Materials
The shared Photon material models, and how OVRTX approximates them.
Materials are defined once, rendered twice — the same
Photon Material COMP feeds both engines. This page covers what OVRTX does
differently with them; the models themselves are documented under
RTXPT → Materials.
Fidelity by model
| Model | On OVRTX | Notes |
|---|---|---|
| Principled | Full | Indistinguishable from RTXPT in most lighting |
| Emission | Full | Feeds the radiance cache directly |
| Glass | Approximate | Single refraction event; no nested interfaces |
Glass-heavy hero shots are the one place scene portability has an asterisk: OVRTX renders one refraction bounce and estimates the rest. Preview on OVRTX, sign off on RTXPT.
Texture streaming
OVRTX streams bound TOP textures at half resolution while their content changes, snapping to full when stable for a few frames — this keeps Movie File In TOPs from stalling the frame budget.
op('photon_mat_screen').par.streamquality = 'full' # opt out per materialThe half-res window is invisible on diffuse channels and noticeable on
normal maps — flag hero normal-mapped materials full and leave the rest
on auto.