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[…]

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[…]

Thin Film Interference

“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”[…]

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[…]