Cultured saltwater pearl from the Akoya oyster (Pinctada fucata martensii) — the canonical small-round white pearl of the post-1920s jewelry world, after the Mise–Nishikawa bead-nucleation method (licensed by Mikimoto and others through patents granted from 1916) scaled into commercial production. Layered nacre — calcium-carbonate platelets in protein matrix — produces the characteristic pearlescent surface. Typically 5–9 mm; larger sizes are South Sea or Tahitian territory.
Cultured pearl: shell-bead nucleus (typically Mississippi River freshwater mussel) implanted into oyster mantle, secreted nacre layers (aragonite CaCO₃ platelets ~500 nm thick + conchiolin protein) accumulate over 1–2 years. Mohs 2.5–4.5 (the soft side of jewelry stones). Specific gravity 2.71. Pearlescence from thin-film interference + Bragg-like diffraction in the layered structure. Sensitive to acids (cosmetics, perfume, sweat); pearls require wear-and-store hygiene.
Principled BSDF defaults derived from the sphere pearlescent finish. Reasonable seed for Blender, Substance, Keyshot, Rhino — tune per material.
# finish: pearlescent albedo #f0e8e0 metallic 0.00 roughness 0.35 ior 1.50 transmission 0.10 clearcoat 0.40 sheen 0.80 anisotropic 0.00
{
"albedo": "#f0e8e0",
"metallic": 0.0,
"roughness": 0.35,
"ior": 1.5,
"transmission": 0.1,
"clearcoat": 0.4,
"sheen": 0.8,
"anisotropic": 0.0
}
# Blender 4.x — Principled BSDF
# Akoya Pearl (Cultured Saltwater) · finish: pearlescent
import bpy
mat = bpy.data.materials.new(name="mat_gem_pearl_akoya")
mat.use_nodes = True
bsdf = mat.node_tree.nodes["Principled BSDF"]
bsdf.inputs["Base Color"].default_value = (0.8714, 0.807, 0.7454, 1.0)
bsdf.inputs["Metallic"].default_value = 0.000
bsdf.inputs["Roughness"].default_value = 0.350
bsdf.inputs["IOR"].default_value = 1.500
bsdf.inputs["Transmission Weight"].default_value = 0.100
bsdf.inputs["Coat Weight"].default_value = 0.400
bsdf.inputs["Sheen Weight"].default_value = 0.800
bsdf.inputs["Anisotropic"].default_value = 0.000
# KeyShot 11+ — lux Python API, Generic material
# Akoya Pearl (Cultured Saltwater) · finish: pearlescent
# Run from Window → Scripting Console
import lux
mat = lux.createMaterial(name="mat_gem_pearl_akoya", materialType="Generic")
mat.setProperty("diffuse", (240, 232, 224)) # 8-bit sRGB
mat.setProperty("metallic", 0.000)
mat.setProperty("roughness", 0.350)
mat.setProperty("indexOfRefraction", 1.500)
mat.setProperty("transparency", 0.100)
mat.setProperty("coatingWeight", 0.400)
{
"_format": "Substance Designer / Painter \u2014 pbrMetalRough constants",
"_about": "Akoya Pearl (Cultured Saltwater) \u00b7 finish: pearlescent",
"baseColor": {
"r": 0.8714,
"g": 0.807,
"b": 0.7454
},
"metallic": 0.0,
"roughness": 0.35,
"ior": 1.5,
"opacity": 0.9,
"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_pearl_akoya",
"pbrMetallicRoughness": {
"baseColorFactor": [
0.8714,
0.807,
0.7454,
1.0
],
"metallicFactor": 0.0,
"roughnessFactor": 0.35
},
"extensions": {
"KHR_materials_transmission": {
"transmissionFactor": 0.1
},
"KHR_materials_clearcoat": {
"clearcoatFactor": 0.4
},
"KHR_materials_sheen": {
"sheenColorFactor": [
1.0,
1.0,
1.0
],
"sheenRoughnessFactor": 0.8
}
}
}
]
}
# USD Preview Surface — UsdShade.MaterialLook prim attributes
# Akoya Pearl (Cultured Saltwater) · finish: pearlescent
def Material "mat_gem_pearl_akoya" {
token outputs:surface.connect = </mat_gem_pearl_akoya/PreviewSurface.outputs:surface>
def Shader "PreviewSurface" {
uniform token info:id = "UsdPreviewSurface"
color3f inputs:diffuseColor = (0.8714, 0.807, 0.7454)
float inputs:metallic = 0.000
float inputs:roughness = 0.350
float inputs:ior = 1.500
float inputs:opacity = 0.900
float inputs:clearcoat = 0.400
token outputs:surface
}
}
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