| [+]Material Type | Materialtype | Refractive shades the fluid as a clear liquid with reflection, refraction and absorption. PBR shades it as an opaque surface. |
| [+]Refraction | Refraction | Selects what is seen through the fluid: a transparent blend over the scene, the Refract Geometry, the Background TOP, or the environment. |
| Refract Geometry | Refractgeometry | Geometry 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 TOP | Backgroundtop | The scene behind the fluid, rendered without this operator (for example a second Render TOP with the same camera). Used when Refraction is Background TOP. |
| IOR | Ior | Index of refraction of the fluid. Water is 1.33. It sets the Fresnel reflection and how much the refraction bends. |
| Refraction Scale | Refractionscale | Scales how far the refracted ray travels through the fluid thickness before it samples what is behind the fluid (Scene or Background TOP). |
| Absorption | Absorption | How much light the fluid absorbs per unit of thickness. Higher values make thick regions darker and more colored. |
| [+]Extinction Color | Extinction | Relative absorption of red, green and blue. The fluid takes the color absorbed least: the default absorbs red most and looks blue. |
| [+]Base Color | Basecolor | Base color of the fluid in PBR mode, multiplied by the particle Color. |
| Metallic | Metallic | Metalness of the fluid in PBR mode. |
| Roughness | Roughness | Roughness of the surface. Lower values give sharper reflections and highlights. |
| Specular Level | Specularlevel | Strength of the reflection at facing angles. At 0.5 a refractive fluid reflects what its IOR gives; a PBR fluid reflects 4 percent. |
| Ambient Occlusion | Ambientocclusion | Strength of the environment lighting on the fluid: reflections, inner light and Environment refraction. 0 turns the environment off. |
| [+]Emit | Emit | Color added to the fluid regardless of lighting. |
| Surface Detail | Surfacedetail | Adds small procedural ripples to the surface normals. |
| Detail Size | Detailsize | Size of the ripples in world units. |
| Detail Strength | Detailstrength | Sets the strength of the ripples. |
| Show Environment | Showenvironment | Draws the environment (every Environment Light in the Render TOP's Lights, summed) behind the scene. |
| Tone Map | Tonemap | Tone maps the fluid color. Leave it off when the Render TOP output is tone mapped later. |
| [+]Tone Mapper | Tonemapper | The tone mapping curve. |
| Exposure | Exposure | Multiplies the color before tone mapping. |
| Gamma | Gamma | Gamma applied after tone mapping (not used by Hejl Burgess, which includes it). |