mat_gem_quartz_rose

Rose Quartz

quartz (SiO₂) titanium-colored, pink (massive habit) · pink quartz
metallic 0.00
hue shift +0°

Pale pink quartz — almost always cloudy rather than transparent because the color centers are paired with microscopic mineral inclusions that scatter light. Typically cut as cabochon or carved bead, rarely as faceted gemstone. The most common pink stone in the lapidary trade and a bedrock material of decorative-object production worldwide.

SiO₂ in trigonal crystal system, Mohs 7. Color from Ti⁴⁺ + Fe²⁺ trace impurities, paired with sub-microscopic inclusions of dumortierite-like fibers that scatter blue light and reinforce pink coloration. Massive habit dominant — well-formed faceting rough rare. Specific gravity 2.65. Refractive indices 1.544 / 1.553.

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, India, USA (South Dakota)
visual
soft pale pink with milky translucency

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        #e8c0c8
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": "#e8c0c8",
  "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
# Rose Quartz · finish: crystalline
import bpy
mat = bpy.data.materials.new(name="mat_gem_quartz_rose")
mat.use_nodes = True
bsdf = mat.node_tree.nodes["Principled BSDF"]
bsdf.inputs["Base Color"].default_value         = (0.807, 0.5271, 0.5776, 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
# Rose Quartz · finish: crystalline
# Run from Window → Scripting Console
import lux
mat = lux.createMaterial(name="mat_gem_quartz_rose", materialType="Generic")
mat.setProperty("diffuse",      (232, 192, 200))   # 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": "Rose Quartz \u00b7 finish: crystalline",
  "baseColor": {
    "r": 0.807,
    "g": 0.5271,
    "b": 0.5776
  },
  "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_rose",
      "pbrMetallicRoughness": {
        "baseColorFactor": [
          0.807,
          0.5271,
          0.5776,
          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
# Rose Quartz · finish: crystalline
def Material "mat_gem_quartz_rose" {
    token outputs:surface.connect = </mat_gem_quartz_rose/PreviewSurface.outputs:surface>

    def Shader "PreviewSurface" {
        uniform token info:id = "UsdPreviewSurface"
        color3f inputs:diffuseColor = (0.807, 0.5271, 0.5776)
        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