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SSFR

tools/ssfr·v1.3.0
IN:1  OUT:1

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.

PAGESSFR
Render TOPRendertopReference to the Render TOP where the fluid rendering output is displayed.
Resolution ScaleResolutionscaleScale factor for the rendering resolution relative to the Render TOP.
PassesPassesNumber of bilateral blur passes to smooth the depth buffer.
Filter RadiusFilterradiusRadius of the bilateral blur filter in pixels.
Depth ThresholdDepththresholdMaximum depth difference allowed during bilateral blur to preserve fluid edges.
Thickness ScaleThicknessscaleScale factor for fluid thickness affecting absorption and refraction calculations.
IORIorIndex of refraction for the fluid surface.
Absorption ScaleAbsorptionscaleMultiplier for the absorption effect based on fluid thickness.
Refraction ScaleRefractionscaleStrength of the refraction distortion through the fluid surface.
Specular LevelSpecularlevelIntensity of specular reflections on the fluid surface.
MetallicMetallicMetallic appearance of the fluid surface. Higher values create more reflective, metal-like surfaces.
RoughnessRoughnessSurface roughness of the fluid. Lower values create sharper reflections.
Ambient OcclusionAmbientocclusionStrength of ambient occlusion darkening in fluid crevices.
Enable Surface DetailEnablesurfacedetailEnable procedural surface detail on the fluid.
Detail ResolutionDetailresolutionResolution of the surface detail noise texture.
Detail PeriodDetailperiodSpatial frequency of the surface detail pattern.
Detail StrengthDetailstrengthIntensity of the surface detail displacement.
Environment MapEnvmapReference to a TOP used as the environment map for reflections.
Render EnvironmentRenderenvmapRender the environment map as a background behind the fluid.
Enable Tone MapEnabletonemapEnable tone mapping on the rendered output.
GammaGammaGamma correction value for the tone mapped output.
ExposureExposureExposure adjustment for the tone mapped output.
PAGECommon
Free Extra GPU MemoryFreeextragpumemFree memory that has accumulated when output memory has grown and shrunk.
Input 0 POP Particles In
Output 0 POP Geometry