An injection-moldable thermoplastic made from lignin — the second-most-abundant biopolymer on Earth (after cellulose), and a paper-pulping waste stream that for decades had no high-value use. Tecnaro's Arboform compounds lignin with natural fibers and additives to a melt-processable pellet that runs on standard injection-molding machinery and produces parts with the warm color and feel of dark wood.
Compound of lignin (often kraft-pulping byproduct) with natural fibers (hemp, flax) and biopolymer additives, from Tecnaro GmbH. Melt-processes at ~150–200 °C on conventional injection-molding equipment. Tensile 35–65 MPa, density 1.3–1.4 g/cm³. Color characteristically warm brown to near-black depending on lignin source. Different grades cover rigid, semi-flexible, and food-contact ranges.
Principled BSDF defaults derived from the sphere matte finish. Reasonable seed for Blender, Substance, Keyshot, Rhino — tune per material.
# finish: matte albedo #5a3818 metallic 0.00 roughness 0.75 ior 1.45 transmission 0.00 clearcoat 0.00 sheen 0.00 anisotropic 0.00
{
"albedo": "#5a3818",
"metallic": 0.0,
"roughness": 0.75,
"ior": 1.45,
"transmission": 0.0,
"clearcoat": 0.0,
"sheen": 0.0,
"anisotropic": 0.0
}
# Blender 4.x — Principled BSDF
# Lignin (Arboform Liquid Wood) · finish: matte
import bpy
mat = bpy.data.materials.new(name="mat_lignin_arboform")
mat.use_nodes = True
bsdf = mat.node_tree.nodes["Principled BSDF"]
bsdf.inputs["Base Color"].default_value = (0.1022, 0.0395, 0.0091, 1.0)
bsdf.inputs["Metallic"].default_value = 0.000
bsdf.inputs["Roughness"].default_value = 0.750
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 = 0.000
bsdf.inputs["Anisotropic"].default_value = 0.000
# KeyShot 11+ — lux Python API, Generic material
# Lignin (Arboform Liquid Wood) · finish: matte
# Run from Window → Scripting Console
import lux
mat = lux.createMaterial(name="mat_lignin_arboform", materialType="Generic")
mat.setProperty("diffuse", (90, 56, 24)) # 8-bit sRGB
mat.setProperty("metallic", 0.000)
mat.setProperty("roughness", 0.750)
mat.setProperty("indexOfRefraction", 1.450)
mat.setProperty("transparency", 0.000)
mat.setProperty("coatingWeight", 0.000)
{
"_format": "Substance Designer / Painter \u2014 pbrMetalRough constants",
"_about": "Lignin (Arboform Liquid Wood) \u00b7 finish: matte",
"baseColor": {
"r": 0.1022,
"g": 0.0395,
"b": 0.0091
},
"metallic": 0.0,
"roughness": 0.75,
"ior": 1.45,
"opacity": 1.0,
"anisotropyLevel": 0.0,
"_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_lignin_arboform",
"pbrMetallicRoughness": {
"baseColorFactor": [
0.1022,
0.0395,
0.0091,
1.0
],
"metallicFactor": 0.0,
"roughnessFactor": 0.75
},
"extensions": {
"KHR_materials_ior": {
"ior": 1.45
}
}
}
]
}
# USD Preview Surface — UsdShade.MaterialLook prim attributes
# Lignin (Arboform Liquid Wood) · finish: matte
def Material "mat_lignin_arboform" {
token outputs:surface.connect = </mat_lignin_arboform/PreviewSurface.outputs:surface>
def Shader "PreviewSurface" {
uniform token info:id = "UsdPreviewSurface"
color3f inputs:diffuseColor = (0.1022, 0.0395, 0.0091)
float inputs:metallic = 0.000
float inputs:roughness = 0.750
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.
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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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