hey i'm working on a fluid particle simulation where i need the fluid to be coloured red or orange like an Ink.. i.e a bit transparent and yet retaining the colour and water type look….right now i have a normal “Basic Liquid” shader on it, which i guess, is over-riding the colour info, this is making it look worse that some sort of clay(..my renders are not showing any transparency in the material)
hey here's a test file….i have left a BASIC LIQUID shader in the Shop
What I have Done:
i have just added a color node to the particle node and promoted it up to the Particle Fluid Surfacer..
What I want:
i want to make this look like a coloured liquid.. I tried my way thorugh it and was a bit successful..i just multiplied the color i wanted in the BASIC LIQUID shader network.. the issue is that if i have another set of particle fluid and i wished to mix their colors, using the above method will be a pain..
I want the shader to consider the Cd attribute on the Particle Surface while rendering..
Instead of multiplying Cd, I'd use an attribute create so that it acts as the attenuation color. Any parameter that exists already on a material can be overwritten with a parameter from sops.
Any parameter that exists inside a material can be automatically overwritten by a point attribute with the same name. Cd tends to be the standard for color, but in the case of the liquid shader, we want to use attenuation instead of diffuse.
I also turned up the attenuation amount on the material to something like 5 I think.