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title: "Best Practices - PxrSurface"
canonical: "https://rmanwiki-27.pixar.com/space/RU/608796697/Best%20Practices%20-%20PxrSurface"
format: markdown
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# Understanding the basic design of PxrSurface.

The primary material used for making objects, props, and characters in RenderMan is the <u>[PxrSurface](https://rmanwiki-26.pixar.com/space/REN26/19661415)</u> material. 

This is a single (and therefore "monolithic") material used for all kinds of shading jobs. Each section of the material represents a particular "lobe" of the material.

![CookiesNMilk_new_pxrsurface.jpg](media://0137fbd9-6c1f-4420-a5b7-2c0a45573b44)

A few examples of these lobes are:

- Diffuse
- Specular
- Rough Specular
- Sub-Surface
- etc.

Each of these has its own set of controls for defining the look and how they combine with the other lobes through gain or weighting.

> ℹ️ Why is it called a "lobe"? 
> ℹ️ 
> ℹ️ You can visualize how a material reflects or transmits light based on its distribution function; these are usually visualized as a lobe (an elongated shape showing sharpness, power, and direction) in 2D or 3D. You can find out more on <u>[Wikipedia](https://en.wikipedia.org/wiki/Bidirectional_scattering_distribution_function)</u>.


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### <span style="color: #4c9aff">Next Steps</span>

So, now you have a basic understanding of the monolithic shader's design, the mighty PxrSurface, let’s learn the basics of textures in the next lesson.


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