You can create 2D and 3D fluid textures and map them to surface shaders. The fluid can be dynamic or non-dynamic.
Mapping a 2D fluid texture to a surface shader creates the fluid pattern on the surface.
When you map a 3D fluid texture to a surface shader, the geometry that the surface is assigned to must be inside the fluid container for the texture to render. The texture renders only where Density contacts the surface geometry.