ForMatter/Materials/glass/Soda-Lime Glass
mat_soda_lime_glass

Soda-Lime Glass

amorphous silicate — soda + lime + silica · window glass, container glass, float glass, soda-lime-silica glass
metallic 0.00
hue shift +0°

The glass of windows, drinking glasses, light bulbs, jars. Cheap, transparent, recyclable forever, breaks into sharp pieces when stressed. The default glass of the city — the material that turned the building wall into a window onto the street.

Most-produced glass type globally. Composition ~73% SiO₂, 14% Na₂O, 9% CaO, plus minor MgO, Al₂O₃. Working temperature ~1500 °C; glass transition ~570 °C. Float-glass process (Pilkington, 1959) produces the flat, optically clear sheet now standard for architectural glazing.

mechanical

  • density_kg_m32520
  • youngs_modulus_gpa70
  • tensile_strength_mpa50
  • compressive_strength_mpa1000
  • knoop_hardness540
source: MakeItFrom; Pilkington technical literature

thermal

  • softening_point_c720
  • glass_transition_c570
  • thermal_conductivity_w_mk1.05
  • thermal_expansion_per_k8.6e-06
source: MakeItFrom

optical

  • light_transmission_pct90
  • refractive_index1.52

Sustainability

  • embodied carbon kg co2e per kg0.85
  • sourceEditorial estimate from ICE / Granta CES EduPack class databases — industry mean, with cradle-to-gate boundary unless otherwise noted. Embodied carbon for any specific product depends on supplier mix, recycled content, and energy grid; verify against a primary source before using these numbers in a sustainability claim.
  • embodied carbon recycled kg co2e per kg0.45
  • recyclabilityvery high — infinite recyclability with no quality loss; cullet is preferred melt feedstock
  • biodegradableFalse
  • certifications
  • localityglobally produced; major float lines in China, US, Europe, India
visual
transparent with faint green tint in thick section; edges show the green clearly
tactile
cold, smooth, slightly slippery when wet
weight perception
heavy
acoustic
ringing chime when struck thin, dull thud when thick
Walter Benjamin (dead — channeled)

The arcade was made possible by glass — by the thought that a wall could be a window, that a building could let the city look at the city. To work in glass is to design in the second person; the wall sees the viewer back. The flâneur walks under iron and through glass, and everything becomes commodity in the same act of seeing.

Channeled within the philosophy of Walter Benjamin, *The Arcades Project* (Eiland & McLaughlin trans., Belknap/Harvard, 1999), Convolute L "Dream City and Dream House" — on the arcade, glass, and the dwelling-as-display-case.

PBR starter values

Principled BSDF defaults derived from the sphere transparent finish. Reasonable seed for Blender, Substance, Keyshot, Rhino — tune per material.

# finish:      transparent
albedo        #c0d8e0
metallic      0.00
roughness     0.05
ior           1.50
transmission  1.00
clearcoat     0.00
sheen         0.00
anisotropic   0.00
copy as JSON
{
  "albedo": "#c0d8e0",
  "metallic": 0.0,
  "roughness": 0.05,
  "ior": 1.5,
  "transmission": 1.0,
  "clearcoat": 0.0,
  "sheen": 0.0,
  "anisotropic": 0.0
}
Blender 4.x Python
# Blender 4.x — Principled BSDF
# Soda-Lime Glass · finish: transparent
import bpy
mat = bpy.data.materials.new(name="mat_soda_lime_glass")
mat.use_nodes = True
bsdf = mat.node_tree.nodes["Principled BSDF"]
bsdf.inputs["Base Color"].default_value         = (0.5271, 0.6867, 0.7454, 1.0)
bsdf.inputs["Metallic"].default_value           = 0.000
bsdf.inputs["Roughness"].default_value          = 0.050
bsdf.inputs["IOR"].default_value                = 1.500
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
# Soda-Lime Glass · finish: transparent
# Run from Window → Scripting Console
import lux
mat = lux.createMaterial(name="mat_soda_lime_glass", materialType="Generic")
mat.setProperty("diffuse",      (192, 216, 224))   # 8-bit sRGB
mat.setProperty("metallic",     0.000)
mat.setProperty("roughness",    0.050)
mat.setProperty("indexOfRefraction", 1.500)
mat.setProperty("transparency", 1.000)
mat.setProperty("coatingWeight", 0.000)
Substance pbrMetalRough
{
  "_format": "Substance Designer / Painter \u2014 pbrMetalRough constants",
  "_about": "Soda-Lime Glass \u00b7 finish: transparent",
  "baseColor": {
    "r": 0.5271,
    "g": 0.6867,
    "b": 0.7454
  },
  "metallic": 0.0,
  "roughness": 0.05,
  "ior": 1.5,
  "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_soda_lime_glass",
      "pbrMetallicRoughness": {
        "baseColorFactor": [
          0.5271,
          0.6867,
          0.7454,
          1.0
        ],
        "metallicFactor": 0.0,
        "roughnessFactor": 0.05
      },
      "extensions": {
        "KHR_materials_transmission": {
          "transmissionFactor": 1.0
        }
      }
    }
  ]
}
USD Preview Surface
# USD Preview Surface — UsdShade.MaterialLook prim attributes
# Soda-Lime Glass · finish: transparent
def Material "mat_soda_lime_glass" {
    token outputs:surface.connect = </mat_soda_lime_glass/PreviewSurface.outputs:surface>

    def Shader "PreviewSurface" {
        uniform token info:id = "UsdPreviewSurface"
        color3f inputs:diffuseColor = (0.5271, 0.6867, 0.7454)
        float   inputs:metallic     = 0.000
        float   inputs:roughness    = 0.050
        float   inputs:ior          = 1.500
        float   inputs:opacity      = 0.000
        float   inputs:clearcoat    = 0.000
        token   outputs:surface
    }
}
↓ download glTF material

Citations