PhysX Extensions
Nodes from this group allow artists to work with GPU-accelerated PhysX liquids directly inside 3ds Max. Each liquid simulation requires a PhysX Sim node, which can interact with other rigid bodies present within the PhysX simulation. To create a liquid simulation, the user also needs the PBD Liquid Sim node, PBD Liquid Phase node, and PBD Source node.
NodeWorks PBD (Position-Based Dynamics) liquids fpresent a compelling alternative to traditional grid-based fluid solvers in 3ds max. Unlike FLIP simulations — which rely on voxel grids to approximate fluid behavior — NodeWorks employs a fully particle-based approach. This method brings notable advantages in volume preservation, performance, and memory efficiency, though it comes with trade-offs in surface detail and high-fidelity splash behavior.
One standout strength of NodeWorks PBD liquids is their ability to maintain fluid volume, even during fast-moving or rotational scenarios. Grid-based solvers often suffer from dissipation as particle data is repeatedly converted and interpolated, leading to visible fluid thinning or loss — especially around spinning objects or swirling currents. In contrast, NodeWorks operates directly on particles, preserving liquid mass without compromise. This makes it particularly effective for simulations involving rotating machinery, turbulent water, or stationary containers where maintaining volume is key to visual realism.
Another major advantage is memory efficiency. Traditional solvers frequently require complex cascading setups, splitting simulations into multiple stages to fit within memory constraints — a tedious, time-consuming process. NodeWorks sidesteps this entirely, handling particle data natively without the need for scene fragmentation, enabling large-scale simulations to run smoothly within a single pass.
Integration with rigid bodies is also a highlight. Built on NVIDIA PhysX, NodeWorks PBD liquids support two-way coupling between fluids and solid objects. This means floating objects naturally respond to buoyancy, dynamic collisions — like debris hitting water — produce convincing splashes, and scenarios like burst pipes or collapsing dams interact seamlessly with surrounding geometry and debris, all within the same simulation system.
Performance-wise, NodeWorks is designed from the ground up to leverage GPU acceleration. Computationally demanding forces, such as Spline Force, are GPU-optimized, achieving speed boosts of up to 40x compared to CPU-based force. This results in faster iteration cycles, near real-time feedback, and the ability to handle larger particle counts without hitting memory bottlenecks — crucial for creating detailed environments and large-scale fluid events.
Additionally, NodeWorks supports memory caching, allowing artists to preview simulations directly within the 3ds Max viewport in real-time, without needing to save results to disk first. This accelerates the creative process, providing instant visual feedback and enabling faster revisions.
While PBD liquids excel in speed, interactivity, and handling complex dynamic interactions, they aren’t without limitations. Fine surface details may appear smoother or more elastic than grid-based methods, and turbulent splashes or highly realistic fluid breakups are where voxel grids still hold an edge. Nevertheless, for fast, responsive simulations — particularly small scale liquids — NodeWorks PBD liquids offer a powerful balance of performance, flexibility, and ease of setup, making them an invaluable tool for a wide range of fluid simulation scenarios.
Summary
Feature |
NodeWorks PBD Liquids |
---|---|
Volume Preservation |
✅ No volume loss — particles track true fluid mass, even with rotating objects. |
Memory Efficiency |
✅ Single-pass simulation handles large-scale scenes without splitting into stages. |
Rigid Body Interaction |
✅ Full PhysX-based two-way coupling — fluids push objects, and objects push fluids. |
Performance |
✅ GPU accelerated with memory caching. |
It is important to note that liquid can be retimed while PhysX does not provide sufficient foam information to allow retiming.
If you’re starting from scratch, select the object in the 3ds Max viewport that you want water to emit from. Right-click inside NodeWorks and choose Quick Presets -> PhysX PBD Liquid. This preset will create and connect all the nodes required for a basic liquid setup.
PBD Liquids support only nVidia Pascal architecture and newer. GTX 10xx and newer card is required.
Please make sure that you always have the latest nVidia drivers installed.