulence in your scene and animate it's size and strength multiplier.

Creating a shockwave with Phoenix FD 衝擊波特效


By Hammer Chen

This tutorial is requested by one of our users who said that it was difficult to create a shockwave with Phoenix FD. Here, I am going to explain the critical step that he might miss.

This is my scene setup: a Pflow (PF Source) in the middle, spreading out particles horizontally; a PhoenixFD Fire / Smoke Simulator; and a Phoenix FD Fire / Smoke Source (PHXSource) that picked up the PF Source in the scene.

Making of Fruit Explosion 水果爆炸特效教學


By Hammer Chen, Kristin Ivanova

In this article, I show how to create a fruit explosion with Phoenix FD for 3ds Max. The fruit explosion consists of two fruits colliding at a high speed, then they smash and their juices splash out.

For the purpose of illustrating this article, we’ve shaded the fruits to get a tomato-ye look. However, the shape and shaders of the two geometries can be customized to your liking to get whatever kind of fruit you want to smash We don’t focus on the shading information of the fruits here..

The most challenging part of this animation is the fruit mesh smashing. Instead of softbody or cloth simulation, I use 3ds Max's Morpher Modifier and keyframe the splitting fruit meshes. I avoid using any softbody/cloth simulation in this tutorial, because it is difficult to control the results. By keyframing the animation, you have full control and are able to add layers of detail.

Since the mesh motion purely relies on keyframe animation, it is crucial to find the right reference footage to align with. You could search for keywords like "high speed fruit" or "fruit explosion." Or you can go through any stock footage sites. Once you find a good footage, load it in 3ds Max. This way, you can align your keyframe animation to the footage in the viewport accurately.


1. Fruit geometry deformation
Based on observation from reference videos, I concluded that one basic fruit mesh and four different deformed meshes would be enough to recreate the fruit splitting effect. Start from modeling the basic shape. The fruit is modified from a simple sphere and the mesh is split as shown in the image above. All other four deformed meshes are derived from this basic mesh. This is to make sure all five geometries have the same topology and can be used as morph targets later.


We duplicate the basic mesh into four other meshes.. By moving the vertices or adding modifiers on top, we create four different deformed fruit meshes: split, bump_shape, dent, and FFD_deformed. These four geometries represent the various stages of changing the shape of the fruit during the collision. Add a Morpher modifier to the basic mesh and load up the four geometries as morph targets.

Fruit splashes with Phoenix FD 掉落水花效果

by Hammer Chen

Ever wanted to create high-speed fruit splashes photography in 3dsMax? With Phoenix FD, it might be much easier than you thought.

A. Rigid body dynamics with PFlow
Once your 3D fruit geometry is ready, import it into your scene and layout your objects like this:


You could create a basic MassFX Pflow by right click on your PFlow / New / mParticles Flow

Procedural ground dust with Phoenix FD 程序性產生煙塵


by Hammer Chen

It will be a very tedious job if we have to mannualy adding smoke emitters at each hoof of horses.

Fortunately, with the help of VRayDistance map, we could generate ground dust more procedurally. Here we have one single Alembic file containing hundreds of animated horse and one ground plane.