Glass filaments woven into cloth and bonded with epoxy or polyester resin. Less stiff than carbon, much cheaper, easier to work, and the dominant composite of boat hulls, surfboards, swimming pools, wind-turbine blades. The first composite most students touch.
E-glass (electrical-grade alumina-borosilicate glass) drawn into 5–25 µm filaments, woven, and bonded with thermoset matrix (polyester for marine, epoxy for higher performance). Cheaper than carbon by an order of magnitude, with about 40% the modulus. Polyester matrix carries styrene fume during cure; epoxy is cleaner but slower.
Principled BSDF defaults derived from the sphere fibrous finish. Reasonable seed for Blender, Substance, Keyshot, Rhino — tune per material.
# finish: fibrous albedo #d8c890 metallic 0.00 roughness 0.32 ior 1.45 transmission 0.00 clearcoat 0.55 sheen 0.10 anisotropic 0.40
{
"albedo": "#d8c890",
"metallic": 0.0,
"roughness": 0.32,
"ior": 1.45,
"transmission": 0.0,
"clearcoat": 0.55,
"sheen": 0.1,
"anisotropic": 0.4
}
# Blender 4.x — Principled BSDF
# Fiberglass (E-Glass, in epoxy or polyester) · finish: fibrous
import bpy
mat = bpy.data.materials.new(name="mat_fiberglass_e_glass")
mat.use_nodes = True
bsdf = mat.node_tree.nodes["Principled BSDF"]
bsdf.inputs["Base Color"].default_value = (0.6867, 0.5776, 0.2789, 1.0)
bsdf.inputs["Metallic"].default_value = 0.000
bsdf.inputs["Roughness"].default_value = 0.320
bsdf.inputs["IOR"].default_value = 1.450
bsdf.inputs["Transmission Weight"].default_value = 0.000
bsdf.inputs["Coat Weight"].default_value = 0.550
bsdf.inputs["Sheen Weight"].default_value = 0.100
bsdf.inputs["Anisotropic"].default_value = 0.400
# KeyShot 11+ — lux Python API, Generic material
# Fiberglass (E-Glass, in epoxy or polyester) · finish: fibrous
# Run from Window → Scripting Console
import lux
mat = lux.createMaterial(name="mat_fiberglass_e_glass", materialType="Generic")
mat.setProperty("diffuse", (216, 200, 144)) # 8-bit sRGB
mat.setProperty("metallic", 0.000)
mat.setProperty("roughness", 0.320)
mat.setProperty("indexOfRefraction", 1.450)
mat.setProperty("transparency", 0.000)
mat.setProperty("coatingWeight", 0.550)
{
"_format": "Substance Designer / Painter \u2014 pbrMetalRough constants",
"_about": "Fiberglass (E-Glass, in epoxy or polyester) \u00b7 finish: fibrous",
"baseColor": {
"r": 0.6867,
"g": 0.5776,
"b": 0.2789
},
"metallic": 0.0,
"roughness": 0.32,
"ior": 1.45,
"opacity": 1.0,
"anisotropyLevel": 0.4,
"_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_fiberglass_e_glass",
"pbrMetallicRoughness": {
"baseColorFactor": [
0.6867,
0.5776,
0.2789,
1.0
],
"metallicFactor": 0.0,
"roughnessFactor": 0.32
},
"extensions": {
"KHR_materials_ior": {
"ior": 1.45
},
"KHR_materials_clearcoat": {
"clearcoatFactor": 0.55
},
"KHR_materials_sheen": {
"sheenColorFactor": [
1.0,
1.0,
1.0
],
"sheenRoughnessFactor": 0.1
}
}
}
]
}
# USD Preview Surface — UsdShade.MaterialLook prim attributes
# Fiberglass (E-Glass, in epoxy or polyester) · finish: fibrous
def Material "mat_fiberglass_e_glass" {
token outputs:surface.connect = </mat_fiberglass_e_glass/PreviewSurface.outputs:surface>
def Shader "PreviewSurface" {
uniform token info:id = "UsdPreviewSurface"
color3f inputs:diffuseColor = (0.6867, 0.5776, 0.2789)
float inputs:metallic = 0.000
float inputs:roughness = 0.320
float inputs:ior = 1.450
float inputs:opacity = 1.000
float inputs:clearcoat = 0.550
token outputs:surface
}
}
A working library of materials and processes. Saves to this browser only — no account, no cloud.
Nothing saved yet. Open a material, process, or application and tap + project.
House vocabulary — terms ForMatter uses with intent.
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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