Connect a PxrLMLayer or PxrLMMixer node here to apply one or more layers atop the diffuse substrate.RIB: struct lmlayer
The color of the diffuse material as viewed from the outward normal facing side.RIB: color frontColorDefault:
The color of the diffuse material as viewed from the opposite normal facing side. If you have a correctly modeled solid object, this color should have no effect. But if you have a sheet of paper, it's convenient to write on both sides.RIB: color backColorDefault:
Controls the diffuse roughness of the material. A value of 0 represents classic Lambertian shading model. Non-zero values increase the microfacet roughness as proscribed by the Oren-Nayar shading model.
RIB: float roughnessDefault: 0.0
Controls the amount and coloration of the sheen for your material. Sheen occurs as grazing angles and can be used to produce a cloth-like effect.
RIB: color sheenDefault:
Controls the amount of light diffusely transmitted across the surface. This effect is usually applied to thin, leaf-like, objects. When non- zero, the shadows of your object take on a combination of the front and back colors.RIB: float translucenceDefault: 0.0
Controls the incandescence, or glow, of the material.RIB: color incandescenceDefault:
Connect a PxrBump node here if you need bump or normal-mapped normals. Note that layers can override this value as well as apply independent bump to the specular or clearcoat channels.RIB: normal bumpNormalDefault: 0.0 0.0 0.0
Connect a mask function here to apply a cutout pattern to your object. Presence is defined as a binary (0 or 1) function that can take on continuous values to antialias the shape. Useful for modeling leaves and other thin, complex shapes.
IMPORTANT NOTE: This value should be either 0 or 1. A value between 0 and 1 will produce unwanted noise !!!RIB: float presenceDefault: 1.0
Connect an AOV pattern like PxrMatteID to trigger AOV output. Note for Maya users: You will also need to declare the relevant outputs in the Render Globals.RIB: int inputAOVDefault: 0