mat_gem_morganite

Morganite

beryl (Be₃Al₂Si₆O₁₈) manganese-colored, pink · pink beryl, rose beryl
metallic 0.00
hue shift +0°

Beryl colored peach-pink by traces of manganese, named after J.P. Morgan in 1911 by Tiffany & Co.'s gemologist George Frederick Kunz. The romantic alternative to pink sapphire when budget matters — softer color, larger eye-clean sizes available at moderate cost, dependable brilliance from a beryl-family hardness. Usually heat-treated at 400 °C to remove yellow trace components and clarify the pink.

Be₃Al₂Si₆O₁₈:Mn²⁺ in hexagonal crystal system, Mohs 7.5–8. Specific gravity 2.71. Mn provides peach-pink color; routine heat treatment (~400 °C) drives off yellow component, intensifying pink. Eye-clean stones routine at carat sizes that would be impossible for natural pink sapphire of equivalent grade.

mechanical

  • mohs_hardness7.75
  • specific_gravity2.71
source: GIA

optical

  • refractive_index_omega1.583
  • refractive_index_epsilon1.577
source: GIA

Sustainability

  • embodied carbon kg co2e per carat0.8
  • recyclabilityhigh
  • biodegradableFalse
  • localityprimary mining: Brazil, Madagascar, Mozambique, Afghanistan
visual
warm peach-pink, lighter saturation than pink sapphire of equivalent quality

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        #e8b8b0
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": "#e8b8b0",
  "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
# Morganite · finish: crystalline
import bpy
mat = bpy.data.materials.new(name="mat_gem_morganite")
mat.use_nodes = True
bsdf = mat.node_tree.nodes["Principled BSDF"]
bsdf.inputs["Base Color"].default_value         = (0.807, 0.4793, 0.4342, 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
# Morganite · finish: crystalline
# Run from Window → Scripting Console
import lux
mat = lux.createMaterial(name="mat_gem_morganite", materialType="Generic")
mat.setProperty("diffuse",      (232, 184, 176))   # 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": "Morganite \u00b7 finish: crystalline",
  "baseColor": {
    "r": 0.807,
    "g": 0.4793,
    "b": 0.4342
  },
  "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_morganite",
      "pbrMetallicRoughness": {
        "baseColorFactor": [
          0.807,
          0.4793,
          0.4342,
          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
# Morganite · finish: crystalline
def Material "mat_gem_morganite" {
    token outputs:surface.connect = </mat_gem_morganite/PreviewSurface.outputs:surface>

    def Shader "PreviewSurface" {
        uniform token info:id = "UsdPreviewSurface"
        color3f inputs:diffuseColor = (0.807, 0.4793, 0.4342)
        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