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:
- Environment
- Color
- Incandescence
- Opacity
- Wave Height 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 Attribute Editor,
select the fluidShape tab.
- In the Attribute Editor,
locate the attribute ramp you want set, and then create the ramp
by setting values for Selected Position and Selected
Value.
For example, to define
the colors on the fluid Color ramp,
you can add position markers to the ramp, and then change the color
at the markers by doing the following:
- Set an Interpolation method
to specify how values blend between each Selected Position (point)
on ramp. You can select from the following options:
- None does
not interpolate the values, meaning that the curve is flat between
points.
- Linear interpolates
values using a linear curve.
- Smooth interpolates
values using a curve, so that each value on the ramp dominates the
region around it, then blends quickly to the next value.
- Spline 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 Density appears
similar to the following:
- Set the ramp’s Input Bias.
See
Input Bias.