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 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 You can clearly see how for the[…]

Material UI and Usage

Rombo.Material is a monolithic material shader developed to support common material usages found in architecture and product design renderings. It supports most hard-surface materials such as metal, wood, plastic, concretes and glass. Fine tuned for glossy reflections and refractions with build-in energy conservation, outperforms mental ray factory materials like mia and mila materials in terms of features and rendering speed. Major[…]

Color Shaders

A shaders pack to work with colors. – – color_balance tweak the highlights, midtones and shadows for each of the three RGB channels. it acts generally like the ‘levels’ adjustment in photoshop. there’s also a preserve luminance function. – color_correction standard gamma, gain and bias functions along with hue, saturation and level. here also tweak range[…]

Sensor Response Functions

The image plane on a rendering system could be considered as the sensor plane, ie. where the light hits sensitive photosites and the signal is represented then digitally by a certain number of bits (for example RAW 12 bits for reflex cameras). However RGB channels of a sensor have different sensitivities. A consequence of these different spectral sensitivities[…]

Improved Gabor Noise

‘Gabor noise has several interesting properties: it is procedural, it offers significant spectral control, it supports anisotropy, it can be mapped onto surfaces without using a parametrization, it can be filtered, and it is interactive. This combination of properties is not found in existing noise functions’. And most important it is numerically more stable than[…]

Sun&Sky Simulation

Rombo.Skylight is able to adaptively construct a light structure from the Sun&Sky Rombo.Environment shader attached to the mental ray camera. Here the multi-threaded construction takes around 2secs to complete (reported in mental ray progress verbosity). Construction is set to ‘Fine’ while sampling to 128. Sun&Sky parameters are set to default values. Time of the day is respectively[…]

Better Sampling

Given the same 5mins render time to both MILA and Rombo.Material and considering that Rombo is sampling GGX distribution that has at least a 30% more to sample, Rombo outperforms MILA.   Here a little better looking image for a shiny plastic material.   On our tests instead MIA can barely deal with more than 256samples before[…]