Arnold: PowerMetal

We are designing a new Rombo.PowerMetal material. At the moment it supports STD generalized distribution for microfaceting reflections, microfacet normal mapping, multi-bounce microfaceting for correct energy conservation and rombo adaptive sampling for hard to sample highlights. STD distribution allow for both GGX(reflection slope set to 2) and Beckmann(set to 4) distributions and goes further on[…]

Arnold: Denoiser

Here we use non-local sample-based approaches together with feature-based filtering and adaptive sampling. A proof of concept on latest denoising tech plus some creative engineering that makes it work consistently for production. For example, with a little help from the camera and with Arnold in kinda ‘pathtrace’ mode (AA samples 4×4 while all others set[…]

Arnold: Fabric Shader

Yarn-based Cloth Shader : (aka) micro-fiber based BRDF : micro-fibers orientation returns correct physically-based macro specular highlights, suitable for both close-ups and distant views.   Automagic color shifting, normal/bumps simulated with specular roughness for improved detail and consistency. Here we see also fiber fuzziness in action.   Procedural weaving pattern support via WIFs (Weaving Information[…]