ForMatter/Materials/gemstone/Emerald (Natural)
mat_gem_emerald_natural

Emerald (Natural)

beryl (Be₃Al₂Si₆O₁₈) chromium-colored, single-crystal natural · natural emerald, Colombian emerald, panna (Sanskrit)
metallic 0.00
hue shift +0°

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).

mechanical

  • mohs_hardness7.75
  • specific_gravity2.72
source: GIA Emerald Quality Factors

optical

  • refractive_index_omega1.583
  • refractive_index_epsilon1.577
source: GIA

Sustainability

  • embodied carbon kg co2e per carat1.5
  • recyclabilityhigh — secondhand market mature
  • biodegradableFalse
  • certificationsGübelin Provenance Proof, GIA origin determination
  • localityprimary mining: Colombia (Muzo, Chivor), Zambia (Kagem), Brazil, Ethiopia, Russia
visual
saturated bluish green when fine, lighter and more yellowish in lower grades; jardin inclusions visible to the unaided eye in nearly every example
tactile
cool, brittle-feeling under hand pressure on edges

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        #2a8a5a
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": "#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 Python
# 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 Python (lux)
# 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)
Substance pbrMetalRough
{
  "_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."
}
glTF 2.0 Metallic-Roughness
{
  "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
# 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
    }
}
↓ download glTF material

Citations