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This makes it possible to render the liquid as a mesh using one of the surface render modes, such as Mesh, Isosurface, Cap Mesh and Ocean Mesh. The meshed liquid then behaves just like any regular geometry, meaning you can assign 3ds Max or V-Ray materials to the Simulator, and there is no need for a dedicated shader.  The The Rendering rollout also contains additional controls for this meshing process, to customize the appearance of the surface.

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For even more advanced control over the shading, you can use the Phoenix Grid Texture. It reads from the simulation’s Grid Channels to generate a procedural texture, which can then be used to shade the simulation wherever colors are needed.

It can also be plugged into the texture slots of a material. For example, if you want to mix together liquids with multiple RGB colors emitted from different Liquid Sources, the Grid Texture can be used to read and transfer the RGB colors to the Liquid mesh's material for shading. 

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