This is the default material for rendering meshes.
How to Assign Material
Create a Phong Illumination material
Select a mesh
Go to the Rendering Options group in the Object Inspector
Select the created material from the Material drop-down menu
TIP: Details on creating new materials can be found here.
You can edit material settings either in the Material Editor or the Rendering Options group of the Object Inspector.
Diffuse lets you load a texture file from your disk or choose a color. You can click the box on the left side to load a texture file. To discard a loaded texture, click the x-button to the right of the box. Before loading a texture file, verify that your mesh has UV coordinates.
Similarly, Specular lets you load a specular map or choose a highlight color.
You can use Specular exponent to define the shininess of a surface. The higher this value, the shinier the surface will appear.
Turn off Smooth shading to show meshes as flat-shaded objects.
Turn on Show vertices to display mesh vertices as small squares.
Turn on Wireframe to display meshes with a wireframe overlay. Wireframe thickness defines the thickness in pixels. Wireframe color lets you choose a wireframe color.
TIP: When you import an OBJ mesh file, we automatically create materials if we find the corresponding material definition file (*.mtl).
Prevent spaces in MTL file names. Otherwise, material definitions won’t be imported.