Due to the large number of controls, the Standard Surface shader is split up into several groups. The individual settings for each group are described in more detail in the pages below. 

 

The Maya material library can be found here.

Further information about physically based rendering in Arnold can be found here.

Surface normal direction

When rendering diffuse surfaces it is very important that the normals of the geometry face in the right direction. In the example below you can see the difference between normals that are facing inwards in the wrong direction (left side) versus those that are facing correctly in the outwards direction (right side).