PL - Texture

Here you define how textures and channel information will mapped onto the mesh's geometry.

 

 

UVW Mapping

The UVWs can only be seen with a map attached under “Load texture”. Here are your options:

  • “UV particle” reads out the particles' UVW coordinates and uses them for the mesh.
  • “UV sprite” only makes sense when → “Type" is set to “Mpolygons”. With this mapping method, each Mpolygon will have its own UV coordinates.
  • “Speed” visualizes the fluid's velocity. We recommend a gradient map for this mode.
  • “Pressure” shows the fluid's pressure distribution. We recommend a gradient map for this mode.
  • “Temperature” shows the fluid's temperature distribution when the standard emitter's particle type is set to → “Gas”. We recommend a gradient map for this mode.
Load texture

You can also apply an existing texture to visualize the mesh's UVWs.

Tiling

If you want the texture to be repeated on your mesh please activate this option.

Apply map now

Sometimes it is necessary to refresh the map, because of changes in size, tiling or fluid properties.

Speed info

When active the fluid's velocity information is added to mesh and can be read out by your 3D program to apply motion blur, for example.