Silicon carbide grown into gem-quality single crystals — harder than CZ, more brilliant than CZ, and more diamond-like in optical character. Originally found in tiny natural quantities in a meteor crater (Henri Moissan, 1893, Canyon Diablo) and now grown commercially since 1998 by Charles & Colvard. The most plausible diamond alternative for the unaided eye — distinguishable from diamond by its higher dispersion (which reads as "too rainbow") and its double-refraction.
α-SiC (6H polytype dominant), hexagonal crystal system. Mohs ~9.25 (GIA gemological convention) to 9.5 (general mineralogical) — harder than CZ, only diamond and a few rare gems exceed. Specific gravity 3.21 (close to diamond's 3.52). Refractive indices nₒ 2.654 / nₑ 2.691 (positive uniaxial, ne > no) — birefringent, a double image visible through facets under loupe. Dispersion 0.104 (more than double diamond's). Thermal conductivity high enough that older diamond-tester probes give false-positive — moissanite-specific testers became standard in the trade post-1999.
Principled BSDF defaults derived from the sphere crystalline finish. Reasonable seed for Blender, Substance, Keyshot, Rhino — tune per material.
# finish: crystalline albedo #f0f8f0 metallic 0.00 roughness 0.05 ior 2.42 transmission 1.00 clearcoat 0.00 sheen 0.00 anisotropic 0.00
{
"albedo": "#f0f8f0",
"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
# Moissanite (Synthetic) · finish: crystalline
import bpy
mat = bpy.data.materials.new(name="mat_gem_simulant_moissanite")
mat.use_nodes = True
bsdf = mat.node_tree.nodes["Principled BSDF"]
bsdf.inputs["Base Color"].default_value = (0.8714, 0.9387, 0.8714, 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
# Moissanite (Synthetic) · finish: crystalline
# Run from Window → Scripting Console
import lux
mat = lux.createMaterial(name="mat_gem_simulant_moissanite", materialType="Generic")
mat.setProperty("diffuse", (240, 248, 240)) # 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": "Moissanite (Synthetic) \u00b7 finish: crystalline",
"baseColor": {
"r": 0.8714,
"g": 0.9387,
"b": 0.8714
},
"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_simulant_moissanite",
"pbrMetallicRoughness": {
"baseColorFactor": [
0.8714,
0.9387,
0.8714,
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
# Moissanite (Synthetic) · finish: crystalline
def Material "mat_gem_simulant_moissanite" {
token outputs:surface.connect = </mat_gem_simulant_moissanite/PreviewSurface.outputs:surface>
def Shader "PreviewSurface" {
uniform token info:id = "UsdPreviewSurface"
color3f inputs:diffuseColor = (0.8714, 0.9387, 0.8714)
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.
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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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