We don't have to rely on a fixed reflection distribution (ie. GGX) because with rombotools we have a generalized one that works with a single parameter we called 'slope'. This makes our BRDFs spatially varying. We can use a spatially varying BRDF to further model things and that's an added weapon to our arsenal to shot nicer and more realistic renders ...
That's not a matter of changing or mapping glossiness or roughness channels, those remain almost the same. That's a matter that our reflection will dim less abruptly and will extend more diffusely introducing a kind of visual halo around the original reflection highlight. All real life reflections have a certain degree of hazing and that's what separate them from CG ...
Microfacet-based normal mapping is an alternative way of faking geometric details without corrupting Monte Carlo based path tracing light transport. Theoretically it is well-defined, symmetric and fully energy conserving. On the other side it means that classic normal mapping has none of the properties above resulting in a tecnique that leaks energy and produces artifacts ...
We support both metalness and specular workflows and both artistically-based IOR and true ComplexIOR and all from the same shader node for increased productivity. We can switch with a click and have supported our usual PBR workflow with on top added features like slope, complexIOR, flakes, micro bump etc ...
We have a three layers material here. The layer on top is the specular layer, then we have the prismatic sheet and eventually the diffuse layer. These three layers added together will approach our complete material. They are modelled as in real world where there's a base diffuse then a prismatic sheet and on top of that a specular cover to protect the retroreflective sheet ...
We support both micro and nano interactions with a two-scale reflectance model. While the micro scale is covered by the usual microfacet model, the nano scale is predicted by Harvey-Shack diffraction theory. This is the missing diffraction lobe that better fits with measured reflectances for increased realism and physical plausibility ...
With rombo Reflect shaders we're supporting microfacet multiple-scattering in two forms: approximated and true random walk multiple scattering. Random walk then has also an option to be 'position-free'. While the approximated is a bit faster it remains an approximation so we give you the power to be able to choose between the two models ...
Our custom sampling approach (MDAS: multidimensional adaptive sampling) performs adaptive sampling by placing samples near areas of high frequency in the full multidimensional domain, allowing for a more robust detection of small and super bright features impossible to do with other adaptive samplers. It just works great with IBL stuff for close-ups and hero objects ...
While flakes are part of the mpaint model they also come as a reflect node and can be used anywhere where a reflection lobe is required. We use them all the time in place of smooth reflections to give metals and dielectrics a more realistic appearance. Same thing can be done with GlintsWave node that we turned into a full PBR node ...