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