I've found the 'how to render a world position pass' Q&A on here, but I'm stuck at how to render one that includes volumetric objects (smoke in a domain object), it does not show in the render layer I setup as per the above answer. Obviously, as there would need to be a separate shader feeding into the 'volume' input of the material output node, my question is how do you create a WPP shader for volumes? Or more to the point can you create one?
Edit- It looks like you can almost do it, but the smoke gets incorrect / different XYZ-RGB data compared to the meshes. If you look at this video, you can see that in Fusion you can pick 3D/XYZ position from the 2D render, but the smoke isn't in the same 'world' position wise. https://youtu.be/Ne9J2vyGOS4
Any ideas? How to get the smoke WPP shader to match the mesh WPP shader position wise?