The same mineral as sapphire — corundum, aluminum oxide — colored deep red by traces of chromium, and traditionally distinguished from "pink sapphire" by saturation rather than hue (a debate that runs hot in gem-grading committees and cold elsewhere). Burmese ruby from the Mogok valley is the cultural reference; Mozambican ruby has carried the supply since the 2010s. Cr also makes ruby fluoresce — the same fluorescence Maiman exploited in the 1960 ruby laser.
α-Al₂O₃:Cr in trigonal crystal system, Mohs 9. Cr³⁺ replacing Al³⁺ at trace level (~0.1–1.0 wt%) provides red color + R-line fluorescence at 694 nm (the lasing line in the original ruby laser). Specific gravity 3.99. Refractive indices identical to sapphire. Heat treatment standard practice (disclosed); unheated Burmese stones command extreme price premium.
Principled BSDF defaults derived from the sphere crystalline finish. Reasonable seed for Blender, Substance, Keyshot, Rhino — tune per material.
# finish: crystalline albedo #b81a30 metallic 0.00 roughness 0.05 ior 2.42 transmission 1.00 clearcoat 0.00 sheen 0.00 anisotropic 0.00
{
"albedo": "#b81a30",
"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
# Ruby (Natural) · finish: crystalline
import bpy
mat = bpy.data.materials.new(name="mat_gem_ruby_natural")
mat.use_nodes = True
bsdf = mat.node_tree.nodes["Principled BSDF"]
bsdf.inputs["Base Color"].default_value = (0.4793, 0.0103, 0.0296, 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
# Ruby (Natural) · finish: crystalline
# Run from Window → Scripting Console
import lux
mat = lux.createMaterial(name="mat_gem_ruby_natural", materialType="Generic")
mat.setProperty("diffuse", (184, 26, 48)) # 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": "Ruby (Natural) \u00b7 finish: crystalline",
"baseColor": {
"r": 0.4793,
"g": 0.0103,
"b": 0.0296
},
"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_ruby_natural",
"pbrMetallicRoughness": {
"baseColorFactor": [
0.4793,
0.0103,
0.0296,
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
# Ruby (Natural) · finish: crystalline
def Material "mat_gem_ruby_natural" {
token outputs:surface.connect = </mat_gem_ruby_natural/PreviewSurface.outputs:surface>
def Shader "PreviewSurface" {
uniform token info:id = "UsdPreviewSurface"
color3f inputs:diffuseColor = (0.4793, 0.0103, 0.0296)
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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