lmlayer: Connect a PxrLMLayer or PxrLMMixer node here to apply one or more layers atop the diffuse substrate.
frontColor: The color of the diffuse material as viewed from the outward normal facing side.
backColor: 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.
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.
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.
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.
incandescence: Controls the incandescence, or glow, of the material.
bumpNormal: 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.
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.
inputAOV: Plug here a MatteID node.