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None – The RGB channel will not vary.
TexMap Texmap 
– Allows you to specify a texture map to color the fluid emitted by the Source. If this is used, the color swatch is ignored and the RGB comes entirely from the texture.
Vertex Color
 – The RGB channel of the emitted fluid is determined by the emitter node's vertex colors. If this is used, the color swatch is ignored and the RGB comes entirely from the vertex color.

UI Text Box
sizemedium
typetip

To render these RGB colors for smoke, set the Smoke Color Based On parameter to RGB.

For rendering of meshed liquids, set a Grid Texture as the Diffuse map for a Standard or V-Ray Material, and set the Grid texture's Channel to RGB.

For more information, see the RGB Map Vertex Color example below.

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Modifiers |  dmodvisc – Discharge Modifiers can be attached here in order to affect the Viscosity parameter. The modifier ramp works as a multiplier to the Viscosity value.

MapMask viscmap, useviscmap – Allows you to vary the viscosity over the surface or the volume of the emitters. If this is not used, the Source will emit equal viscosity over the entire surface or volume of the emitters.

None – The Viscosity channel will not vary.
TexMap Texmap 
– Allows you to specify a texture map for the Viscosity channel.
Vertex Color
 – The Viscosity channel of the released fluid is determined by the emitter node's vertex colors. 

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