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SSFR

tools/ssfr·v1.5.1
IN:1  OUT:0

SSFR draws particles from SPH, FLIP or any POP as a continuous liquid surface inside the Render TOP set on the operator. Each particle becomes an ellipsoid aligned with its neighbors, the depth is smoothed with a narrow-range filter, and the fluid thickness is accumulated so the surface absorbs and tints light.

The Refractive material adds Fresnel reflection, IOR, absorption and extinction color, with refraction shown as plain transparency, the scene behind, a background TOP or the environment. The PBR material uses base color, metallic and roughness instead. Environment Light COMPs in the Render TOP provide reflections, and surface detail ripples and tone mapping are optional.

PAGESSFR
Render TOPRendertopThe Render TOP that draws this operator. Its camera, resolution and lights are used for the fluid passes.
Resolution ScaleResolutionscaleResolution of the fluid passes as a fraction of the Render TOP resolution. Lower values render faster with a softer surface.
Particle ScaleParticlescaleMultiplies the PointScale attribute (the particle radius). Without a PointScale attribute the radius is 0.01.
AnisotropyAnisotropyStretches each particle into an ellipsoid aligned with its neighbors, so flat surfaces and thin sheets render flat instead of as round bumps.
Anisotropy RadiusAnisotropyradiusRadius in world units of the neighborhood that sets each particle's shape, usually 2 to 4 particle spacings (the SPH Smoothing Radius works well).
Max StretchMaxstretchLargest ratio between the longest and the shortest axis of a particle.
Min NeighborsMinneighborsParticles with fewer neighbors than this (spray, droplets) stay round.
Position SmoothingPositionsmoothingMoves each particle toward the weighted center of its neighbors before drawing, which evens out the surface. 0 draws the simulated positions.
SmoothSmoothSmooths the surface depth with a narrow-range filter: nearby particles merge into one surface while separate layers and silhouettes stay sharp.
IterationsIterationsNumber of times the filter runs (each run filters horizontally, then vertically). More iterations give a smoother surface.
Smoothing RadiusSmoothingradiusRadius of the filter in particle radii. It is measured in world space, so the surface is smoothed the same at any distance from the camera.
Depth RangeDepthrangeDepth difference, in particle radii, still treated as one surface. Smaller values keep overlapping layers apart; larger values smooth steeper slopes.
Edge ClampEdgeclampHow far behind the surface, in particle radii, the empty space next to a silhouette is taken to be. Larger values round the fluid edges more.
Max Filter SizeMaxfiltersizeMaximum filter radius in pixels. A larger radius costs the same but samples more sparsely.
Thickness ResolutionThicknessresResolution of the thickness passes as a fraction of the fluid pass resolution. The thickness is soft, so half resolution is usually enough.
Thickness BlurThicknessblurBlur radius of the thickness in pixels, which removes the particle pattern from the absorption.
PAGEMaterial
Refract GeometryRefractgeometryGeometry COMPs seen through the fluid when Refraction is Scene, as an op pattern like the Render TOP's Geometry. SSFR operators are always left out.
Background TOPBackgroundtopThe scene behind the fluid, rendered without this operator (for example a second Render TOP with the same camera). Used when Refraction is Background TOP.
IORIorIndex of refraction of the fluid. Water is 1.33. It sets the Fresnel reflection and how much the refraction bends.
Refraction ScaleRefractionscaleScales how far the refracted ray travels through the fluid thickness before it samples what is behind the fluid (Scene or Background TOP).
AbsorptionAbsorptionHow much light the fluid absorbs per unit of thickness. Higher values make thick regions darker and more colored.
MetallicMetallicMetalness of the fluid in PBR mode.
RoughnessRoughnessRoughness of the surface. Lower values give sharper reflections and highlights.
Specular LevelSpecularlevelStrength of the reflection at facing angles. At 0.5 a refractive fluid reflects what its IOR gives; a PBR fluid reflects 4 percent.
Ambient OcclusionAmbientocclusionStrength of the environment lighting on the fluid: reflections, inner light and Environment refraction. 0 turns the environment off.
Surface DetailSurfacedetailAdds small procedural ripples to the surface normals.
Detail SizeDetailsizeSize of the ripples in world units.
Detail StrengthDetailstrengthSets the strength of the ripples.
Show EnvironmentShowenvironmentDraws the environment (every Environment Light in the Render TOP's Lights, summed) behind the scene.
Tone MapTonemapTone maps the fluid color. Leave it off when the Render TOP output is tone mapped later.
ExposureExposureMultiplies the color before tone mapping.
GammaGammaGamma applied after tone mapping (not used by Hejl Burgess, which includes it).
PAGECommon
Free Extra GPU MemoryFreeextragpumemFree memory that has accumulated when output memory has grown and shrunk.
Input 0 POP - Particles In