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.
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.
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
{
"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 — 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 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)
{
"_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."
}
{
"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 — 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
}
}
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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