Fluid Inflow Visualization for Texture Based Emission Strength
As it stands there's no way of seeing how this texture is being mapped. As we can't use these generated textures as maps in a shader, The only way to get an idea of what it's doing is by simulating over and over until it feels right.
Would it be possible to have a preview switch to get an idea of how it will be mapped?
3 Comments
I would tackle the textures in Blender much more globally and 100% make them usable in shaders. This way you also can use and see them in shaders. I still don't understand this dual way travesty. And yes your switch would be also be a good shortcut.
* @vangel * I 100% agree. I wish the textures were usable in shaders as well. I'm just going in baby steps. I also wish the opposite direction as an option. Some sort of node that outputs shader data to a useable texture in the rest of the app.
* @sfxmarc * Also agree, make both systems talk to each other. Not being able to create shader networks for the textures is a big no go. Solve it by conversion nodes or by a system redesign.