code: function ( materialNode, textureMap ) {
  
  			var ID = materialNode.id;
  			var name = materialNode.attrName;
  			var type = materialNode.ShadingModel;
  
  			// Case where FBX wraps shading model in property object.
  			if ( typeof type === 'object' ) {
  
  				type = type.value;
  
  			}
  
  			// Ignore unused materials which don't have any connections.
  			if ( ! connections.has( ID ) ) return null;
  
  			var parameters = this.parseParameters( materialNode, textureMap, ID );
  
  			var material;
  
  			switch ( type.toLowerCase() ) {
  
  				case 'phong':
  					material = new THREE.MeshPhongMaterial();
  					break;
  				case 'lambert':
  					material = new THREE.MeshLambertMaterial();
  					break;
  				default:
  					console.warn( 'THREE.FBXLoader: unknown material type "%s". Defaulting to MeshPhongMaterial.', type );
  					material = new THREE.MeshPhongMaterial( { color: 0x3300ff } );
  					break;
  
  			}
  
  			material.setValues( parameters );
  			material.name = name;
  
  			return material;
  
  		}
docs: Parse single node in FBXTree.Objects.Material Materials are connected to texture maps in FBXTree.Objects.Textures FBX format currently only supports Lambert and Phong shading models