Diamond as an abrasive — grit and powder, made by HPHT synthesis at industrial scale, used to make grinding wheels, polishing pastes, dental burs, surgical scalpels, lapidary saw blades, and the wire that cuts silicon wafers. The most common form of "diamond" in industrial use; jewelry-grade material represents a small fraction of total diamond demand by mass.
HPHT-grown diamond grit at micron-to-millimeter mesh sizes (graded by FEPA standards 4–5000 µm). Mostly cubo-octahedral synthetic single crystals; polycrystalline diamond (PCD) variants for specific tooling. Mohs 10. Bonded into resin, vitreous, metal, or electroplated wheels and saws; loose-grit form for lapping pastes. Annual industrial-diamond production exceeds natural diamond mass by roughly an order of magnitude.
Principled BSDF defaults derived from the sphere granular finish. Reasonable seed for Blender, Substance, Keyshot, Rhino — tune per material.
# finish: granular albedo #3a3a3a metallic 0.00 roughness 0.85 ior 1.45 transmission 0.00 clearcoat 0.00 sheen 0.00 anisotropic 0.00
{
"albedo": "#3a3a3a",
"metallic": 0.0,
"roughness": 0.85,
"ior": 1.45,
"transmission": 0.0,
"clearcoat": 0.0,
"sheen": 0.0,
"anisotropic": 0.0
}
# Blender 4.x — Principled BSDF
# Industrial Diamond Grit · finish: granular
import bpy
mat = bpy.data.materials.new(name="mat_gem_diamond_industrial_grit")
mat.use_nodes = True
bsdf = mat.node_tree.nodes["Principled BSDF"]
bsdf.inputs["Base Color"].default_value = (0.0423, 0.0423, 0.0423, 1.0)
bsdf.inputs["Metallic"].default_value = 0.000
bsdf.inputs["Roughness"].default_value = 0.850
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
# Industrial Diamond Grit · finish: granular
# Run from Window → Scripting Console
import lux
mat = lux.createMaterial(name="mat_gem_diamond_industrial_grit", materialType="Generic")
mat.setProperty("diffuse", (58, 58, 58)) # 8-bit sRGB
mat.setProperty("metallic", 0.000)
mat.setProperty("roughness", 0.850)
mat.setProperty("indexOfRefraction", 1.450)
mat.setProperty("transparency", 0.000)
mat.setProperty("coatingWeight", 0.000)
{
"_format": "Substance Designer / Painter \u2014 pbrMetalRough constants",
"_about": "Industrial Diamond Grit \u00b7 finish: granular",
"baseColor": {
"r": 0.0423,
"g": 0.0423,
"b": 0.0423
},
"metallic": 0.0,
"roughness": 0.85,
"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_gem_diamond_industrial_grit",
"pbrMetallicRoughness": {
"baseColorFactor": [
0.0423,
0.0423,
0.0423,
1.0
],
"metallicFactor": 0.0,
"roughnessFactor": 0.85
},
"extensions": {
"KHR_materials_ior": {
"ior": 1.45
}
}
}
]
}
# USD Preview Surface — UsdShade.MaterialLook prim attributes
# Industrial Diamond Grit · finish: granular
def Material "mat_gem_diamond_industrial_grit" {
token outputs:surface.connect = </mat_gem_diamond_industrial_grit/PreviewSurface.outputs:surface>
def Shader "PreviewSurface" {
uniform token info:id = "UsdPreviewSurface"
color3f inputs:diffuseColor = (0.0423, 0.0423, 0.0423)
float inputs:metallic = 0.000
float inputs:roughness = 0.850
float inputs:ior = 1.450
float inputs:opacity = 1.000
float inputs:clearcoat = 0.000
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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