The material properties of a visual object are specified in the Material object of an appearance bundle. The Material object specifies ambient, diffuse, specular, and emissive colors and a shininess value. Each of the first three colors are used in the lighting model to calculate the corresponding reflection. The emissive color allows visual objects to "glow in the dark". The shininess value is only used in calculating specular reflections.

 public BranchGroup createSceneGraph() {    

    BranchGroup objRoot = new BranchGroup();

    // Create a Appearance object for the visual object
    Appearance appear=new Appearance();
    // Create a Material object
    Material material=new Material();
    // Config it!
    material.setAmbientColor(new Color3f(1.0f,0.0f,0.0f));
    // Apply the material to the Appearance
    Sphere sphere=new Sphere(0.1f,appear);
    BoundingSphere bounds=new BoundingSphere();
    AmbientLight ambientLight=new AmbientLight();

    return objRoot;