To apply a 2D fluid texture to an object
- Create the object and assign a surface shader to it (for example, ). For information on assigning surface shaders, see the Rendering guide.
- In the for the shader, click the map button beside the attribute you want to map the fluid texture to (for example, ). The window appears.
- In the right panel of the 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 to the container. For details, see Add properties to fluid containers.
- Modify the fluid attributes. For details, see Modify fluid attributes.
NoteIf the for the fluid texture is , change the to and change the ramp to have at least two colors in the section of the fluidTexture2DShape .
The surface shader uses the color at the 0 position on the ramp. The values use the colors corresponding with the position on the ramp.
- Turn on () and if the fluid is dynamic, play the simulation.
The fluid container does not appear in the software render.
Note
When you drag and drop a fluid texture onto a shader, the Default connection connects to .
To apply a 3D fluid texture to an object
- Create the object and assign a surface shader to it (for example, ).
- In the for the shader, click the map button beside the attribute you want to map to (for example, ). The window appears.
- In the right panel of the 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 to the container. For information on adding , see Add properties to fluid containers.
- If is defined as , resize and move the fluid container so that the object is inside it. The texture will only render where the contacts the surface of the geometry.
If is defined as , 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 for the fluid texture is , change the to and change the ramp to have at least two colors in the section of the fluidTexture3DShape .
The surface shader uses the color at the 0 position of the ramp. The values use the colors corresponding with the position on the ramp.
- Modify the fluid attributes. For details, see Modify fluid attributes.
- Turn on () 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.
Note
When you drag and drop a fluid texture onto a shader, the Default connection connects to .