mat_gem_quartz_citrine

Citrine

quartz (SiO₂) iron-colored, yellow to orange · yellow quartz, Madeira citrine
metallic 0.00
hue shift +0°

Quartz in yellow to orange — colored by iron impurities. Natural citrine is rare; most commercial citrine is heat-converted from amethyst (above 300 °C) or smoky quartz. Heat-converted stones are visually identical to natural citrine and are accepted in the trade with disclosure. Madeira citrine — the saturated brown-orange variety — is the most prized hue.

SiO₂ in trigonal crystal system, Mohs 7. Color from Fe³⁺ at substitutional Si sites. Most commercial citrine is heat-treated amethyst; the conversion is irreversible at jewelry temperatures. Specific gravity 2.65. Refractive indices 1.544 / 1.553. Same physical properties as other quartz varieties.

mechanical

  • mohs_hardness7
  • specific_gravity2.65
source: GIA

optical

  • refractive_index_omega1.544
  • refractive_index_epsilon1.553
source: GIA

Sustainability

  • embodied carbon kg co2e per carat0.4
  • recyclabilityhigh
  • biodegradableFalse
  • localityprimary mining: Brazil, Madagascar, Zambia
visual
pale lemon yellow through orange to brown-orange (Madeira)

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        #d8a020
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": "#d8a020",
  "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
# Citrine · finish: crystalline
import bpy
mat = bpy.data.materials.new(name="mat_gem_quartz_citrine")
mat.use_nodes = True
bsdf = mat.node_tree.nodes["Principled BSDF"]
bsdf.inputs["Base Color"].default_value         = (0.6867, 0.3515, 0.0144, 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
# Citrine · finish: crystalline
# Run from Window → Scripting Console
import lux
mat = lux.createMaterial(name="mat_gem_quartz_citrine", materialType="Generic")
mat.setProperty("diffuse",      (216, 160, 32))   # 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": "Citrine \u00b7 finish: crystalline",
  "baseColor": {
    "r": 0.6867,
    "g": 0.3515,
    "b": 0.0144
  },
  "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_quartz_citrine",
      "pbrMetallicRoughness": {
        "baseColorFactor": [
          0.6867,
          0.3515,
          0.0144,
          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
# Citrine · finish: crystalline
def Material "mat_gem_quartz_citrine" {
    token outputs:surface.connect = </mat_gem_quartz_citrine/PreviewSurface.outputs:surface>

    def Shader "PreviewSurface" {
        uniform token info:id = "UsdPreviewSurface"
        color3f inputs:diffuseColor = (0.6867, 0.3515, 0.0144)
        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