ForMatter/Materials/gemstone/Natural Diamond
mat_gem_diamond_natural

Natural Diamond

carbon allotrope, cubic crystal, single-crystal natural · mined diamond, natural diamond, earth-mined diamond
metallic 0.00
hue shift +0°

The hardest natural material on Earth — a single crystal of carbon, formed at depths of 150–200 km under pressures and temperatures most of the universe never reaches. The cultural reference standard for both "hard" and "valuable." The supply chain that delivers it has been fixed by trade-control consensus since the late 19th century. Lab-grown diamonds — chemically identical — have begun re-pricing the entire category over the last decade.

Tetrahedrally-bonded sp³ carbon, cubic crystal system (Fd-3m space group), Mohs 10. Refractive index 2.417 (high enough to drive the brilliance and fire that define the cut). Specific gravity 3.52. Thermal conductivity ~2200 W/m·K — five times copper, and the highest of any bulk solid. Type I (N-bearing) versus Type II (low N) classification governs both color tendency and lab-vs-natural identification at instrumented level.

mechanical

  • mohs_hardness10
  • knoop_hardness_kg_mm27000
  • specific_gravity3.52
source: GIA Diamond Quality Factors; Mineralogical Society of America

optical

  • refractive_index2.417
  • dispersion0.044
source: GIA technical reference

thermal

  • thermal_conductivity_w_mk2200
source: CRC Handbook

Sustainability

  • embodied carbon kg co2e per carat160
  • recyclabilitymoderate — secondhand market mature; recycled diamonds are GIA-graded the same as new
  • biodegradableFalse
  • certificationsKimberley Process Certification Scheme, RJC Code of Practices, Natural Diamond Council provenance
  • localityprimary supply: Russia, Botswana, Canada, DRC, Australia
visual
the reference brilliance and fire of the cut-and-faceted gemstone canon
tactile
cool to the touch — "diamond test" thermal-conductivity check works because it pulls heat from the skin faster than any simulant
weight perception
moderate
Roland Barthes (dead — channeled)

The diamond is asked to do something no other object is asked to do — to be permanent and to mean. We accept the geological story, the depth, the heat, the slow surfacing, because the meaning we have hung on the stone needs that depth to feel earned. The mineralogy is alibi. The myth is what the stone is for.

Channeled within the philosophy of Roland Barthes, *Mythologies* (1957, English ed. Hill and Wang, 1972), motifs of myth-making around modern objects.

PBR starter values

Principled BSDF defaults derived from the sphere crystalline finish. Reasonable seed for Blender, Substance, Keyshot, Rhino — tune per material.

# finish:      crystalline
albedo        #f0f4ff
metallic      0.00
roughness     0.05
ior           2.42
transmission  1.00
clearcoat     0.00
sheen         0.00
anisotropic   0.00
copy as JSON
{
  "albedo": "#f0f4ff",
  "metallic": 0.0,
  "roughness": 0.05,
  "ior": 2.42,
  "transmission": 1.0,
  "clearcoat": 0.0,
  "sheen": 0.0,
  "anisotropic": 0.0
}
Blender 4.x Python
# Blender 4.x — Principled BSDF
# Natural Diamond · finish: crystalline
import bpy
mat = bpy.data.materials.new(name="mat_gem_diamond_natural")
mat.use_nodes = True
bsdf = mat.node_tree.nodes["Principled BSDF"]
bsdf.inputs["Base Color"].default_value         = (0.8714, 0.9047, 1.0, 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 Python (lux)
# KeyShot 11+ — lux Python API, Generic material
# Natural Diamond · finish: crystalline
# Run from Window → Scripting Console
import lux
mat = lux.createMaterial(name="mat_gem_diamond_natural", materialType="Generic")
mat.setProperty("diffuse",      (240, 244, 255))   # 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)
Substance pbrMetalRough
{
  "_format": "Substance Designer / Painter \u2014 pbrMetalRough constants",
  "_about": "Natural Diamond \u00b7 finish: crystalline",
  "baseColor": {
    "r": 0.8714,
    "g": 0.9047,
    "b": 1.0
  },
  "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."
}
glTF 2.0 Metallic-Roughness
{
  "asset": {
    "version": "2.0",
    "generator": "ForMatter"
  },
  "materials": [
    {
      "name": "mat_gem_diamond_natural",
      "pbrMetallicRoughness": {
        "baseColorFactor": [
          0.8714,
          0.9047,
          1.0,
          1.0
        ],
        "metallicFactor": 0.0,
        "roughnessFactor": 0.05
      },
      "extensions": {
        "KHR_materials_ior": {
          "ior": 2.42
        },
        "KHR_materials_transmission": {
          "transmissionFactor": 1.0
        }
      }
    }
  ]
}
USD Preview Surface
# USD Preview Surface — UsdShade.MaterialLook prim attributes
# Natural Diamond · finish: crystalline
def Material "mat_gem_diamond_natural" {
    token outputs:surface.connect = </mat_gem_diamond_natural/PreviewSurface.outputs:surface>

    def Shader "PreviewSurface" {
        uniform token info:id = "UsdPreviewSurface"
        color3f inputs:diffuseColor = (0.8714, 0.9047, 1.0)
        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
    }
}
↓ download glTF material

Citations