Hi, I am trying to find a way to write out opacity from a fluid based on the built-in fluid texture. I can write out the overall fluid density using getFluidAttr, but this does not include texture opacity. If I could write out just the values of the texture opacity then this could be multiplied by the density and the result would be the textured fluid as it is diplayed in the viewport. Any help would be much appreciated.
Thanks, Nick.