POPX

SSFR

v1.3.0
Tools

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 TOPRendertop
Reference to the Render TOP where the fluid rendering output is displayed.
Resolution ScaleResolutionscale
Scale factor for the rendering resolution relative to the Render TOP.
PassesPasses
Number of bilateral blur passes to smooth the depth buffer.
Filter RadiusFilterradius
Radius of the bilateral blur filter in pixels.
Depth ThresholdDepththreshold
Maximum depth difference allowed during bilateral blur to preserve fluid edges.
Material TypeMaterialtype
Rendering material mode for the fluid surface.
RefractiverefractivePBRpbr
Thickness ScaleThicknessscale
Scale factor for fluid thickness affecting absorption and refraction calculations.
IORIor
Index of refraction for the fluid surface.
Extinction ColorExtinction
Color absorbed by the fluid over distance, controlling the tint of thick regions.
Extinction ColorExtinctionrExtinction ColorExtinctiongExtinction ColorExtinctionb
Absorption ScaleAbsorptionscale
Multiplier for the absorption effect based on fluid thickness.
Refraction ScaleRefractionscale
Strength of the refraction distortion through the fluid surface.
Base ColorBasecolor
Base color of the fluid surface in PBR mode.
Base ColorBasecolorrBase ColorBasecolorgBase ColorBasecolorb
Specular LevelSpecularlevel
Intensity of specular reflections on the fluid surface.
MetallicMetallic
Metallic appearance of the fluid surface. Higher values create more reflective, metal-like surfaces.
RoughnessRoughness
Surface roughness of the fluid. Lower values create sharper reflections.
Ambient OcclusionAmbientocclusion
Strength of ambient occlusion darkening in fluid crevices.
EmitEmit
Emissive color added to the fluid surface.
EmitEmitrEmitEmitgEmitEmitb
ConstantConstant
Constant color added to the final rendering output.
ConstantConstantrConstantConstantgConstantConstantb
Enable Surface DetailEnablesurfacedetail
Enable procedural surface detail on the fluid.
Detail ResolutionDetailresolution
Resolution of the surface detail noise texture.
Detail PeriodDetailperiod
Spatial frequency of the surface detail pattern.
Detail StrengthDetailstrength
Intensity of the surface detail displacement.
Environment MapEnvmap
Reference to a TOP used as the environment map for reflections.
Render EnvironmentRenderenvmap
Render the environment map as a background behind the fluid.
Enable Tone MapEnabletonemap
Enable tone mapping on the rendered output.
GammaGamma
Gamma correction value for the tone mapped output.
ExposureExposure
Exposure adjustment for the tone mapped output.
Free Extra GPU MemoryFreeextragpumem
Free memory that has accumulated when output memory has grown and shrunk.

Inputs

Input 0POP
Particles In

Outputs

Output 0POP
Geometry