Hi,
I have a VDB from houdini (white water sim) and I'm trying to render it with specular highlights...like you can do in mantra (see below for images and mantra node tree). In houdini/mantra the gradient is used to calculate normals and render specular from that.
Can this be done in C4DtoA? I have the gradient and density attributes in the imported VDB...just need to know how to access the gradient attribute (userdata, I assume) and pipe it into the standard volume shader.
So far I've imported the VDB and applied a standard volume shader.
Thanks!
Houdini/Mantra Rendering (what I want to achieve in Arnold)
Mantra Node tree for reference
Arnold Render so far
Arnold Node tree so far