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[…]

Multiple-scattering BSDF

With rombo.metal and, – 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[…]

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[…]

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[…]

Lambert diffuse

We noticed that mia material doesn’t exactly mimic a lambertian diffuse but instead it does compress a bit the terminator. So for those that were used to that we implemented two different models for lambertian diffuse. Lambert Mia material   A side note is that Mila material instead is a full Lambert. We’re adding other diffuse models like Hanrahan-Krueger,[…]

Complex IOR

Reflections behave following the Fresnel law. Generally reflective materials exhibit more reflection approaching a viewing angle of 90°. This is why Schlick implemented the ‘Schlick trick’. That is. You control reflection slope based on 3 simple parameters: reflection at 0°, reflections at 90° and the slope between the two. This gives a reasonable fast and[…]