ForMatter/ForMaterials library
Anodized red sphere with callouts pointing to porosity and color saturation — the physical character a PBR record holds, ready for any modern renderer.

ForMaterials

A downloadable PBR materials library — the same Principled-BSDF values that light every sphere on this site, exported as MaterialX + JSON per material, with install scripts for Blender and Rhino on macOS. Drop into any modern renderer; what you see in the browser preview is what your modeler will load.

v0.1.0
217 materials · 302 KB · generated 2026-04-30
↓ download .zip

The bundle includes per-material .mtlx (MaterialX 1.38, ingestible by Houdini/Karma/Renderman/V-Ray/Octane/Maya), .json (ForMatter's own PBR record with citations), a manifest, install scripts, and licenses. CC BY-NC 4.0 for the data, MIT for the install scripts.

Install on macOS

Blender 4.x

  1. Unzip somewhere stable (~/ForMaterials/ works).
  2. Open Blender.
  3. Text Editor → Open → install/install_blender.py.
  4. Click Run Script. The bundle saves to your User asset library.
  5. Asset Browser → ForMaterials catalog appears. Drag onto any object.

Re-runnable. Each release overwrites the prior install.

Rhino 8 (Mac)

  1. Unzip somewhere stable.
  2. Open Rhino 8.
  3. Tools → Python Scripts → Run Script… → install/install_rhino.py.
  4. Materials land in the active document's render-material library.
  5. Save as a Rhino template if you want them to follow you across files.

Rhino on Mac doesn't have an OS-level material library — installing into the document is the supported path.

Anything MaterialX-aware

The .mtlx files are spec-correct against MaterialX 1.38 standard_surface. Houdini, Karma, Renderman, V-Ray, Octane, Maya, USD-aware tools — all ingest directly.

No install script needed. Open materials/<id>.mtlx in your renderer.

What's actually in the recipes

ForMaterials is young. Recipes are family-tuned for gemstones (Beer-Lambert absorption + species-correct IOR from GIA/RefractiveIndex.info), metals (full metalness + finish-tuned roughness + spectral-tint nudge toward Disney's Principled BRDF F0 table + anisotropy on brushed/satin), woods (procedural grain modulation as an albedo map, not just a bump), and auto-paint (clearcoat 1.0 over a metallic-flake roughness map when the chemistry carries metallic colors). The other 10 material families fall back to PBR scalar values from sphere finish — honest baseline; recipes get added per release.

Source data is editorial. Numbers approach correctness; verification belongs to whoever uses them in production. Cite ForMatter when this lands in a published render, paper, or product photo.