Skip to content

Add-on Changelog

v5.4.0 (2026-10-17)

Physics Nodes, deformable simulation and terrain authoring

  • Pro Particles Studio: the add-on, product page and documentation now use the Pro Particles Studio name. The Blender workspaces remain Pro Particles, Pro Pyro and Pro Terrain.

  • Requirements: Blender 5.0 or newer is now required. Use Vulkan on Windows and Linux, or Metal on Apple Silicon macOS. See Installation and Requirements before upgrading.

  • Physics Nodes: added the Pro Physics editor for building Particles and Pyro setups with connected Sources, Emitters, Effects, Post Effects and Outputs. Both systems can share one graph. Lists and Nodes keep separate settings; switching modes does not convert or synchronize a setup.
  • Physics Groups: build reusable, nested groups, expose controls as inputs, give each instance its own values and use groups through Blender's Asset Browser. Added particle branches, reusable Fields and Masks, and Logic loops.
  • Graph Diagnostics: invalid connections, missing inputs and unsupported combinations are identified in the graph, with navigation to the affected nodes and complete settings in the Inspector.
  • Cloth: added mesh-based fabric simulation with mapped pins, stretch, shear and bending, animated Attach constraints, Stitch and progressive Sew seams, Balloon pressure, Plasticity and Tearing.
  • Soft Body: added deformable volume simulation for closed meshes, with Volume Stiffness, Shape Stiffness, material maps, Plasticity and contacts with particles and other deformable objects.
  • Strands: added Curve-based hair guides, ropes, cables and strings, with material presets, pinning and animated attachments, stretch, bend, twist, breakage, spatial maps and optional self-collision.
  • Deformable resolution: simulate reduced geometry or a custom proxy while retaining the detailed visible shape for preview and export. Added Multigrid options for stiff Cloth and Soft Body setups; Cloth Tearing and Soft Body Plasticity require their Local XPBD modes.
  • Deformable material data: map material and contact properties with vertex groups or Fields, and inspect Strain, Stress and Damage through simulation attributes and GPU Preview heatmaps.
  • Deformable/Pyro interaction: Cloth and Soft Body can block and move live smoke while gas pressure pushes back on them. Added Pyro-driven Strand motion, heat damage and softening, and continuous Smoke, Fuel and Color emission from moving deformable surfaces.
  • Dynamic Collider: added simulation-driven rigid meshes that move and rotate through contacts with particles, deformables and other colliders. Liquid pressure can lift and turn submerged bodies, and optional Pyro Interaction lets live gas move them.
  • Physics Events: react to particle birth, death, collisions, fluid impacts, tears and deformable thresholds by spawning particles or emitting Pyro. Nodes add event filtering, accumulation, cooldowns, rate limits and delays, plus actions to modify source data, change groups or break constraints.
  • MPM materials: added a stretchable Rubber material, per-material Data Mapping in Lists and Nodes, mask-driven Material Changes and Domain Friction. Improved material volume preservation and response under compression.
  • MPM Pin Groups: attach named particle groups to animated objects, with adjustable Pin Strength. Volume emitter Group Regions assign different parts of one fill to separate groups for stretching and anchored-material setups.
  • Granular and Particle Sleep: added Bonded Clumps for pieces that hold together and crumble when their bonds break. Optional Particle Sleep in Granular and MPM holds settled particles and wakes them through motion or masks.
  • Shape emitters: added Rectangle, Disc, Point, Box, Sphere, Cylinder, Cone and Torus sources without requiring source objects. Edit dimensions and transforms directly in the viewport with gizmos, G/R/S, snapping and Auto Keying. New systems start with a ready-to-emit Rectangle.
  • Emission controls: added Source Speed birth masks and Radius Scaled mass for particles whose birth mass should follow their size. Improved jittered volume fills and complete Grid/Hexagonal filling at source boundaries.
  • Volume Bind: hold particles inside an animated mesh using Exact or Spring behavior, then release them progressively with Masks, Data Mapping or particle attributes. Animated polygons can change their triangulation while particles retain their binding. Released particles can inherit the mesh motion for crumbling and disintegration effects.
  • Target: added mesh-surface, vertex, curve and volume targets, stable Random or Nearest assignment, approach and arrival controls, ordered Target Sequences and mapped Release.
  • Collider Weight Maps: use painted vertex groups or float attributes to vary Bounciness, Friction, Adhesion and Stickiness across Collision and Dynamic Collider surfaces. Improved continuing surface contact for PBF and SPH liquids.
  • Mesher Collider Contact: optionally close small gaps between reconstructed particle surfaces and colliders, including sloped surfaces. This adjusts the generated mesh without changing particle motion.
  • Masks: added independent Data Mapping stacks for masks and reusable composed mask expressions in Nodes, allowing the same mask to be combined and reused across compatible controls.
  • Setup Presets: added a global library for Particles, Pyro, combined Collections and Terrain graphs, with JSON import/export and scene-reference assignment. Terrain presets include editable ramps and curves; Use Saved Dimensions optionally applies Terrain Size and Height Scale to all terrains in the scene.
  • Curve Presets: added factory shapes and user curves with visual previews, search and JSON import/export for remapping, lifetime, easing, falloff and Trails profile editors in Lists and Nodes.
  • Initial States: capture an entire simulation, Group, Emitter or Dynamic Collider and combine compatible captures from different frames as the starting state. Coupled Pyro state can be included where required.
  • Particle Inspector: inspect live particle values, track individual particles, compare Data Mapping inputs and results, and display sampled values in the viewport without changing particle colors.
  • Particle Info: added Shader Editor and Geometry Nodes access to particle age, lifetime, velocity, mass, group, emitter, stable random and user data. Enable the required attributes on the post effect before simulating or baking.
  • Output and caching: extended Output Cache and Alembic to Cloth, Soft Body, Strands and Dynamic Colliders, and expanded in-memory caching across geometry outputs. Reduced-resolution deformables export their detailed visible shape.
  • Point Cloud loops: added Make Loop with adjustable Blend Frames and Loop Check warnings. The beginning and end need similar particle distributions and motion for a convincing transition.
  • Pro Terrain: added a separate terrain node editor for procedural landscapes, geological forms, hydraulic and thermal erosion, weathering, drainage, rivers, sediment, masks and surface coloring.
  • Terrain drawing: draw and edit roads, guided rivers, islands, ridges, valleys, plateaus, lake basins and brush masks using editable Blender curves.
  • Terrain preview and export: inspect 1K, 2K and 4K terrain with editable color ramps, color-map presets, sunlight, soft shadows and atmospheric lighting. Added Auto Update, Preview Cache, progress and cancellation, plus exports up to 16K for heightfields, meshes, base color, normal maps and packed texture channels.
  • Volume Advection: renamed VDB Advection to Volume Advection to reflect its support for external VDB volumes and live Pro Pyro fields.
  • Performance and stability: reduced GPU memory use for fluid and Pyro simulations and improved playback responsiveness in Nodes. Refined FLIP volume preservation, thin-film surface tension, sheeting and whitewater, and corrected combined Particle/Pyro preview refreshes during playback and timeline catch-up.
  • Documentation: added a dedicated documentation site with 15 beginner tutorials, expanded control references and practical case studies for particles, fluids, deformables, Pyro and terrain.

v5.3.5 (2026-10-12)

GPU Preview reliability and support diagnostics

  • Fixed GPU Preview not appearing on affected Windows Vulkan setups, including when enabling or re-enabling the add-on after Blender has started.
  • Improved graphics card checks and made automatic card selection consistent on computers with multiple equally suitable GPUs.
  • GPU Preview now automatically retries after temporary connection problems, helping particles, trails, and meshes appear without restarting Blender.
  • Simulation errors now stop playback without repeated error popups. After correcting the problem, use Retry Solver to continue.
  • Added Export Diagnostics and optional Start Detailed Logging in the add-on Preferences to help support investigate simulation and preview problems.

v5.3.4 (2026-10-04)

Pro Pyro Windows cache paths and AMD solver stability

  • Fixed VDB baking to Windows folders and filenames containing accented or other Unicode characters.
  • Fixed baking to long Windows cache paths in Blender 5.2 and newer. Earlier supported Blender versions show a clear error when a path is too long.
  • Fixed solver startup and particle simulation failures on affected AMD GPUs.
  • GPU startup failures on Windows now show troubleshooting guidance directly in the add-on.

v5.3.3 (2026-09-30)

Pro Pyro VDB export stability hotfix

  • Fixed a Pro Pyro VDB baking failure that could unexpectedly stop the simulation.
  • Baking Finished now appears only after every VDB file has been saved successfully.
  • Cache folders are checked for write access before baking or saving an initial state, with clearer feedback for invalid or unwritable locations.

v5.3.2 (2026-09-16)

Trail playback stability update

  • Improved Trails stability on Windows so history-based trails stay continuous and visually steady during normal playback.
  • Scenes that need more time to simulate now keep their trail motion consistent instead of showing flicker or gaps when Blender cannot keep up in real time.
  • Manual timeline jumps now rebuild trail history reliably, so you can move to another frame and continue working without broken trails or unexpected crashes.
  • GPU Preview and Blender Geometry now follow the same continuous trail-history workflow during playback and timeline navigation.

v5.3.1 (2026-09-09)

Timeline workflow bug fix

  • Fixed Catch Up Timeline Jumps in Pro Pyro so the OFF state is respected consistently during live preview, historical jumps, loaded-scene initialization, and coupled Pro Particles/Pyro workflows.
  • Added a separate Catch Up Timeline Jumps toggle to Pro Particles. Disable it to jump across long timelines without replaying every skipped simulation frame.
  • In coupled Pro Particles and Pro Pyro setups, skipped frames are replayed only when catch-up is enabled on both systems.

v5.3.0 (2026-09-03)

Major particle simulation, authoring, post-effects, and output release

  • New simulation systems: added FLIP/APIC liquids, SPH Fluid, multi-material MPM, Particle Constraints, Particle Self Gravity, Flow Field, Spin, Scale, Infection, Explosion, Limit, and Dendrite.
  • FLIP/APIC Fluid: added Domain Box/Voxel Size, Pre-Fill with Particle Profile/Fill Level/Particle Layout/custom Particle Radius and collider cut-outs, six independent Closed/Open/Kill boundaries, FLIP/APIC solver choice, Retiming, quality presets, FLIP Ratio, Viscosity, Surface Tension, Droplet Separation, Vorticity, per-source Fluid Mixer, adaptive CFL substeps, pressure and viscosity accuracy/iteration controls, optional weak particle repulsion, Reseeding, production Sheeting controls, Whitewater with independent Spray/Foam/Bubbles creation and behavior, Waves, and narrow-band Surface Band control.
  • Particle Constraints: added Structural Links, Elastic Links, Distance, Friction, Viscosity, and Cohesion modes with neighborhood/link creation, stiffness/damping, compression/stretch, plasticity/breaking, solver-iteration, correction, and mode-specific response controls.
  • Flow Field: added a layered field composer with automatic/custom domains, Voxel Size, per-frame/per-substep updates, field import/export, vector/streamline visualization, GPU gizmos, direct image/movie loading for Texture and Optical Flow layers, force/velocity/drag/steering/position-offset particle response, sampling/outside-domain controls, layer blending, and the complete Radial, Directional, Vortex, Vortex Ring, Orbit, ABC Flow, Curl Noise, Turbulence, Random, Target, Curve, Surface, Particle Velocity, VDB Velocity, FLIP Velocity, Pro Pyro Velocity, Texture/Optical Flow, Line/Obstacle Flow, processing, field-advection, snapshot, and Response Curve layer set.
  • MPM: added domain and per-face boundary controls, Retiming, Water/Elastic/Ductile/Sand/Clay/Snow/Foam material models and presets, material density/model parameters, APIC transfer/damping, per-Emitter/Group Material Mixer, contact-based Material Interactions with transition time/sensitivity, adaptive CFL substeps, Particle Distribution controls, and optional stress-driven brittle fracture with a Brittle Solid preset, tensile/shear strength, fracture toughness, fragment scale, strength variation, and fracture-surface friction.
  • SPH Fluid: added Smoothing Radius, Rest Density, viscosity/surface-tension/vorticity/pressure/damping controls, density-solver quality, Particle Radius, and a per-Emitter/Group Fluid Mixer.
  • Particle Self Gravity: added Strength, 3D or 2D plane modes, Softening, Fast/Balanced/High quality, and Acceleration Limit.
  • Spin: added an ordered rotation-layer stack with Rotation Range, Spin, Spin Acceleration, Rotate, Align to Velocity, Facing, and Roll layers, layer blend modes/strength, timing/space controls, custom amount/range variation, velocity alignment, camera/object facing, and roll derived from particle motion.
  • Scale: added scalar or XYZ scaling, Multiply/Set operations, variation modes/seeds, Growth and Dissolve phases, and a custom Scale Over Lifetime curve.
  • Infection: added Random/Group/All/Spatial seeding, spatial seed objects, transmission/neighborhood controls, incubation and recovery behavior, lifecycle controls, color output/gradients, and optional state-group assignment.
  • Explosion: added frame/age/timing conditions, start-only triggering, source/object selection, seeded burst variation, velocity modes, distance/falloff controls, and optional release from surface attachments.
  • Limit: added bounds for Speed, Velocity, Position, Rotation, Angular Velocity, Radius, Mass, Scale, User Float, User Integer, and User Vector with scalar/axis bounds, world/object spaces, reference objects, strength, and variation.
  • Dendrite: added Branches, Network, Bethe Lattice, and crystal Dendrite growth modes with ordered Growth Layers, branch appearance, stem/child/network/lattice/crystal parameters, growth competition and volume boundaries, per-layer Data Mapping, branch-history controls, simulation limits, native preview, and dedicated Dendrite Output.
  • Multi-source Emitters: one emitter can now combine multiple Surface, Volume, and Curve sources. Added source reordering, source Weight, source Selection by Vertex Group/Float Attribute, per-source Group and Velocity overrides, Curve collection/source controls, volume Grid/Hexagonal fill settings, Particle Spacing, Random Offset, Auto Particle Radius, and direct source-type add menus. Duplicating an emitter now copies its complete source list and nested source settings.
  • Emitter defaults: new emitters now use per-second rate units with a default Emission Rate of 1000/s, Radius Random defaults to 0, and Auto Particle Radius defaults on for new Grid/Hexagonal fills. Added improved Smooth Fast Motion for continuous fast-moving emission.
  • Named Particle Groups: added a Groups tab with artist-defined names and named selectors across standard group-targeting workflows. Effects can target All Particles, a named Group, or an Emitter; specialized controls that still expose an ID retain their explicit UI label.
  • Organization: added folders plus move/indent/outdent controls to Emitter and Effect lists; the Effect list also has a group-based authoring filter.
  • Logic: expanded the Logic effect with a hierarchical tree, If/Else If/Else branches, combined conditions, deterministic loops, folders, expanded conditions/actions, Spawn integration, random modes, iteration controls, and persistent User Float ½, User Integer, and User Vector actions/conditions.
  • Data Mapping: unified layered mapping across particle and Pyro workflows. Particle mappings gained Life/Age/motion/core values/neighborhood/fluid/procedural/Pyro/color/user-data sources and reusable Masks; Pyro mappings can drive Physics, supported force effects, and Emitters from Pyro fields, velocity, position/distance, noise, time, and context-specific emitter data with Source/Output ranges, Outside Range modes, curves, Apply Mode, and Influence.
  • Masks: renamed Influence Constraints to Masks, added reusable scene-wide shared Masks, Make Unique, global Time masks, and Mask values as Data Mapping sources.
  • Color Ramp Presets: added factory ramp categories plus user preset save/manage/reuse support for Pro Particles color-ramp controls.
  • UI polish: refined Flow Field and Post Effect tooltips and refreshed semantic list/action icons, including Dendrite list icons.
  • Avoid: expanded target/behavior controls with steer/freeze/remove response, Strength, Detection Distance, Variation, Scatter, Shell, and Thickness.
  • Follow Curve: rebuilt curve guidance with Guide/Force behavior, Prediction and Max Steering Force, Cross-Curve Damping, independent Follow/Attract response and variation/falloff, influence radius, speed/orbit behavior, spline assignment, start position, path offset/twist/alignment, release conditions/actions, and sampling/accuracy/seed/preview controls.
  • Surface Attract: expanded Pull/Push strengths and variations, Offset with distance-based Offset Variation, Max Distance, Seed, Friction, FOV, Edge Follow, and Smoothing.
  • Surface Attach: expanded attachment probability/range/tolerance/outside-only options, distance-based Custom Distance variation, mesh or surface-bearing curve targets, Friction, inherited surface motion/speed/rotation, holding behavior, and release controls.
  • Automatic geometry motion: relevant emitters, colliders, and geometry-based effects now track static, transformed, and deforming geometry automatically; obsolete manual geometry-motion switches were removed from current authoring.
  • Particle Blend: expanded the former color-only blend into neighborhood blending for Radius, Scale, Mass, Rotation, and Color with blend Mode, Distance, Strength, and optional Max Age/Units. Strength and attribute blend amounts can be entered above the normal 0-1 slider range, up to 10.
  • PBF Fluid: improved emitter-momentum preservation and fluid stability/terminology, added source-based Fluid Mixer controls, and moved surface reconstruction out of the solver effect into the standalone Mesher.
  • VDB Advection: can now use either a VDB Volume or live Pro Pyro source, select exact external grid names/field sets, and persist Smoke, Temperature, Fuel, Flame, and Color onto particles with per-channel Influence, Set/Add operations, outside-domain behavior, sampling, and falloff.
  • Post Effects rebuilt: the main Pro Particles tabs are now Emitters, Effects, Post, Outputs, and Groups. The current Post stack is Point Cloud, Trails, Instance, Mesher, Upres, and Dendrite. Point Cloud, Trails, Instance, Mesher, and Dendrite support the native GPU Preview/Blender Geometry workflow; Tracer, Plexus, the standalone Materials tab, and Geometry-Nodes-generated post workflows were retired from the current UI.
  • Point Cloud: added native GPU viewport shapes, fixed/particle sizing, particle/custom color, filters, Blender Geometry target/material, and selectable geometry-attribute profiles.
  • Trails: added native GPU trail playback and Line/Tube output; Particle Trails, sequence, nearest, cluster, and Constraint Links linking; destination-group filters; trail length/freeze behavior; thickness/profile/fade/rounding; spline/intermediate-point controls; color/particle-color sampling; and selectable geometry attributes.
  • Instance: added layered object/collection sources, source weighting, scale/color/rotation sourcing and variation, shading/material controls, animated-source freezing, object alignment, billboard/camera modes, native GPU preview, and particle geometry-attribute profiles.
  • Mesher: added standalone GPU surface reconstruction with Spheres/Zhu-Bridson/Anisotropic modes, Triangles/Quads, particle radius controls, particle/fluid and Pyro Volume layers, smoothing layers, Color/Velocity export attributes and blur, bounds/open-side/clipping controls, small-part cleanup, and Water Level correction.
  • Upres: added persistent render-only reconstruction/detail particles with Group/Emitter filtering, child/strength/count/spread controls, interpolation/reconstruction/surface/flow/density controls, distribution relaxation, attribute variation, destination Emitter/Group options, and user-data inheritance.
  • Output workflow: added a dedicated Output tab. Output Cache can bake multiple selected Point Cloud, Trails, Instance, Mesher, and Dendrite streams for playback without recalculating the simulation, with folder/version/range/source controls and support for either live display mode. Alembic can export Particles, Point Cloud, Instance, Mesher, Trails, or Dendrite with Z-Up/Y-Up coordinates and selectable attributes.
  • Interactive caching: retained a separate in-memory Geometry playback cache with Use In-Memory Cache, Memory Cache (MB), cached-frame/memory display, while persistent final output moved to Output Cache.
  • GPU Preview: parameter changes now refresh the current frame automatically, replacing the Live Update toggle. Added switching to Blender Geometry without repeating the current simulation frame, preview support for Trails, Instance, Mesher, Point Cloud and Dendrite, and Show GPU HUD controls for position, scale and opacity. Improved guidance when GPU Preview is unavailable. The Vulkan viewport is no longer labeled Beta.
  • Multiple Blender scenes: multiple scenes can contain Pro Particles or Pro Pyro setups, while one configured scene simulates at a time. Switching the active simulation scene resets the live simulation state and in-memory caches; persistent Output Cache/VDB data remains the workflow for preserving completed results across scene switches.
  • Parameter behavior: procedural Scale now consistently means larger spatial features at higher values in Advanced Color Noise, Masks, Turbulence/Curl Noise, and Flow Field procedural layers. Advanced Color Direction/Adjust behavior and Mask Noise Contrast were clarified, Flow Field ABC exposes Scale instead of Frequency, and Change Direction Blend Falloff now supports 0 for full response.
  • Evaluation preview: native particle GPU Preview now has no frame or particle limit in evaluation builds. Points/cache output remains limited to 120 frames and 25,000 particles; Output Cache baking and Alembic export remain unavailable. Pro Pyro Fast GPU Volume has no evaluation frame limit, while VDB preview remains limited to 120 frames and VDB baking remains unavailable.
  • Pro Pyro defaults: Add-on Preferences were simplified to Runtime & GPU plus Pro Pyro Defaults. New Pyro setups default to Dense and to native GPU Preview where supported; Color Channel, Fire Channels, and Default Max Sparse Cells remain configurable.
  • Pro Pyro Dense boundaries: added per-face dense-domain boundary profiles and Setup presets including Open Domain, Wind Tunnel, Slip Box, and Solid Box, with Open/Inflow/Slip Wall/Solid Wall behavior and inflow content controls.
  • Pro Pyro Data Mapping: added layered mappings for Physics, supported Effects, and Emitters with Pyro-field, velocity, spatial, procedural, time, vertex-weight, Geometry Nodes color, and particle-color sources.
  • Particle/Pyro exchange: particle Smoke, Temperature, Fuel and Flame values can be used with live Pro Pyro data in Logic, Data Mapping, effects, geometry attributes, caches and exports.
  • Pro Pyro cache/output: Cache now exposes selectable export channels, Preview History Frames, versioned VDB baking/playback, and cache range controls. Pyro mesh creation is now handled through the standalone Mesher Pyro Volume layer and Alembic through the central Output workflow.
  • Performance and stability: improved simulation startup, particle emission continuity, GPU Preview updates, timeline catch-up and memory use.
  • ⚠️ Breaking change - Post Effects: Post Effects were rebuilt for 5.3.0. Existing Post Effect setups from 5.2.x and earlier are not compatible with the new Post stack and must be recreated after upgrading.

v5.2.1 (2026-08-09)

Bug fix

  • Fixed Alembic export
  • Improved error messages for GPU preview

v5.2.0 (2026-07-31)

Major Pyro integration release

  • Pro Pyro is now integrated into Pro Particles as a full smoke, fire, fuel, flame and volume simulation module
  • Reorganized the Pro Pyro sidebar into persistent Core Settings and category tabs for Emitters, Colliders, Effects, Physics, Quality, Cache and Viewport
  • Added a separate Pro Pyro tab in the 3D Viewport Sidebar
  • Added the new Fast Dense Pyro solver for controlled dense smoke/fire simulations and faster look development
  • Added Sparse Advanced Pyro mode for larger adaptive smoke and fire simulations
  • Added GPU Volume Preview for interactive smoke/fire preview on macOS, Windows, and Linux with Blender 5.0 or newer
  • Added VDB cache and export workflow for smoke, heat, velocity, color, fuel and flame channels
  • Added volume-to-mesh generation for Pyro simulations
  • Added Alembic export for generated Pyro meshes
  • Added seamless Pyro looping tools for VDB-based smoke/fire loops
  • Added initial state workflow for starting Pyro simulations from saved VDB states
  • Added Pyro presets for common setups such as campfire, explosion, cigarette smoke, dry ice, magic portal, flamethrower and ink-in-water style motion
  • Added new Pyro emitter types including Spiky Burst and Geometry Nodes Points
  • Added Pro Particles as a Pyro emitter source, allowing particles to emit smoke, fire, fuel, heat and color
  • Improved Pyro-to-Particles workflow through Pyro / VDB Advection for embers, ash, debris and magical particle motion driven by volume velocity
  • Added Pyro colliders and force effects for shaping smoke and fire with wind, turbulence, vortex, attraction and curve-guided motion
  • Added collider effect maps for writing Heat, Burn, Flame and Soot contact to geometry attributes or weight maps, including disk-cache playback and seamless-loop support
  • Added controls for combustion, smoke fade, heat cooldown, motion damping, diffusion/softening, swirl detail and turbulence
  • Added dense-domain controls including Voxel Size, domain walls, domain size and Dense Volume Budget
  • Added Pyro cache playback, memory preview cache and versioned disk cache controls
  • Improved vram efficiency
  • Improved UI labels and tooltips for more artist-friendly parameter descriptions
  • Installation no longer requires separately copying the simulation files

v5.1.2 (2026-07-19)

Bug fix

  • Fixed an issue that could stop simulations or cache baking on windows at high particle counts

v5.1.1 (2026-07-13)

Bug fix

  • Point id not stable for removed particles

v5.1.0 (2026-06-09)

Feature release

  • Alembic point-cloud exporter

v5.0.1 (2026-06-01)

Bug fix

  • Fixed a simulation startup hang on Windows

v5.0.0 (2026-06-01)

Major GPU solver release.

  • Full GPU solver rewrite
  • Improved GPU fluid simulation and optimized PBF liquid behavior
  • New high-end granular solver with persistent contacts, warm starting, sleeping and fragile bonds
  • Granular material presets for faster setup
  • Improved collider handling for dense particle simulations
  • Selectable noise types for Turbulence and Curl
  • Force and Direction modes for Turbulence and Curl
  • Additional procedural noise masks for Advanced Color
  • Advanced Color neighbor and target filters
  • Smooth constraint falloff
  • Push Apart Position and Force modes
  • Curve Constraint thickness control
  • Object and collection inputs for mesh and curve fields
  • Added progress feedback during simulation startup and clearer errors when startup takes too long
  • Disk cache and playback workflow improvements
  • New demo version
  • ⚠️ Version 5 is a major solver update. Back up production projects before opening them in a new major version.

v4.4.6 (2026-05-31)

Bug fix

  • Fixed tracer post effect not working (only blender 4.5 and above).
  • Fixed tracer group id selection not working correctly.

v4.4.5 (2026-05-28)

Bug fix

  • Fixed solver not starting on Blender 5.1.x due to stderr wrapper.

v4.4.4 (2026-05-25)

Bug fix

  • Emitter: Fixed weight paint maps not working

v4.4.3 (2026-05-18)

Bug fix

  • Error when creating emitter while object selected

v4.4.2 (2026-05-07)

small feature update

  • Emitter: add parameter to inherit surface velocity

v4.4.1 (2026-04-27)

Bug fix for Mesher node setup.

  • Mesher: Fixed Blender version compatibility issue.

v4.4.0 (2026-04-17)

workflow and feature update.

  • New fluid solver effect for liquid motion.
  • Fluid effect can now generate a mesh directly inside the fluid simulation.
  • Volume emission gets a better hexagonal grid mode and a fixed radius setup for cleaner fills.
  • New color blend options and mesh color transfer for richer shaded results.
  • Advanced Color adds a Neighbor mode with radius, min, and max controls.
  • Color Blend and particle color now support full RGBA values.
  • Data Mapping support lets particle properties drive effect parameters directly.
  • Freeze effect added, plus logic support for freeze and unfreeze actions.
  • New Set Speed effect gives direct control over particle speed.
  • Follow Curve now tracks curves more accurately and can release particles at the end.
  • Tracer can create just curves, if you don't need the mesh.
  • Project switching now clears in-memory cache automatically for a cleaner reload.
  • Post Effects now include on-hover tooltips.
  • Installation docs updated for Windows binaries using the new libs/windows folder.

v4.3.3 (2026-03-07)

optimization

  • Improved VDB loading in the advection effect

v4.3.2 (2026-01-02)

Bug fixes for rotation and UI.

  • Bug fix: initial rotation speed was not working for y and z
  • Fix UI flicker issue: while changing parameter while animation playing

v4.3.1 (2025-12-28)

Negative frame start support with backward compatibility.

  • Negative Start Frames: Emitters can now start at negative frames (e.g., -20), allowing pre-roll simulation before the scene timeline begins.

v4.3.0 (2025-12-24)

Major feature update with Logic System and advanced effects.

  • New Logic System (Conditional Logic Effect): Build conditional behaviors with Conditions (Age, Life, Mass, Radius, Group, Speed, Neighbors, Particle Count, Constraint, On Collision) and Actions (Set Age, Set Life, Set Mass, Set Radius, Set Group, Set Color, Set Speed, Spawn, Delete).
  • New Strange Attractors effect: Create mesmerizing chaotic motion with 11 mathematical attractors.
  • New Shape Matching effect: Pulls particles towards positions on a target mesh using spring forces, creating morphing effects.
  • New VDB Advection effect: Drive particle motion using volumetric velocity data from VDB files (e.g., smoke or fire simulations).
  • Emit Children: Added Spawn Distance parameter for controlling child particle emission radius.
  • Volume Emission: New hexagonal packing mode for more efficient volume filling. Grid and hexagonal modes now support automatic radius calculation.
  • Network Effect: Added Corner Radius parameter for smooth circular transitions instead of sharp corners.
  • Follow Curve Effect: New Attract Strength parameter for gentler curve following, Keep Particle Speed toggle, and improved sampling with linear interpolation.
  • Self Collision & Push Apart: Added Activation Frames parameter to delay activation for better performance and stability with newly spawned particles.
  • Major Performance Improvements: Parallel particle-mesh collisions, parallel spatial grid building, parallel self collision and push apart processing, and general solver optimizations.
  • Caching UX Improvements: Stop catchup operation with ESC key, abort disk cache with ESC after confirmation, delete cache with confirmation dialog, main panel locked when cache is active, disk cache now used as source for final native bake.
  • UI Improvements: Effect list order reversed (top to bottom), filter by group ID with tooltip clarification.
  • Zero Radius Support: Particles can now have 0 radius for point-based simulations.
  • Fixed emission curve transformation and deforming mode issues.
  • Fixed curve constraint transformation and deforming mode issues.
  • Fixed bug in follow curve effect with transformed curves.

v4.2.1 (2025-11-27)

Bug fix in follow curve effect (issue with transformed curve)


v4.2.0 (2025-11-18)

Major feature update focused on granular materials and physical properties.

  • New Granular effect: A dedicated solver for realistic sand, snow, powder, and other granular materials.
  • New Mass System: Particles now have a Mass property, affecting all physics interactions.
  • New Change Mass effect to dynamically alter particle mass over time or based on conditions.
  • Emitter settings now include Mass and Mass Random for initial particle properties.
  • New Mass constraint for both emitters and effects, to mask based on a particle's mass range.
  • New Mass factor for the Advanced Color system to drive color based on particle mass.
  • Volume Emission: Added Grid mode to fill a volume with a grid of particles on a single frame.
  • Motion Modes: Emitter Curve, Curve Constraint, and Follow Curve effect now all support Static, Rigid, and Deforming motion modes for animated curves.
  • Advanced Color: Added Constant color layer for simple overlays.
  • Advanced Color: Added Adjust layer to modify Hue, Saturation, Value, and Contrast of the underlying color.
  • Engine performance increased by approx. 10% on supported CPUs.
  • Fixed a bug where child particles did not correctly inherit or set their lifetime.
  • ⚠️ The simulation engine now requires a CPU with AVX2 support. Support for Intel-based Macs has been discontinued.

v4.1.0 (2025-11-02)

Major feature and performance update.

  • Dynamic Collision System: Support for Static, Rigid, and Deforming motion modes in Collision, Avoid, Surface Attract, and emitter/object constraints.
  • New Surface Attach effect to connect particles to a mesh surface.
  • New Rotation Force effect for creating stable vortexes and orbital motion.
  • Emitter: Emission Weight using vertex weight group to control density.
  • Emitter: Particle Relaxing to prevent initial particle clumping.
  • Advanced Color: New Image Texture option for sampling color from images (Emitter only).
  • Flocking: Added Prey Seeking behavior for Predators.
  • Major performance improvements for simulations with detailed meshes.
  • Simulation speed is now correctly dependent on the project's framerate.
  • Follow Surface effect renamed to Surface Attract and heavily optimized.
  • Optimized Avoid effect and improved Follow Curve stability.
  • Collision: Added advanced accuracy/performance settings and a HQ Volume mode.
  • Emitter: Added per second rate mode and Faces/Edges/Vertices surface emission modes.
  • Planar Constraint: Added Positive/Negative offset modes.
  • Added Upgrade Post-Effects button for easier project updating.
  • Compatibility for the upcoming Blender 5 release.
  • Fixed a bug where emission rates below 1.0 would not emit particles.
  • Improved Volume emission and Object Constraint volume mode.
  • ⚠️ Simulation speed is now tied to the project's framerate. For the old behavior, set your framerate to 60fps. Please also check the new Motion Mode settings (static/rigid/deforming) on your emitters and effects.

v4.0.1 (2025-09-16)

Instance: billboard bug fix


v4.0.0 (2025-09-15)

Complete rewrite of the physics solver to a Position-Based Dynamics engine for better performance and accuracy

  • Real Self-Collision effect for granular simulation
  • Advanced Flocking System with target and predator logic
  • Layer-based Advanced Color system with blend modes and multiple factor types
  • Mesh, Curve, and Particle Proximity constraints
  • Size-over-Lifetime curve for Change Radius effect
  • Pulse mode for emitters; and Duplicate Emitter button
  • Global 2d simulation modes
  • Optimized network effect
  • Better external caching with versioning
  • Intelligent in-memory cache with limit in mb
  • standard particle material with extra shading node for reading all attributes
  • UI update with sub-categorized effect menu for a better workflow (renamed fields to constraints)
  • ⚠️ This version is a fundamental rewrite and is not backward-compatible with projects made in v3.x.

v3.1.0 (2025-08-18)

Implemented rotation/spin into the solver ⚠️


v3.0.2 (2025-07-11)

Follow Surface: Intensity slider was not working


v3.0.1 (2025-07-10)

Emitter & Child Particles: Corrected random velocity distribution to be truly spherical instead of cube-shaped


v3.0.0 (2025-07-09)

Major feature update! Added Follow Surface and Push Apart effector. Added advanced triggers for Child Particles (Age, Speed, Collision, etc.). Added Group Field and Change Group node. Implemented advanced color modes (Age, Speed, etc.). Includes UI cleanup and performance optimizations. ⚠️


v2.5.1 (2025-07-08)

Fixed issue with aligning in instance; added new billboard section


v2.5.0 (2025-07-07)

Added align to object in instance


v2.4.2 (2025-07-02)

Fixed a critical UI crash that could occur on particle system creation


v2.4.1 (2025-07-01)

Architectural Update & Bug Fix: related to the new node naming ⚠️


v2.4.0 (2025-06-25)

Added Constant, Invert, Age fields; 2D modes for Turbulence/Curl; bug fixes


v2.3.0 (2025-06-06)

Added Network, Direction, Avoid effects


v2.2.0 (2025-05-05)

Added unlimited group IDs; updated material node


v2.1.0 (2025-04-25)

Added Bake feature; curve emission; Tracer/Mesher improvements


v2.0.0 (2025-04-18)

Full subframe support; advanced color; many new fields; child particles ⚠️


v1.2.0 (2025-04-01)

Added Curl Noise; subframe emission; timescale parameter


v1.1.0 (2025-03-24)

Added Change Color and Delete effects


v1.0.0 (2025-03-22)

Initial stable release with Box/Sphere fields


v0.9.0 (2025-03-20)

Initial Beta Add-on Release.


before 2025-03-20

only basic custom node pack


⚠️ Backward compatibility is not guaranteed for projects created with older versions.