Overview
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Overview

How the Harlow operators connect
How the Harlow operators connect
Operator Family What it does Replaces or complements
HRLW Geometry POP Gathers geometry and materials for the path tracer; keeps wetness, burn and melt maps on surfaces Geometry COMP (plus the MATs you would put on it)
HRLW Path Tracer TOP Renders the scene with OptiX, ReSTIR lighting and DLSS Ray Reconstruction denoising Render TOP (reads your Camera and Light COMPs)
HRLW Liquid POP FLIP liquid, output as a surface mesh or particles no built-in liquid solver
HRLW Whitewater POP Spray, foam and bubbles from a Liquid POP no equivalent
HRLW Volume Solver TOP Smoke, fire and explosions on a 3D grid GLSL TOP / Feedback TOP gas setups
HRLW Bodies POP Rigid bodies (spheres, boxes, capsules, meshes), joints, soft bodies, dents Bullet Solver COMP with Actor COMPs
HRLW Fracture POP Cuts meshes into solid pieces (Voronoi) to feed Bodies no equivalent
HRLW Surface TOP A POP's UV space as maps: position, normal, tangent, seam links helps GLSL TOP and Render Select TOP workflows in UV space
HRLW Seam Fill TOP Stitches UV-space textures across UV seams no equivalent

Typical wiring

  1. Source geometry or a solver goes into an HRLW Geometry POP, which sets the material.
  2. A Camera COMP, Light COMPs and an Environment TOP sit near the HRLW Path Tracer TOP, which finds the HRLW Geometry POPs, Light COMPs and Camera COMP by name or pattern.
  3. Look at the TOP. Everything else is detail.

The solvers couple to each other without CPU round trips: a liquid can douse a fire, fire can char a surface that a liquid wets, a body can float in water and be pushed by an explosion. Those couplings are the Solver Interaction toggles and the Weathering page.

Solver interaction
Solver interaction