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We wanted to try our adaptive sampler on Arnold. We know Arnold is a ‘brute force’ renderer that relies mostly on importance and multiple importance based tecniques without the need for an adaptive sampler as the renderer itself is already faster than most renderer outthere that makes in a way or another use of adaptive[…]
We know mentalray comes with two samplers. The Unified Sampler and the (Unified) Progressive Sampler. Now mentalray for Maya plugin is setup so that it looks like Unified Sampler (US) is for final frame rendering while Progressive Sampler (PS) is for interactive rendering. Of course, it is not. The Progressive Sampler is not only able[…]
Rombo materials come with automatic MILA light paths support. All you have to do is to enable them under Settings->Scene->Camera->MILALightPath. Here for example I enabled diffuse direct and indirect passes together with glossy reflection pass. This is the full beauty output (gamma corrected). These are instead the various pass outputs. Diffuse direct, diffuse indirect and[…]
Rombo.Skin comes with default parameters that are already good for realistic skin materials. Let’s see the basic parameters and their impact on skin rendering. Subsurface scattering profile. The function that describes how light enters an object, scatters around inside it, and then leaves the object is the BSSRDF, aka the bidirectional surface scattering reflectance distribution[…]
If you simply google for ‘sky banding’ you’ll find a lot of photographs that exhibit ‘color banding’ over the sky gradient. It’s not an inherent problem of rombo.skylight nor necessarily a problem related to the sky but just something that can be seen on any smooth gradient. If there ain’t enough bits to fully represent[…]
With rombo.metal and rombo.glass, – we’re introducing a multiple-scattering BSDF to Rombo. The microfaceting theory that is the fundation of the BRDF implementations out there is actually single-scattering. Microfacet models assume that the true physical surface is offset from a geometric surface in the form of a collection of microfacets called microsurface. Microfacet theory is[…]
With latest mental ray progressive sampling advancements together with rombo.metal we can do sort of progressive pathtracing. This is an experimental implementation available in rombo.metal that turns the material in for global illumination. You have to use all rombo.metal materials in the scene. And for the while you can only compute diffuse GI without any[…]
Rombo.metal sports a multiple-scattering BRDF engine together with rough Fresnel and adaptive importance-based sampling. This allow us to out perform mental ray MILA both visually and computationally. Multiple-scattering visually means much more bright and energy conserving materials. You can see how rombo.metal doesn’t look darker at high roughness thanks to its multiple-scattering BRDF. Also you[…]
Rombo.Metal is very good at modelling rough metals thanks to its multiple-scattering BRDF implementation and rough Fresnel. However despite the name, supporting custom IORs and having a slot for Diffuse, Rombo.Metal is actually able to model anything that appears just ‘rough’. Here a little introduction to its easy to understand parameters. Diffuse is there just[…]
Rombo.glass implements multiple-scattering GGX BSDF, rough Fresnel, visible distribution of normals and adaptive importance-based sampling for super fast and realistic glasses. Some image from the comparison video you find below. Renders are not fully converged to better see sampling efforts. On the left MILA, on the right rombo.glass. You can clearly see how for the[…]
Sometime you may want to tweak the Skydome environment shader to better fit your visual needs. There’re a couple of parameters to do just that. Under RomboEnvironmentDome->Sky you should find a parameter called Power. It’s an XYZ vector parameter. The Z entry is not used. While the X (the first entry) controls the visual power[…]
“Thin-film interference is a natural phenomenon in which light waves reflected by the upper and lower boundaries of a thin film interfere with one another to form a new wave. When the thickness of the film is a quarter-multiple of the wavelength of the light in the medium, the reflected waves from both surfaces interfere to “destroy”[…]
ROMBO FOR ARNOLD / MENTAL RAY
is a set of powerful fast and easy to use shaders and materials, a virtual camera with integrated tonemapping, state-of-the-art depth of field and sensor response functions, that work together with a high quality dome light that supplies both image based lighting and a spectral physical sun and sky. It implements latest advancement in computer graphics development that together with a smooth and ergonomic integration in the DCC applications, - brings shading and rendering to a whole new level.
Design real-life great-looking materials for more convincing renderings with this zero-steps learning curve and easy to use all-purpose state-of-the-art material. We added new ad-hoc Metal and Glass materials.
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All you need to create gorgeous state-of-the-art skin shading and anything related to subsurface scattering from leaves fruit and vegetable to marble porcelain and ice creams.
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Instantly boost the realism of your renderings with this fully equipped virtual camera. It’s so close to a real camera that you’ll improve both your rendering and photographic skills.
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Showcase your models and scenes under a whole new light. Fully integrated with the materials and camera, it supplies superior shading for a smooth and powerful workflow.
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We supply Global Illumination, Sub Surface Scattering and Ambient Occlusion point based shaders fully SSE/AVX accellerated. Full source code is also available to download.
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for Arnold and mental ray plugins
.. shading tools for Arnold and mental ray. Rombo comes with a custom sampler that over-perform build in samplers. Built on latest technologies, fully adaptive, importance based, high quality, high performance, - sampling has never been so satisfactory. You simply get what you expect, beautifull artifact-free renderings. You can just forget about and let Rombo and your engine of choice render your images. Devoted to simplicity and easy to use tools, Rombo is here to give you a modern and advanced workflow that will let you forget about technicalities and better focus on what really matters. We believe in facts that after having been advanced and after the time of the know-it-all, one has to get back to the ground of simplicity to really exploit the complexity of his own vision and workflow.
We battle tested Rombo on production scenes where factory tools were not really able to accomplish the task. Rombo born there, it is performance wise from the ground up. Get back in control of your renderings.
Rombo fits in your workflow perfectly and boost the quality and realism of your rendering instantly. And with a zero-steps learning curve and same overall appearence, - you're ready to render in minutes.
Tweaking materials and shaders has never been easier with clean and user oriented UIs. Fully devoted to your workflow and pipeline, seamlessly integrates in the DCC apps to boost your workload and absorp unwanted complexity. From artists to artists.
Based on latest technologies we keep refine them and add new ones as soon as they are reliable. Good balancing between stability and innovation makes Rombo production solid and really rock stable. From devs to devs.