SSFR v1.2.0

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

Page: SSFR

Render TOP Rendertop Reference to the Render TOP where the fluid rendering output is displayed.
Resolution Scale Resolutionscale Scale factor for the rendering resolution relative to the Render TOP.
Passes Passes Number of bilateral blur passes to smooth the depth buffer.
Filter Radius Filterradius Radius of the bilateral blur filter in pixels.
Depth Threshold Depththreshold Maximum depth difference allowed during bilateral blur to preserve fluid edges.
Material Type Materialtype Rendering material mode for the fluid surface.
Refractive refractive
PBR pbr
Thickness Scale Thicknessscale Scale factor for fluid thickness affecting absorption and refraction calculations.
IOR Ior Index of refraction for the fluid surface.
Extinction Color Extinction Color absorbed by the fluid over distance, controlling the tint of thick regions.
Extinction Color Extinctionr
Extinction Color Extinctiong
Extinction Color Extinctionb
Absorption Scale Absorptionscale Multiplier for the absorption effect based on fluid thickness.
Refraction Scale Refractionscale Strength of the refraction distortion through the fluid surface.
Base Color Basecolor Base color of the fluid surface in PBR mode.
Base Color Basecolorr
Base Color Basecolorg
Base Color Basecolorb
Specular Level Specularlevel Intensity of specular reflections on the fluid surface.
Metallic Metallic Metallic appearance of the fluid surface. Higher values create more reflective, metal-like surfaces.
Roughness Roughness Surface roughness of the fluid. Lower values create sharper reflections.
Ambient Occlusion Ambientocclusion Strength of ambient occlusion darkening in fluid crevices.
Emit Emit Emissive color added to the fluid surface.
Emit Emitr
Emit Emitg
Emit Emitb
Constant Constant Constant color added to the final rendering output.
Constant Constantr
Constant Constantg
Constant Constantb
Enable Surface Detail Enablesurfacedetail Enable procedural surface detail on the fluid.
Detail Resolution Detailresolution Resolution of the surface detail noise texture.
Detail Period Detailperiod Spatial frequency of the surface detail pattern.
Detail Strength Detailstrength Intensity of the surface detail displacement.
Environment Map Envmap Reference to a TOP used as the environment map for reflections.
Render Environment Renderenvmap Render the environment map as a background behind the fluid.
Enable Tone Map Enabletonemap Enable tone mapping on the rendered output.
Gamma Gamma Gamma correction value for the tone mapped output.
Exposure Exposure Exposure adjustment for the tone mapped output.

Page: Common

Free Extra GPU Memory Freeextragpumem Free memory that has accumulated when output memory has grown and shrunk.

Inputs

Input 0 POP Particles In

Outputs

Output 0 POP Geometry