Beryl in pale blue to blue-green — colored by ferrous iron — and the most widely available member of the beryl family. Cleaner than emerald (which is the same mineral colored differently) because aquamarine doesn't grow in the inclusion-rich geological environments emerald does. Often heat-treated to push trace yellow components out of the color, leaving pure blue.
Be₃Al₂Si₆O₁₈ in hexagonal crystal system, Mohs 7.5–8. Fe²⁺ trace impurity provides blue color; Fe³⁺ adds yellow component, suppressed by routine heat treatment at 400–450 °C. Specific gravity 2.71. Refractive indices 1.577 / 1.583 (same as emerald — same mineral). Significantly cleaner clarity than emerald in standard commercial grades.
Principled BSDF defaults derived from the sphere crystalline finish. Reasonable seed for Blender, Substance, Keyshot, Rhino — tune per material. Or grab the whole library at once: ForMaterials library →
# finish: crystalline albedo #6fb4d8 metallic 0.00 roughness 0.05 ior 2.42 transmission 1.00 clearcoat 0.00 sheen 0.00 anisotropic 0.00 thickness 0.80 attenuation_distance 1.50
{
"albedo": "#6fb4d8",
"metallic": 0.0,
"roughness": 0.05,
"ior": 2.42,
"transmission": 1.0,
"clearcoat": 0.0,
"sheen": 0.0,
"anisotropic": 0.0,
"thickness": 0.8,
"attenuation_distance": 1.5
}
# Blender 4.x — Principled BSDF
# Aquamarine · finish: crystalline
import bpy
mat = bpy.data.materials.new(name="mat_gem_aquamarine")
mat.use_nodes = True
bsdf = mat.node_tree.nodes["Principled BSDF"]
bsdf.inputs["Base Color"].default_value = (0.159, 0.4564, 0.6867, 1.0)
bsdf.inputs["Metallic"].default_value = 0.000
bsdf.inputs["Roughness"].default_value = 0.050
bsdf.inputs["IOR"].default_value = 2.420
bsdf.inputs["Transmission Weight"].default_value = 1.000
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
# Aquamarine · finish: crystalline
# Run from Window → Scripting Console
import lux
mat = lux.createMaterial(name="mat_gem_aquamarine", materialType="Generic")
mat.setProperty("diffuse", (111, 180, 216)) # 8-bit sRGB
mat.setProperty("metallic", 0.000)
mat.setProperty("roughness", 0.050)
mat.setProperty("indexOfRefraction", 2.420)
mat.setProperty("transparency", 1.000)
mat.setProperty("coatingWeight", 0.000)
{
"_format": "Substance Designer / Painter \u2014 pbrMetalRough constants",
"_about": "Aquamarine \u00b7 finish: crystalline",
"baseColor": {
"r": 0.159,
"g": 0.4564,
"b": 0.6867
},
"metallic": 0.0,
"roughness": 0.05,
"ior": 2.42,
"opacity": 0.0,
"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_gem_aquamarine",
"pbrMetallicRoughness": {
"baseColorFactor": [
0.159,
0.4564,
0.6867,
1.0
],
"metallicFactor": 0.0,
"roughnessFactor": 0.05
},
"extensions": {
"KHR_materials_ior": {
"ior": 2.42
},
"KHR_materials_transmission": {
"transmissionFactor": 1.0
}
}
}
]
}
# USD Preview Surface — UsdShade.MaterialLook prim attributes
# Aquamarine · finish: crystalline
def Material "mat_gem_aquamarine" {
token outputs:surface.connect = </mat_gem_aquamarine/PreviewSurface.outputs:surface>
def Shader "PreviewSurface" {
uniform token info:id = "UsdPreviewSurface"
color3f inputs:diffuseColor = (0.159, 0.4564, 0.6867)
float inputs:metallic = 0.000
float inputs:roughness = 0.050
float inputs:ior = 2.420
float inputs:opacity = 0.000
float inputs:clearcoat = 0.000
token outputs:surface
}
}
GIA beryl-family grading.
House vocabulary — terms ForMatter uses with intent.
Materials and processes for people who design and make things.
A local-first library of materials, processes, applications, and finishes — equal weight, citable everywhere, so a student can move from "what is this" toward "what's actually buildable here, now, by me." 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, Lefteri, Forty, Sparke, ASM, GIA. Every voice: Voices.
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