It's been very busy at work, but I'm finally getting some time to sit down and work on Aurora again. I wrapped up my second pass at a shading engine, and as anyone coming back to a personal project after a few weeks off I'm realizing I need to spend some time on code cleanup before moving back onto more features.
The new engine now supports an arbitrary graph of shaders, which MtoAur currently parses from Maya's Hypershade and dumps into the scene description. I don't support that many nodes yet, but now that I have the framework in place that should be the easy part.
In an attempt to break the record in ray tracer cliches here's the Stanford bunny and -dragon in the Sponza model (by Marko Dabrovic):