Questions pertaining to creating materials for Blender Internal and Cycles. Materials are used to define the way an object will interact with light for rendering.
Materials are used to define the way an object looks when rendered, and how the render engine will calculate the way light interacts with an object.
Blender Internal (BI)
The Blender Internal render engine has four main different ways to render an object, as a Surface, Wire, Volume, or Halo.
The default setting is Surface, which has many properties such as:
Specular reflection
Light Emission
Z Transparency and Raytraced refraction
Raytraced reflection
Subsurface Scattering (SSS)
Strand rendering
There are two ways to create materials for BI, with the Materials Panel in the Properties Editor, or with the Material Nodes system.
Cycles
Cycles uses a system of Shaders to create materials, with the ability to Mix and Add these and interact with other nodes.
A list of the Cycles Shader Nodes:
Mix
Add
Diffuse BSDF (Bidirectional Scattering Distribution Function)
Glossy BSDF
Transparent BSDF
Refraction BSDF
Glass BSDF
Translucent BSDF
Anisotropic BSDF
Velvet BSDF
Toon BSDF
Principled BSDF
Subsurface Scattering BSSRDF
Emission
Background
Ambient Occlusion
Holdout
Principled Volume
Principled Hair
Cycles uses a more node based material system than BI, for example unlike BI materials, while you can edit Cycles materials in the Properties Editor > Materials Panel, doing so will actually create the proper nodes for your material (Where in BI material nodes are disabled by default)