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[…]