Materiály – 3D štětce
*Definují barvu nebo texturu povrchu
*Štětec (SolidColorBrush nebo DrawingBrush)
*GeometryModel3D = geometrie + materiál
*Materiál určuje model odrazivosti:
*DiffuseMaterial – matový povrch
*SpecularMaterial – odrazivý povrch
*EmissiveMaterial –  aditivní míchání povrchu a textury (visuální efekty)
*Materiály lze kombinovat - MaterialGroup
*Např. DiffuseMaterial pro fotografii + SpecularMaterial pro odrazivý povrch
All surfaces must have a material specified in order to determine what the surface will look like. Materials are based on brushes, so any drawing effect you can achieve in 2D with a Brush can also be achieved in 3D.

There are three styles of brush available, which interact with lighting in different ways. The DiffuseMaterial works as though the brush had simply been used to paint the surface with a matte finish. There will be no reflective highlights when using this brush type. Where directional light sources are used, the brightness of the surface will be determined by the angle of incidence of that light source with the surface. (So the brightness will not vary as the viewer moves around.)

SpecularMaterial allows you to get a shiny-looking finish. The brightness is determined not just by the angle at which directional light hits the surface, but also the angle from which the viewer is observing.  It will be brightest when these two angles are the same. (If the surface were flat, this would correspond to looking into a flat mirror at just the right angle to see the light source reflected in the mirror.)

EmissiveMaterial is slightly curious. You would normally apply this to a surface that sits just above another existing surface. This is because emissive surfaces are not opaque – they modify whatever is behind them using additive blending. So an emissive surface can brighten the area of the scene that it covers. If you use a textured brush such as a DrawingBrush, then the contents of the drawing will determine the pattern with which this surface brightens whatever is behind it. This is typically used to get interesting visual effects.