When a mesh is created its UVW grid will be extracted from the fluid particles. "Texture Gizmo" will change the UVW mapping according to the position, rotation and scale of the daemon. The new UVW coordinates will be calculated as a top projection with the UV values running along the daemon's viewport square, and the W values increasing in the perpendicular direction.
Texture at frame
You can specify a certain point in time when the fluid becomes textured. From this moment the UVW data are generated and applied. By default this process starts at frame 0. In order to get a clean mapping during the entire simulation please follow these steps:
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