Chaos Phoenix Software
Chaos Phoenix possesses an extensive array of capabilities, encompassing fire, smoke, liquids, flames, explosions, rigid body simulations, ocean waves, mist, and splashes, among others. It provides quick presets and swift setup options for effortless initiation, while its potent simulation engine grants full authority over intricate effects.
Key features
With Phoenix you can create realistic liquid simulations with splashes and foam directly in 3ds Max and Maya.
Watch VideoCreate any type of fire and smoke effects with Phoenix's powerful, adaptive-grid dynamics engine.
Fine-tune simulations interactively in the viewport with Phoenix’s GPU-accelerated preview.
Add detail and increase resolution without changing simulation shape or behavior.
Perfect for generating small wisps of smoke and steam.
Render particles as bubbles, drops, points, or fog.
Import & export mesh objects and particles to OpenVDB, Alembic, Krakatoa, XMesh and V-Ray proxy files for 3ds Max, and OpenVDB, Alembic and V-Ray proxy files for Maya.
Simulate highly-realistic and complex vorticity effects with full control over large-scale vortex strength and ultra fine details.
Use a wide range of emission sources including animated meshes, texture maps, particles and more.
Render photorealistic liquids and volumetric effects using the Phoenix shader.
Create a series of simulations that trigger and interact with each other.
Speed up or slow down simulation playback. Perfect for slow motion effects.
Easily create ocean surfaces that never repeat using procedural ocean displacement. Preview and render the ocean surface without simulating cache files.
Seamlessly transition from procedural ocean to simulated beach waves.
Influence simulations with forces like wind, spline follow, mesh attraction and more.
Preview fire, smoke and liquid simulations quickly and accurately in the viewport.
Float your objects over pools or wash them away in floods with basic rigid body simulation for Phoenix liquids. Interaction between Active Bodies is coming soon.
Change each voxel and particle's properties during simulation, and use customizable conditions to delete particles.
Use Phoenix simulation licenses to submit jobs over the network to Deadline and Backburner.
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