PML - Texture
If you want to add certain properties (e.g. speed, pressure or temperature data) to your mesh, then you should have a look at this panel. Here you can find all necessary settings for translating physical data into UV coordinates. Please keep in mind that the texture can only be seen with the viewport’s texture mode:
Menu Bar > View > Scene > Textured
UVW Mapping
With this parameter you can choose which data type should be applied to the mesh. You can select from “UV particle”, “UV sprite”, “Speed”, “Pressure” and “Temperature”. The last three properties can also be visualized on a particle basis with the emitter’s "Display" tab. There it is possible to adjust a colour range for the lowest and highest appearing values. By default this range is represented by a gradient from blue to white and these information can be translated to the mesh. If you do not want to see any attributes, click on “None”.
Load texture
To visualize the attributes from UVW Mapping it is necessary to load a texture. This function calls the OS’s file browser and loads any grey scales or colour maps.
Tiling
If you want the texture to be repeated on your mesh, activate “Tiling” by setting it to “Yes”. But be careful, because “Tiling” creates regular patterns.
Apply map now
Sometimes it is necessary to refresh the map, because of changes in size, tiling or fluid properties. To apply the map again to the mesh, this button is used.
Speed info
This setting is only relevant when your render engine is capable of reading out vertex data. In this case you can apply the speed information from the mesh to add motion blur, for example.