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UI Path: ||Material Editor window|| > Material/Map Browser > Maps > PhoenixFD


Grid Texture

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The Grid Texture 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.

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It can also be plugged into the texture slots of a material, and used to shade the meshes of simulated liquids that were exported with an RGB Grid Channel. It In addition, it can also be used as a blending mask, where the grid texture can read the RGB color of a simulator, which can then be used as a blending factor between two different materials.

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Water textures are used with water effects to make them look more realistic.

Fancy Bullets
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  • Ocean Texture - A realistic, non-cyclic procedural texture for representing an ocean surface.
  • Foam Texture - Used with the Ocean Texture to create the effect of foam on cresting waves.
UI Text Box
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Note that you can also use a Particle Shader to shade foam.

Particle Texture

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The Particle Texture can be used to read particles and color their positions.

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