Material Editor > Type button > Material/Map Browser > Standard

Scooter rendered with the default standard material
Standard material is the default material in the Material Editor sample slots. There are several other kinds of material types.
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.
This topic introduces the controls for Standard material, exclusive of mapping.
A surface of a "single" color usually reflects many colors. Standard materials typically use a four-color model to simulate this. (There are some variations depending on which shader you use.)
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.
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.
The interface for a standard material is organized into several rollouts:
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