Some fluid attributes have ramps that let you remap the raw fluid properties into the values used when rendering. The following
            fluid attributes are set using ramps:
         
            -   
            
-   
            
-   
            
-   
            
-   on the Ocean Shader/Texture node
            
To set an attribute ramp
         
         
            - In the scene view, select the fluid object for which you want to set an attribute ramp.
-  In the , select the  tab. 
            
- In the , locate the attribute ramp you want set, and then create the ramp by setting values for  and . 
               For example, to define the colors on the fluid  ramp, you can add position markers to the ramp, and then change the color at the markers by doing the following:
                
- Set an  method to specify how values blend between each  (point) on ramp. You can select from the following options:
                  -  does not interpolate the values, meaning that the curve is flat between points.
                  
-  interpolates values using a linear curve.
                  
-  interpolates values using a curve, so that each value on the ramp dominates the region around it, then blends quickly to
                     the next value.
                  
-  interpolates values using a spline curve, taking neighboring indices into account for greater smoothness. 
                  
 See Interpolation.
                
- Set the ramp’s Input to specify which fluid property is used to map the input attribute value.
               For example, a color ramp with a black, orange, and yellow mapped to  appears similar to the following:
                
- Set the ramp’s . See Input Bias.