To apply a 2D fluid texture to an object
- Create the object and assign a surface
shader to it (for example, Blinn). For information
on assigning surface shaders, see the Rendering guide.
- In the Attribute Editor for
the shader, click the map button beside the attribute you want to
map the fluid texture to (for example, Color). The Create
Render Node window appears.
- In the right panel of the Create
Render Node window, click .
Maya creates a 2D fluid
container (fluidTexture2DShape node) and a place2DTexture node.
- If necessary, move the fluid container
so you can see it in the scene.
- Add Density to
the container. For details, see
Add properties to fluid containers.
- Modify the fluid attributes. For details,
see
Modify fluid attributes.
NoteIf the
Color
Method for the fluid texture is
Using
Shading Color, change the
Color Input to
Density and
change the ramp to have at least two colors in the
Shading section
of the fluidTexture2DShape
Attribute Editor.
The surface shader uses
the color at the 0 position on the ramp. The Density values
use the colors corresponding with the position on the ramp.
- Turn on Hardware Texturing (Shading
> Hardware Texturing) and if the fluid is dynamic,
play the simulation.
The fluid container does
not appear in the software render.
NoteWhen you drag and
drop a fluid texture onto a shader, the Default connection connects
to Color.
To apply a 3D fluid texture to an object
- Create the object and assign a surface
shader to it (for example, Blinn).
- In the Attribute Editor for
the shader, click the map button beside the attribute you want to
map to (for example, Color). The Create
Render Node window appears.
- In the right panel of the Create
Render Node window, click .
Maya creates a 3D fluid
container (fluidTexture3DShape node). The fluid container functions
as the placement node, so no place3DTexture node is created.
- Add Density to
the container. For information on adding Density,
see
Add properties to fluid containers.
- If Density is
defined as Dynamic Grid, resize and move
the fluid container so that the object is inside it. The texture
will only render where the Density contacts
the surface of the geometry.
If Density is
defined as Gradient, move the fluid container
so you can see both the container and the geometry.
- Modify the fluid attributes. For details,
see
Modify fluid attributes.
NoteIf the
Color
Method for the fluid texture is
Using
Shading Color, change the
Color Input to
Density and
change the ramp to have at least two colors in the
Shading section
of the fluidTexture3DShape
Attribute Editor.
The surface shader uses
the color at the 0 position of the ramp. The Density values
use the colors corresponding with the position on the ramp.
- Modify the fluid attributes. For details,
see
Modify fluid attributes.
- Turn on Hardware Texturing (Shading
> Hardware Texturing) and if the fluid is dynamic,
play the simulation. The texture appears on the geometry surface
where the fluid contacts it.
The fluid does not appear
in the software render.
NoteWhen you drag and
drop a fluid texture onto a shader, the Default connection connects
to Color.