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density based particlesshader


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I have a particlesim where the pointcolor is driven by the volumedensity from a smokesim via an attribfromvolume node ramp.

Now I want to get the driven color on a particlefluidsurface. How I have to built the shader for it respectively wich eventual works ahead in the DOP/VOP land are necessary?

2D_fluid_Logo_01.6.5.hip

Edited by Follyx
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