Thanks manymany for the feedback. It is a bit cool down these days.
First is about zSmoke, some volume rendering plug-in. Lots of overlapping semi-transparent textures planes. Position of those planes are controlled by particles. That is why this thread called Particle Cache.
Then zFluid. That is a different thing. A fluid 3D solver on GPU. It does have some, of course not all, functions of Maya Fluid. It updates field properties, like density and velocity, every frame. You see those particles? They are used to inject density and velocity into the field, to impulse the solver to move. In fact, grid-based fluid solver can work WITHOUT particles. Why still need particles? Well, that is quite straight forward way to visualize density field in 3D.
There is not easy to render a volume, zFluid does show a slice of flied, that is what you call “2D plane mode”, that is no 2D, but a slice in 3D. And that is for display purpose only, giving some idea about how the density looks like at that slice.
Maya Fluid does both simulation and rendering. zFluid does simulation only. That is too complex to do both on GPU. I want to separate the render function in zSmoke. It will still draw planes, not on particles but on density field saved by zFluid.
Since most of my energy is spent on 3delight stuff these days. Those who want to render zFluid cache via zSmoke should wait for a while.