---
title: "Best Practices - Wood Table"
canonical: "https://rmanwiki-27.pixar.com/space/RU/608829457/Best%20Practices%20-%20Wood%20Table"
format: markdown
---
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## Wood Table

The table utilizes several different texture maps. 


<span style="color: #4c9aff">**Diffuse Map**</span>

One is for the diffuse (sometimes called albedo) color, which controls the actual color variation and result for the wood. This is the most basic form of color mapping for objects and is independent of reflection color and other material effects.


<span style="color: #4c9aff">**Specular Map**</span>

Another is a specular map used to define the amount and locations of reflection and highlights on the surface. 

This map can define the color of a reflection as well as its strength across the surface. Some variation here is essential for realism unless you're creating a product render where the object is new and perfectly untouched. Scratches and other defects can be added. 

Take care to match these effects with other useful maps, like a bump map, so that the surface features are all accounted for correctly. You probably wouldn't want a surface with scratches and wear without a matching bump map. You may notice this is dark; you'll find that the PxrSurface specular color is sensitive to light values and can become bright quickly.


<span style="color: #4c9aff">**Roughness Map**</span>

A roughness map adds variation in the specular map roughness result. 

Few objects in the real world have perfectly mirror-like surfaces, and objects with a rougher, glossy finish are rarely uniform in their appearance. Controlling this with a texture map will help provide realism and create signs of wear and use across the table. It's useful for things like fingerprints, smudges, grease marks, wear from rubbing and touching, or natural variation in the manufactured materials.



> ℹ️ Of course, there are many other types of maps that are used in CGI.  Metalness, anisotropic, subsurface, and emission maps are typical, but we’re not going to worry about those in this best practice example.
> ℹ️ 
> ℹ️ RenderMan has a unique bump map system called [BumpRoughness](https://rmanwiki-27.pixar.com/space/REN27/542222907).



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

Nice .. that’s the table explained and the types of maps used to create the shader.  In the next lesson, we’ll take a look at the metal tray.


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