Here you can enter a name for the object.
Irregularities in surface color (works by brightening and darkening the color channel).
Luminescent color (light-independent color).
Transparency (including refraction index).
Ability to reflect other objects.
Environment reflection (simulates reflection).
Virtual bumps on a surface.
Use this setting to activate the Normal material channel for optimized virtual surface unevenness.
Defines the localized texture invisibility.
Defines the halo around an object.
Defines the authentic bumps on a surface.
Several parameters, mainly from the Illumination channel and pertaining to Enhanced OpenGL have been placed in this tab.
This tab displays custom material channels you create. More information can be found here.
This is where you will find all settings relative to Global Illumination and the display of material channels in Enhanced OpenGL (not 3D Volume Shader) mode.
Click on this button to create a custom channel.
Materials assigned to an object will be listed here. Alternately, an object can also be dragged and dropped into this field.
Node-based materials have this button with which you can open the Node Editor.