Quartz colored brown to nearly black by natural ionizing radiation acting on aluminum impurities — the irradiation creates color centers that absorb across the visible spectrum. Common, inexpensive, and often used in larger statement-piece sizes where the dark transparency reads as more sophisticated than common faceted stones in pale colors.
SiO₂ in trigonal crystal system, Mohs 7. Color from [AlO₄/h⁺] color centers — substitutional Al³⁺ paired with positive holes generated by natural γ-irradiation. Specific gravity 2.65. Refractive indices 1.544 / 1.553. Heat treatment above 250 °C bleaches color reversibly via re-irradiation; the irradiation step in the trade is well-established and disclosed.
Principled BSDF defaults derived from the sphere crystalline finish. Reasonable seed for Blender, Substance, Keyshot, Rhino — tune per material.
# finish: crystalline albedo #5a4a3a metallic 0.00 roughness 0.05 ior 2.42 transmission 1.00 clearcoat 0.00 sheen 0.00 anisotropic 0.00
{
"albedo": "#5a4a3a",
"metallic": 0.0,
"roughness": 0.05,
"ior": 2.42,
"transmission": 1.0,
"clearcoat": 0.0,
"sheen": 0.0,
"anisotropic": 0.0
}
# Blender 4.x — Principled BSDF
# Smoky Quartz · finish: crystalline
import bpy
mat = bpy.data.materials.new(name="mat_gem_quartz_smoky")
mat.use_nodes = True
bsdf = mat.node_tree.nodes["Principled BSDF"]
bsdf.inputs["Base Color"].default_value = (0.1022, 0.0685, 0.0423, 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 11+ — lux Python API, Generic material
# Smoky Quartz · finish: crystalline
# Run from Window → Scripting Console
import lux
mat = lux.createMaterial(name="mat_gem_quartz_smoky", materialType="Generic")
mat.setProperty("diffuse", (90, 74, 58)) # 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)
{
"_format": "Substance Designer / Painter \u2014 pbrMetalRough constants",
"_about": "Smoky Quartz \u00b7 finish: crystalline",
"baseColor": {
"r": 0.1022,
"g": 0.0685,
"b": 0.0423
},
"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."
}
{
"asset": {
"version": "2.0",
"generator": "ForMatter"
},
"materials": [
{
"name": "mat_gem_quartz_smoky",
"pbrMetallicRoughness": {
"baseColorFactor": [
0.1022,
0.0685,
0.0423,
1.0
],
"metallicFactor": 0.0,
"roughnessFactor": 0.05
},
"extensions": {
"KHR_materials_ior": {
"ior": 2.42
},
"KHR_materials_transmission": {
"transmissionFactor": 1.0
}
}
}
]
}
# USD Preview Surface — UsdShade.MaterialLook prim attributes
# Smoky Quartz · finish: crystalline
def Material "mat_gem_quartz_smoky" {
token outputs:surface.connect = </mat_gem_quartz_smoky/PreviewSurface.outputs:surface>
def Shader "PreviewSurface" {
uniform token info:id = "UsdPreviewSurface"
color3f inputs:diffuseColor = (0.1022, 0.0685, 0.0423)
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
}
}
A working library of materials and processes. Saves to this browser only — no account, no cloud.
Nothing saved yet. Open a material, process, or application and tap + project.
House vocabulary — terms ForMatter uses with intent.
Materials and processes for people who design and make things.
A local-first library of materials, processes, and applications, equal weight, citable everywhere. Part of the renato.design ecosystem — sibling of Plenum, Specimen, Ingenue, gesture, graf, and the Renato Rhino plug-ins. Form and matter, inseparable.
Half of teaching materials is teaching how the material is made into the thing. The standard subscription library was always light on that half. The wedge here isn't better samples or a prettier interface — it's treating Process as a peer entity, not a footnote.
Conway's Material World on raw materials, Lefteri's Making It on processes, Untracht and McCreight on metalsmithing, USDA Forest Products Lab on woods, GIA on gemstones, Schott / CoorsTek / Toray / Owens Corning datasheets, MakeItFrom for verifiable property numbers, ASM Handbook, ISO standards. Voice blocks: Barthes, Yanagi, Benjamin channeled within their philosophy; Lefteri verbatim. All cited.
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