§5 · Materials & light transport
An atmosphere, not a photograph
The default environment is a physically based single-scattering atmosphere computed in-shader and baked through the IBL pipeline — geometry is lit by a derived sky at the real sun angle, re-baked as the day cycle turns.
Eight material types all reflect the environment and, where enabled, the traced scene: Standard, Chrome, Glass, Refractive (Beer–Lambert absorption over the measured chord, so thickness reads honestly), Anisotropic, Clearcoat, Velvet and Subsurface. Layered on top: physical thin-film interference with a gravity-drainage gradient, spectral glass with three-tap dispersion, microstructure glitter and diffraction, spectral emission, and screen-space refraction. Because most Organon geometry has no UVs, texture projection defaults to triplanar in world space.
Because the field’s whole identity is self-illumination, the brightest nodes are promoted to actual point lights — hysteresis-stabilized, or with an optional ReSTIR mode that gives every emitter a luminance-proportional chance so dim and off-screen emitters rotate into the set over time.