Every material has a type. The default is Standard, which is the material type you will probably use most often. In general, other material types are for special purposes. The other material types are:
Used to fine-tune the effects of a material on Advanced Lighting, including light tracing and radiosity solutions. Radiosity Override is not required for calculating advanced lighting, but it can enhance the result.
Mixes two other materials together. Can use a mask or a simple amount control.
Mixes up to 10 materials.
Contains two materials, one for the front and one for the back faces of an object.
Creates cartoon effects with flat shading and “inked” borders.
Supports import and export of data from the Lightscape product.
Displays the environment but receives shadows. This is a special-purpose material. The effect is similar to using a matte in filmmaking.
Lets you morph between materials using the Morpher modifier.
Lets you apply multiple sub-materials to a single object's sub-objects.
Supports the same kind of diffuse mapping as Standard material, but also provides fully raytraced reflections and refractions, along with other effects such as fluorescence.
Contains a material that has been rendered to a texture, as well as the original material upon which the texture is based.
Mixes two materials by applying a "shellac" material to another.
Contains two materials, one for faces that point upward, the other for faces that point downward.
Standard materials let you set a material's color components, and other components such as glossiness or opacity. They also let you apply maps to the components, which can give you an enormous variety of effects. Some other material types have these features as well. Some, like multi/sub-object or double-sided, only have controls for combining other materials.
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