LMDiffuse

LMDiffuse

images/renderman-red.jpg

Parameters

Overlay

Connect a PxrLMLayer or PxrLMMixer node here to apply one or more layers atop the diffuse substrate.

RIB: struct lmlayer

Front Color

The color of the diffuse material as viewed from the outward normal facing side.

RIB: color frontColor
Default: 0.5 0.5 0.5

Back Color

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 backColor
Default: 0.5 0.5 0.5

Diffuse Roughness

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.
images/pxrLM/diffuseRoughness.jpg

Roughness, from 0.0 to 2.0

RIB: float roughness
Default: 0.0

Sheen

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.
images/pxrLM/sheen.jpg

The amount of Sheen, increasing from 0 to 1

RIB: color sheen
Default: 0.0 0.0 0.0

Translucence

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 translucence
Default: 0.0

Incandescence

Controls the incandescence, or glow, of the material.

RIB: color incandescence
Default: 0.0 0.0 0.0

Bump Normal

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 bumpNormal
Default: 0.0 0.0 0.0

Presence

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 presence
Default: 1.0

Input AOV

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 inputAOV
Default: 0