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I've imported a whitewater fluid simulation made in Houdini as a VDB and have managed to render it using the Principled Volume BSDF, but without the specular/reflection highlights that whitewater usually has. In Houdini, it's possible to create a custom reflective volume shader, with which the whitewater can be properly rendered: https://vimeo.com/97655862. Would such a thing be possible in Cycles? Perhaps using OSL shaders? Thanks

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  • $\begingroup$ You can use the Surface and Volume material outputs at the same time, if that's what you're asking. The glossy/specular light reactions could come from a Principled BSDF $\endgroup$ – Allen Simpson Jun 14 at 14:27
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    $\begingroup$ Does whitewater output fluid simulations in the form of a volume, like a flip smoke simulation does? $\endgroup$ – TheLabCat Jun 14 at 16:09

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