--- title: "Basic Properties" url: "https://help.maxon.net/c4d/en-us/Content/html/MMATERIAL-OBASELIST.html" section_path: "Material Manager > Classic Materials > Classic standard material > Basic Properties" element_id: "MMATERIAL" group_id: "OBASELIST" description: "When tags are created, they are automatically given a name according to their function. For example, a Vertex Map tag is appropriately called a \"Vertex …" --- ## Basic Properties > **Tip:** Tip:Note that not all of the material channels listed here are available for each material. For example, many channels will not be available for node-based materials. Inversely, many node-based materials have their own channels that are in turn not listed here. ### Name Parameter ID: `ID_BASELIST_NAME` When tags are created, they are automatically given a name according to their function. For example, a Vertex Map tag is appropriately called a "Vertex Map". However, you can also give all objects and elements (e.g. shaders) any name you like. The object or element appears under this name, e.g. in the *XPresso Editor* or in the *Timeline* or link fields. So far, so good. However, there are tags that can be assigned as often as required (e.g. Selection tags, Vertex Color tags, etc.). If they all had identical names, this could lead to problems. Imagine 2 Polygon Selection tags with the same name and you want to restrict a material to one of the selections: this becomes difficult with identical names, as only the Selection tag furthest to the left is used. This is why Cinema 4D numbers them consecutively where it makes sense. For example, 3 Polygon Selection tags on the same object: - Polygon Selection - Polygon Selection.1 - Polygon Selection.2 This automatic numbering occurs when creating tags using the menu/command, when duplicating with the `ctrl` key and with some tag-creating tools such as the Paint Tool, MoGraph Selection, Bind Tool, etc. ### Color Parameter ID: `MATERIAL_USE_COLOR` Surface color. ### Diffusion Parameter ID: `MATERIAL_USE_DIFFUSION` Irregularities in surface color (works by brightening and darkening the color channel). ### Luminance Parameter ID: `MATERIAL_USE_LUMINANCE` **Luminescent** color (light-independent color). ### Transparency Parameter ID: `MATERIAL_USE_TRANSPARENCY` **Transparency** (including refraction index). ### Reflectance Parameter ID: `MATERIAL_USE_REFLECTION` Ability to **reflect** other objects. ### Environment Parameter ID: `MATERIAL_USE_ENVIRONMENT` **Environment** reflection (simulates reflection). ### Fog Parameter ID: `MATERIAL_USE_FOG` **Fog** effect. ### Bump Parameter ID: `MATERIAL_USE_BUMP` Virtual bumps on a surface. ### Normal Parameter ID: `MATERIAL_USE_NORMAL` Use this setting to activate the **Normal** material channel for optimized **virtual** surface unevenness. ### Alpha Parameter ID: `MATERIAL_USE_ALPHA` Defines the localized texture invisibility. ### Glow Parameter ID: `MATERIAL_USE_GLOW` Defines the halo around an object. ### Displacement Parameter ID: `MATERIAL_USE_DISPLACEMENT` Defines the authentic bumps on a surface. ### Viewport Parameter ID: `MATERIAL_PAGE_EDITOR` Here you will find several settings pertaining to the view (texture size, tessellation, etc.). ### Custom Parameter ID: `MATERIAL_PAGE_CUSTOM` This tab displays custom material channels you create. More information can be found [here](https://help.maxon.net/c4d/en-us/Content/html/11303.html.md). ### Illumination Parameter ID: `MATERIAL_PAGE_ILLUMINATION` This is where you will find all settings relative to Global Illumination mode. ### Add Custom Channel Parameter ID: `MATERIAL_CUSTOM_ADDCHANNEL` Click on this button to create a [custom channel](https://help.maxon.net/c4d/en-us/Content/html/11303.html.md). ### Assignment Parameter ID: `MATERIAL_PAGE_ASSIGNMENT` Materials assigned to an object will be listed here. Alternately, an object can also be dragged and dropped into this field. ### Node Editor... Parameter ID: `MATERIAL_OPEN_IN_NODEEDITOR` Node-based materials have this button with which you can open the Node Editor. ![Image: subgroup.gif](https://help.maxon.net/c4d/en-us/Content/Resources/Images/subgroup.gif)\ Node Space As described [here](https://help.maxon.net/c4d/en-us/Content/html/68754.html.md), a Node Material can contain different Node setups for different renderers. Depending on which renderer or Node Space is active, corresponding Node setups will be displayed and evaluated. Here you will find those renderers listed that can work with Nodes: Standard / Physical renderer (since R23). If you have 3rd-party renderers installed, these can also be listed here if they are compatible with the Node Space system. Each renderer has a button, which is either - **Add**: no Node setup has been created for this Node Space, yet\ or - **Delete**: a Node Setup already exists for this Node Space. If you click on **Add**, a default Node setup (i.e., exactly what is created if [Node Material](https://help.maxon.net/c4d/en-us/Content/html/5809.html.md) is called up) in the corresponding Node Space will be created for the respective renderer. If you want to add new Nodes to this new Node Space, make sure that the Node Space defined in Cinema 4D (menu at top right of the interface) corresponds to the button just pressed! The Node setups for different Node Spaces are clearly separated and are not compatible. Be careful when deleting because you can end up removing complex Node setups.