can an osl based volume shader (a cloud alike shader) have a glossy surface ?.
Volume shaders don’t have a Normal option at each point in the volume… You need to polygonize your volume data in some other way (i.e. cubesurfer)
couldnt it be done with some math node to say if density > 0.0123 then bounce off light ?
the problem is the normal direction… you would need to sample the volume data, find the derivatives of the density, calculate the Normal based on the deivatives, and do it for every volume step, in every ray…
ATM that is not possible… So making it a mesh is the only way.
Also, in OSL or in Cycles alone, Volumes are only suposed to be rendered with Scattering, Absorbing and Emission shaders.
okay, i hoped otherwise