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  • Shading made simple

    Features list
delivers high quality high performance, physically-based shading to mental ray. Takes advantage of mental ray shader architecture and is tighly integrated into Maya and 3dsMax. A zero-step learning curve means that look and feel are the same of the factory materials, it just delivers a better experience in terms of usability and results. With this version we wanted to line-up with standard mental ray materials and cover all of their features while adding options for better sampling and more convincing physically-based BSDF models.
End-up having more options against the never-ending battle for artifact-free and fast realistic results with this nice addition to your shading arsenal bringing you to the state-of-art technology edge of computer graphics. And with some little nifty things like integrated bump combiner, build-in shadow and photon shaders and a clean and focused interface, it brings a smooth and powerful experience to your workflow.

Sampling

choose between fixed, adaptive and importance based sampling for a flexible approach to your shading. In 'smart' mode you can catch very tiny bright HDR reflections details that get lost otherwise. Importance based is used in progressive mode.

BSDF models

choose between GGX, Beckmann and other microfacet models. GGX delivers superb results that are much more realistic than older models and with our state-of-the-art implementation we're even faster than before.

Complex IOR

together with simple IOR and BRDF 0/90, we added full IOR. With the Complex IOR presets is very easy to obtain superior metals and glasses. You can also manually input Complex IOR values or set them artistically with colors.

Specialized Metal

comes with multiple-scattering GGX BRDF, rough Fresnel, complex IOR and a super slick interface that will allow you to render physically plausible metals and rough materials in a matter of minutes.

Specialized Glass

comes with a new generalized BSDF that's fully texturable and injects that extra-realism required to render photo-real glasses.

Rombo material features

  • Lambert, mi and HK diffuse models
  • Diffuse transmission
  • Adaptive importance-based sampling
  • GGX and Beckmann BSDF models
  • Weighted and (rough) Fresnel layering
  • Complex IOR
  • Cutout opacity map
  • Thin film interference
  • Glossyness vs roughness switch
  • Build-in photon and shadow shaders
  • Passes with LPE support
  • Bump ready

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Recent Posts

  • Arnold: PowerMetal
  • Arnold: Improved Adaptive Sampling
  • Arnold: Stochastic Transparency
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Recent Comments

  • GD on Material UI and Usage
  • Gayle on Sampling and BRDFs
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