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Here, the checker procedural texture was used, and a planar projector applied to the volumetric object.
Texturing using the
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extra grids
The first thing we need to determine is how many grids the VDB file has, and what their names are. To do this, simply load the file in your scene and click the render button from your main application, or from Studio. The intention is not to render the file at this time but simply to read what the Console panel in Maxwell tells us about the file. If the Console panel is not open, go to Window>Console and make sure it is checked.
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Now that this special UV type has been added, we can add a texture to the material. We can leave the texture at channel 0, because we only have one UV set added to this object. In this case we added a gradient texture (please note that only the first row of pixels is used to texture the volumetric):
add image
We can switch the UVs from the temperature grid, to the velocity grid. We need to first add another special UV set because now we are dealing with a vector grid. Add the UV set called VDB_VEC_MOD_00. Again, we add the "00" one because we only have one vector grid in this case. Now this object has two UV sets. For this reason, we also need to change the channel nr in the texture picker from 0 to 1, which tells Maxwell we want to use the second UV set that belongs to this object, and not the first one.
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