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Note

In the parameters below, some of them can be overridden by a PxrLayer when connected to the Input Material or through a PxrLayerMixer. PxrLayerSurface is designed to better illustrate which parameters are not able to be overridden in a layer by including only parameters that are global. We recommend this material when you know you will be layering. The results of these settings are unchanged.

  • Bold Face parameters are layerablelayer-able, and able to be overridden per layer.
  • Italicized parameters are not able to be layered or overridden. These are globally obeyed for all layers. For example: Choosing GGX as a specular model will mean all layers will be GGX for that parameter.

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Gain is the weight applied to the diffuse parameters. You may also drive this with another pattern to show things like fading or wetness (where liquid darkens a surface).
Below are examples at 0.0, 0.5, and 1.0 gain for a 50% gray material.


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Color

Color is typically where textures or patterns are connected to create color for opaque objects. This is where a wood color texture would go, for example.

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Diffuse roughness is how you would simulate a powdery surface like dried clay or dust.  When roughness is 0.0,  PxrSurface uses the Lambertian model to calculate the diffuse response.  When roughness is > 0.0, the Oren Nayar model is used instead.



Exponent

Diffuse The diffuse exponent controls the diffuse falloff.  It is a power exponent.  Higher A higher number gives us sharper falloff.  For example, on the moon's surface, you can set a high exponent to produce a sharper falloff.

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Note

Diffuse exponent only applies to the Lambertian diffuse, that is , when roughness is 0.0.   Combining diffuse exponent with Oren Nayar roughness does not make sense so it will be ignored when roughness is > 0.0.

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This only applies when Double-Sided is on. By default, this is on to use the Diffuse Color for the back color.

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This only applies when Double-Sided is on. When Use Diffuse Color if off, this sets the back color (the color for the back side). By default, it uses the Diffuse Color but choosing a different color provides you with a way to make the backside of 2D objects appear differently.

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This only applies when Double-Sided is on.  Instead of using the Diffuse Gain for controlling the intensity of the diffuse transmission, we use the Transmit Gain.  If it's 0.0, then the effect is off. Below the Transmit Color is bright blue.

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This only applies when Double-Sided is on. This sets the transmit transmitted color which could be different than the diffuse or back color. This is ignored if Transmit Gain is zero. This effect is useful for thin objects like leaves or paper. Below there's a light placed in the interior of the object and some interior text can be seen as light transmits through the surface.

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