Photon OVRTX

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

ModelOn OVRTXNotes
PrincipledFullIndistinguishable from RTXPT in most lighting
EmissionFullFeeds the radiance cache directly
GlassApproximateSingle 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.

Force full-res for a critical surface
op('photon_mat_screen').par.streamquality = 'full'  # opt out per material

The 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.

On this page