SSFR
v1.3.0Tools
Summary
SSFR (Screen Space Fluid Renderer) is a rendering tool that converts particle simulations into realistic fluid surfaces. It reconstructs a smooth fluid surface from point data using screen-space techniques and renders it with configurable material properties.
The operator supports two material modes: Refractive for transparent fluid with index of refraction, extinction color, and absorption controls, and PBR for physically based rendering with base color, specular, metallic, and roughness properties. Additional features include bilateral blur for depth smoothing, procedural surface detail, environment map reflections, and tone mapping.
Parameters
Render TOP
RendertopReference to the Render TOP where the fluid rendering output is displayed.
Resolution Scale
ResolutionscaleScale factor for the rendering resolution relative to the Render TOP.
Passes
PassesNumber of bilateral blur passes to smooth the depth buffer.
Filter Radius
FilterradiusRadius of the bilateral blur filter in pixels.
Depth Threshold
DepththresholdMaximum depth difference allowed during bilateral blur to preserve fluid edges.
Material Type
MaterialtypeRendering material mode for the fluid surface.
Refractive
refractivePBRpbrThickness Scale
ThicknessscaleScale factor for fluid thickness affecting absorption and refraction calculations.
IOR
IorIndex of refraction for the fluid surface.
Extinction Color
ExtinctionColor absorbed by the fluid over distance, controlling the tint of thick regions.
Extinction Color
ExtinctionrExtinction ColorExtinctiongExtinction ColorExtinctionbAbsorption Scale
AbsorptionscaleMultiplier for the absorption effect based on fluid thickness.
Refraction Scale
RefractionscaleStrength of the refraction distortion through the fluid surface.
Base Color
BasecolorBase color of the fluid surface in PBR mode.
Base Color
BasecolorrBase ColorBasecolorgBase ColorBasecolorbSpecular Level
SpecularlevelIntensity of specular reflections on the fluid surface.
Metallic
MetallicMetallic appearance of the fluid surface. Higher values create more reflective, metal-like surfaces.
Roughness
RoughnessSurface roughness of the fluid. Lower values create sharper reflections.
Ambient Occlusion
AmbientocclusionStrength of ambient occlusion darkening in fluid crevices.
Emit
EmitEmissive color added to the fluid surface.
Emit
EmitrEmitEmitgEmitEmitbConstant
ConstantConstant color added to the final rendering output.
Constant
ConstantrConstantConstantgConstantConstantbEnable Surface Detail
EnablesurfacedetailEnable procedural surface detail on the fluid.
Detail Resolution
DetailresolutionResolution of the surface detail noise texture.
Detail Period
DetailperiodSpatial frequency of the surface detail pattern.
Detail Strength
DetailstrengthIntensity of the surface detail displacement.
Environment Map
EnvmapReference to a TOP used as the environment map for reflections.
Render Environment
RenderenvmapRender the environment map as a background behind the fluid.
Enable Tone Map
EnabletonemapEnable tone mapping on the rendered output.
Gamma
GammaGamma correction value for the tone mapped output.
Exposure
ExposureExposure adjustment for the tone mapped output.
Free Extra GPU Memory
FreeextragpumemFree memory that has accumulated when output memory has grown and shrunk.
Inputs
Input 0
POPParticles In
Outputs
Output 0
POPGeometry