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In the FLOAT_0 Max parameter enter the readout from the Console of the max range of the temperature grid: 0.884. We use the FLOAT_0 parameter because the temperature is the first additional grid we use, and it is of float type. The result of the gradient mapped on the volumetric:
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.
Remapping the texture on the grid
By changing the corresponding min/max values, you can remap the gradient on the volumetric cloud, to make parts of it appear more prominently, or even make the gradient start to repeat. For example, if you set the max value to 0.2 instead of 0.884 in this case, the entire gradient will be mapped to parts of the grid that fall within the range 0.0 - 0.2. In areas of the grid that exceed that range, the grid will be repeated (if texture tiling is turned on), this time between the range 0.2-0.4, then repeated again between 0.4 -0.6, and again between 0.6 - 0.8. So we would have approximately 4 repeats in this case. On the other hand, if you set a max value double of what is stored in the grid, the actual max value of the grid will be