Cellulose grown by bacteria — most often *Komagataeibacter xylinus* in a sweet-tea fermentation that's the same chemistry as a kombucha SCOBY. The bacteria secrete a thick mat of pure-cellulose nanofibers across the surface of the broth; the mat dries down into a leather-like sheet. Designers and biofabrication labs have been using this since the early 2010s for everything from textile alternatives to wound dressings to acoustic diaphragms.
Highly-pure cellulose I (≥99% by dry mass) secreted as a hydrogel pellicle by *Komagataeibacter* species fermented on glucose / sucrose / fruit-juice substrate. Native pellicle is ~99% water. Dried sheet density 0.6–1.0 g/cm³ depending on processing. Tensile strength of dried sheet 60–200 MPa, modulus 5–15 GPa — comparable to wood, much stronger than cotton. Biodegradable. Variable color depending on substrate / dye; natural color is tan to brown after drying.
Principled BSDF defaults derived from the sphere fibrous finish. Reasonable seed for Blender, Substance, Keyshot, Rhino — tune per material.
# finish: fibrous albedo #a08868 metallic 0.00 roughness 0.70 ior 1.45 transmission 0.00 clearcoat 0.00 sheen 0.70 anisotropic 0.50
{
"albedo": "#a08868",
"metallic": 0.0,
"roughness": 0.7,
"ior": 1.45,
"transmission": 0.0,
"clearcoat": 0.0,
"sheen": 0.7,
"anisotropic": 0.5
}
# Blender 4.x — Principled BSDF
# Bacterial Cellulose · finish: fibrous
import bpy
mat = bpy.data.materials.new(name="mat_bacterial_cellulose")
mat.use_nodes = True
bsdf = mat.node_tree.nodes["Principled BSDF"]
bsdf.inputs["Base Color"].default_value = (0.3515, 0.2462, 0.1384, 1.0)
bsdf.inputs["Metallic"].default_value = 0.000
bsdf.inputs["Roughness"].default_value = 0.700
bsdf.inputs["IOR"].default_value = 1.450
bsdf.inputs["Transmission Weight"].default_value = 0.000
bsdf.inputs["Coat Weight"].default_value = 0.000
bsdf.inputs["Sheen Weight"].default_value = 0.700
bsdf.inputs["Anisotropic"].default_value = 0.500
# KeyShot 11+ — lux Python API, Generic material
# Bacterial Cellulose · finish: fibrous
# Run from Window → Scripting Console
import lux
mat = lux.createMaterial(name="mat_bacterial_cellulose", materialType="Generic")
mat.setProperty("diffuse", (160, 136, 104)) # 8-bit sRGB
mat.setProperty("metallic", 0.000)
mat.setProperty("roughness", 0.700)
mat.setProperty("indexOfRefraction", 1.450)
mat.setProperty("transparency", 0.000)
mat.setProperty("coatingWeight", 0.000)
{
"_format": "Substance Designer / Painter \u2014 pbrMetalRough constants",
"_about": "Bacterial Cellulose \u00b7 finish: fibrous",
"baseColor": {
"r": 0.3515,
"g": 0.2462,
"b": 0.1384
},
"metallic": 0.0,
"roughness": 0.7,
"ior": 1.45,
"opacity": 1.0,
"anisotropyLevel": 0.5,
"_notes": "Channels listed are the standard Substance pbrMetalRough output. Drop into a Uniform Color node per channel, or as the constant input on a layered stack."
}
{
"asset": {
"version": "2.0",
"generator": "ForMatter"
},
"materials": [
{
"name": "mat_bacterial_cellulose",
"pbrMetallicRoughness": {
"baseColorFactor": [
0.3515,
0.2462,
0.1384,
1.0
],
"metallicFactor": 0.0,
"roughnessFactor": 0.7
},
"extensions": {
"KHR_materials_ior": {
"ior": 1.45
},
"KHR_materials_sheen": {
"sheenColorFactor": [
1.0,
1.0,
1.0
],
"sheenRoughnessFactor": 0.7
}
}
}
]
}
# USD Preview Surface — UsdShade.MaterialLook prim attributes
# Bacterial Cellulose · finish: fibrous
def Material "mat_bacterial_cellulose" {
token outputs:surface.connect = </mat_bacterial_cellulose/PreviewSurface.outputs:surface>
def Shader "PreviewSurface" {
uniform token info:id = "UsdPreviewSurface"
color3f inputs:diffuseColor = (0.3515, 0.2462, 0.1384)
float inputs:metallic = 0.000
float inputs:roughness = 0.700
float inputs:ior = 1.450
float inputs:opacity = 1.000
float inputs:clearcoat = 0.000
token outputs:surface
}
}
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Materials and processes for people who design and make things.
A local-first library of materials, processes, and applications, equal weight, citable everywhere. Part of the renato.design ecosystem — sibling of Plenum, Specimen, Ingenue, gesture, graf, and the Renato Rhino plug-ins. Form and matter, inseparable.
Half of teaching materials is teaching how the material is made into the thing. The standard subscription library was always light on that half. The wedge here isn't better samples or a prettier interface — it's treating Process as a peer entity, not a footnote.
Conway's Material World on raw materials, Lefteri's Making It on processes, Untracht and McCreight on metalsmithing, USDA Forest Products Lab on woods, GIA on gemstones, Schott / CoorsTek / Toray / Owens Corning datasheets, MakeItFrom for verifiable property numbers, ASM Handbook, ISO standards. Voice blocks: Barthes, Yanagi, Benjamin channeled within their philosophy; Lefteri verbatim. All cited.
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