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  • Set up how the RGB will appear in the simulation:
    • You can emit them from Sources in many different ways - you can set up different Sources can to emit different colorsRGB, or even a single Source can emit color different RGB based on a texture or on the vertex color of the emitter geometry. If you emit from particles, you can even use the Particle Texture to read particle data such as sizes, colors or speeds and emit fluid with colors remapped from this data.
    • You can create color using a Phoenix Mapper as well. See the How-To's section at the bottom of the Mapper page for ways of using it.
    • You can also create color using the Voxel Tuner or the Particle Tuner. They resemble the Mapper, but allow you much more per-voxel or per-particle control.
    • If you use Initial Fill Up from a Simulator's Liquid rollout, or Initial Liquid Fill from a node's Phoenix properties, the created liquid would be colored using the Default RGB color from the Liquid rollout.
  • As the RGB flows through voxels or gets carried around by particles, you can control how it mixes. If you want it to mix more, you can increase the RGB Diffusion option for liquids or use the Backtrace advection method for fire/smoke, or the Multi-pass advection otherwise.
  • The RGB of the completed simulation frames can be rendered by mapping your Fire or Smoke Color to the RGB channel, or by reading the RGB channel using the Particle Texture or Grid Texture and plugging it into your Particle Shader or your liquid mesh's material. This workflow also allows for more complex scenarios, where you could simulate black and white RGB, read it via a Grid Texture and use it as a mask for a Blend material - this way the parts of the mesh with black RGB can get one material, and the ones with white can get a completely different material - here is a tutorial that uses this technique.

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