Beryllium aluminum silicate, colored deep green by chromium and vanadium — the most prized member of the beryl family. Softer than ruby and sapphire, more fragile, more inclusion-prone, and more expensive per carat than nearly any other green stone. Colombian emeralds set the visual standard; Zambian, Brazilian, and Ethiopian stones supply the rest of the market. The garden of inclusions inside an emerald — "jardin" — is read by graders the way wine sommeliers read the legs of a wine.
Be₃Al₂Si₆O₁₈ in hexagonal crystal system, Mohs 7.5–8. Cr³⁺/V³⁺ replacing Al³⁺ at trace level provides green color. Specific gravity 2.72. Refractive indices 1.577 / 1.583. Almost universally fissure-filled with cedar oil or modern polymers (disclosed treatment) — the practice extends a clarity that would otherwise be unworkable. Brittle; emerald's natural inclusions and lower hardness require protective settings (bezel preferred over prong).
Principled BSDF defaults derived from the sphere crystalline finish. Reasonable seed for Blender, Substance, Keyshot, Rhino — tune per material.
# finish: crystalline albedo #2a8a5a metallic 0.00 roughness 0.05 ior 2.42 transmission 1.00 clearcoat 0.00 sheen 0.00 anisotropic 0.00
{
"albedo": "#2a8a5a",
"metallic": 0.0,
"roughness": 0.05,
"ior": 2.42,
"transmission": 1.0,
"clearcoat": 0.0,
"sheen": 0.0,
"anisotropic": 0.0
}
# Blender 4.x — Principled BSDF
# Emerald (Natural) · finish: crystalline
import bpy
mat = bpy.data.materials.new(name="mat_gem_emerald_natural")
mat.use_nodes = True
bsdf = mat.node_tree.nodes["Principled BSDF"]
bsdf.inputs["Base Color"].default_value = (0.0232, 0.2542, 0.1022, 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
# Emerald (Natural) · finish: crystalline
# Run from Window → Scripting Console
import lux
mat = lux.createMaterial(name="mat_gem_emerald_natural", materialType="Generic")
mat.setProperty("diffuse", (42, 138, 90)) # 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": "Emerald (Natural) \u00b7 finish: crystalline",
"baseColor": {
"r": 0.0232,
"g": 0.2542,
"b": 0.1022
},
"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_emerald_natural",
"pbrMetallicRoughness": {
"baseColorFactor": [
0.0232,
0.2542,
0.1022,
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
# Emerald (Natural) · finish: crystalline
def Material "mat_gem_emerald_natural" {
token outputs:surface.connect = </mat_gem_emerald_natural/PreviewSurface.outputs:surface>
def Shader "PreviewSurface" {
uniform token info:id = "UsdPreviewSurface"
color3f inputs:diffuseColor = (0.0232, 0.2542, 0.1022)
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
}
}
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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