Liquid can take advantage of Maya's UV editor and Texture Projection options to help align textured shaders. First you will need a shader that supports texture placement. The following is a simple shader that has some lighting, and a texture parameter.
surface texturedShader( string texturename = ""; float Kd = 1 ) { normal n = normalize(N); normal nf = n; nf = faceforward(n, I); color diffusecolor = Kd * diffuse(nf); Oi = Os; Ci = Os * texture (texturename) * diffusecolor; }
Note that the shader now has a Parameter called texturename. Here you can add a .tif shader (It does not HAVE to be a precompiled aqsis texture, a standard TIFF will work).
Depending on the version of Maya that you are running (it appears Liquid for Maya 8 and onwards), you may have the option of using the Preview > OpenGl feature. This enables you to swap out a proxy texture in the viewport, to help visualise texture placement. To select a proxy texture, click the Input box next to the GL Texture swatch, and map a file the same way you would for Maya's software renderer, or Mental Ray.
Dont choose a texture size too large. It might look nice in the viewport, but can cause viewport manipulation to really bog down.