Photon OVRTX

Lights

Photon lights under the OVRTX engine — same units, different sampling.

Light types and units are shared with RTXPT → Lights — lumens, lux, nits, EV. What changes on OVRTX is how many lights stay cheap.

Light counts

RTXPT samples lights stochastically — hundreds are fine. OVRTX shades a bounded set per pixel:

TierCountCost
Shadowed key lightsup to 8full shadows every frame
Cached contributorsup to 256shadows via radiance cache
Beyond thatunlimitedambient pool, no individual shadows

The engine promotes and demotes lights automatically by contribution; pin one with its Priority parameter when a cue depends on it.

Concert rigs: leave moving heads in the cached tier and pin only followspots. Promotion churn during a blackout snap is what the Priority pin exists for.

A DMX-driven light strobing at cache frequency defeats the cache — flag fast-flicker fixtures with Animate → Realtime so they bypass it and shade directly.

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