Standard Material

The Standard material type provides a fairly straightforward way to model surfaces. In the real world, the appearance of a surface depends on how it reflects light. In 3ds Max, a standard material simulates a surface's reflective properties. If you don't use maps, a standard material gives an object a single, uniform color.

Scooter rendered with the default standard material

This topic introduces the controls for Standard material, exclusive of the use of maps.

Tip: The Standard material supports hardware-based viewport display for improved feedback while editing its parameters. For more infomation, see Viewport Display of Materials.

Standard Color Components

A surface of a "single" color usually reflects many colors. Standard materials typically use a four-color model to simulate this. (This can vary, depending on which shader you use.) The four colors are known as the material’s color components.

The three color components blend at the edges of their regions. Between ambient and diffuse, the blending is calculated by the shader. Between diffuse and specular, you set the amount of blending by using the Standard material's highlight controls.

When we describe an object's color in conversation, usually we mean its diffuse color. The choice of an ambient color depends on the kind of lighting. For moderate indoor lighting, it can be a darker shade of the diffuse color, but for bright indoor lighting and for daylight, it should be the complement of the primary (key) light source. The specular color should be either the same color as the key light source, or a high-value, low-saturation version of the diffuse color.

For more tips on choosing color components, see Choosing Colors for Realism.

Warning: When you change the shading type of a material, you lose the settings (including map assignments) for any parameters that the new shader does not support. If you want to experiment with different shaders for a material with the same general parameters, make a copy of the material before you change its shading type. That way, you can still use the original material if the new shader doesn't give you the effect you want.

Other Standard Material Components

A standard material's specular color appears in highlights. You can control the size and shape of the highlight. A polished surface has a small and strong highlight. A matte surface has a large, weak highlight, or no highlight at all.

Standard materials also have controls for making the object appear transparent, and for making it self-illuminating so that it appears to glow.

Along with the material's color components, components also refers to the parameters that control highlights, transparency, self-illumination, and so on.