FumeFX Fluid Mapping channel support

I assume it’s too late for this release but do you think we can use the Fluid Mapping channel in FumeFX to transfer UVs from Stoke Field to FXD? Would be pretty awesome!

The Fluid Mapping channel is mapped to the TextureCoord channel in Stoke. If you set TextureCoord in a Stoke Field and export to FXD, the FXD will contain that data in the Fluid Mapping channel. If you then load back the FXD using Stoke Field Loader, you will see the data in a TextureCoord channel.
So it survives a round trip. What you do with it in FumeFX itself though is up to you. I don’t know enough about FumeFX to do anything meaningful with it :wink:

Ah fantastic, I will give this a go. It’s really just a way to map opacity using UV coordinates. Great for adding detail depending on what kind of sim you are doing. I am thinking it would be useful to add detail to more static effects like Clouds or very slow moving massive pyroclastic type effects, but also special case scenarios like if you are rendering out foam using FumeFX you can add some cellular structure to improve the look of the foam and if you copy the UVs to the Fluid Mapping channel – assuming you’ve generated UVs in your foam sim – it will follow it nicely. I am sure outside the box thinkers will come up with more uses as they get used to Stoke 2.