MILA Light Paths Support

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 Basic Parameters

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[…]

Sky Color Jittering

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[…]

Multiple-scattering BSDF

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[…]

Progressive Pathtracing

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 vs MILA

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: Parameters Setup

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 vs MILA

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[…]