Photon RTXPT

Lights

Area, sun, dome, and mesh lights in physical units.

Every Photon Light works in physical units — lumens for emitters, lux for the sun, EV-relative intensity everywhere. Match a lighting plot's numbers and the render agrees with the venue.

Light types

TypeShapeIntensity unitShadows
Arearect / disc / spherelumenssoft, size-driven
Sundirectionalluxsharp, angular-diameter
DomeHDRI environmentEV offsetimage-based
Meshany SOPnitsfrom geometry

Driving lights live

Light parameters accept CHOP exports without resetting accumulation — they're part of the light-sampling pass, not the scene build.

DMX → Photon
# sACN in a CHOP, mapped straight onto a light
op('photonlight_key').par.intensity.expr = "op('sacn1')['u1c1'] * 15000"

Dome + area is the standard stage recipe: dome at −2 EV for ambience, area lights carrying the key. Start there before adding mesh emitters — they are the most expensive type to sample.

A mesh light with thousands of triangles samples poorly and shows as noise in shadows. Decimate emitter geometry to the silhouette — the light looks identical and converges far faster.

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