Volume Solid
This shader renders solid surfaces based on input textures.
The density can be controlled the same way as for the volume cloud.
Key features
Adaptive ray marching for surface evaluation
Phong shading
Reflection with Glossy
Refraction with Frost
Occlusion (like every Ambient occlusion shader, but it works inside the volume)
Fake scattering (similar to the Diffusion shader, but it works inside the volume)
Thickness shading, complete replacement of shadow shader with the thickness shader
Examples
(times shown are min:sec)