Photon RTXPT

Materials

Principled, emission, and glass materials — bound by path, driven by TOPs.

A Photon Material binds a look to geometry by path pattern. Any channel can be a constant or a TOP — textures stay on the GPU end to end.

Material models

The workhorse — a Disney-style BSDF matching what your offline renderer calls Standard Surface.

ChannelTakesDefault
Base ColorRGB / TOP0.8 gray
Roughnessfloat / TOP0.5
Metallicfloat / TOP0
NormalTOP—

Glass needs path depth: at the default 4 bounces a glass-in-front-of-glass shot goes black where paths run out. Raise Max Bounces to 6–8 for transmissive scenes and watch the ms/frame readout.

Binding

Photon Material COMP — Binding page
# Bind by path pattern, most-specific pattern wins
op('photon_mat_floor').par.bindpaths = '*/floor_geo'
op('photon_mat_hero').par.bindpaths = '*/hero/*'

Unbound geometry gets the default gray Principled — a scene never fails to render because a pattern missed.

Wildcards make LOD swaps free: bind */statue_* once and every resolution variant inherits the same look.

On this page