Multi texture Fluids based on density
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I'm wondering if anyone has found a way to do this.
the problem
I want to create a fluid simulation using two different fluids being poured into a container and then mixed (think water and oil being poured into a blender). Ive figured out so far how to get two different emitters going and each of them has their viewport display showing different densities. When I play it in the viewport, I can see the density of the fluids mixing and changing how I want, However at render time it all looks the same.
the question
Is there a way to apply a material to a fluid simulation based on density? As an example, I can apply a multip/sub texture to something and put a bunch of different textures on that one texture. That is based on material ID. so is there a density ID functionality similar to that? Or is there a different way all together I should be going about this.