Cycles: create water using smoke / volume I am trying to simulate a waterfall using this tutorial:

https://www.youtube.com/watch?v=KTMr7ls7J1Y

I got a scene with smoke that acts sufficiently accurate as water pouring down. I am able to render the smoke in cycles. So far, so good. (It is just a test project)

My problem is: What can I do to make the smoke actually look like water? 





Is it possible to assign a material to the smoke volume? So can you work with the smoke volume and create a material with exactly the same shape?

When I tried to use a glass or glossy shader node, the only result I got was the whole smoke domain box rendered with this material.

What can I do? Maybe, there is another, more simple way to create a waterfall?

Thanks in advance!

EDIT: Using fluid, I don´t get a result near my expectations, partly because of the limited domain size (10 meters):
I looked at your solution another time @LukeD and it worked. I am sorry, I must have got it wrong the first time.

I think you can get acceptable results with this solution:



Now, the quality depends on the density of the smoke (and, of course, the smoke resolution)


Material for the smoke domain:


However, if you what to create a slow waterfall, like this:
https://www.youtube.com/watch?v=pTjtHFeZ1zM
with clear water, there must be another method.

I fiddled around with the fluid sim and noticed, that the volume of the inflow object is crucial. I increased it´s size, compared to the example above. There must be enough water flowing into the scene! Thus, fluid sim could do it as well:



Render time for fluids is way shorter than for smoke, if you have a good grafics card, btw, because smoke doesn´t support GPU computing yet.