The bronze the world's plain bearings are cast from. Tin gives it strength, lead gives it self-lubrication where the bearing bore meets the shaft. Yellow-warm in color before machining, gray-brown after. The bronze in old machinery's bushings, in lathe slide nuts, in the thrust washers under heavy moving parts.
Leaded tin bronze (83% Cu, 7% Sn, 7% Pb, 3% Zn nominal per UNS C93200). Lead is dispersed as a soft secondary phase that smears across the bearing interface under load, providing emergency self-lubrication. Tensile 240 MPa as-cast, hardness Brinell 65. Sand-cast or continuous-cast standard form. Lead content (7%) places this bronze outside RoHS-compliance pools for many EU end uses.
Principled BSDF defaults derived from the sphere metallic finish. Reasonable seed for Blender, Substance, Keyshot, Rhino — tune per material. Or grab the whole library at once: ForMaterials library →
# finish: metallic albedo #8c6840 metallic 1.00 roughness 0.25 ior 1.45 transmission 0.00 clearcoat 0.00 sheen 0.00 anisotropic 0.00
{
"albedo": "#8c6840",
"metallic": 1.0,
"roughness": 0.25,
"ior": 1.45,
"transmission": 0.0,
"clearcoat": 0.0,
"sheen": 0.0,
"anisotropic": 0.0
}
# Blender 4.x — Principled BSDF
# Bearing Bronze (C93200, SAE 660) · finish: metallic
import bpy
mat = bpy.data.materials.new(name="mat_bronze_c93200_bearing")
mat.use_nodes = True
bsdf = mat.node_tree.nodes["Principled BSDF"]
bsdf.inputs["Base Color"].default_value = (0.2623, 0.1384, 0.0513, 1.0)
bsdf.inputs["Metallic"].default_value = 1.000
bsdf.inputs["Roughness"].default_value = 0.250
bsdf.inputs["IOR"].default_value = 1.450
bsdf.inputs["Transmission Weight"].default_value = 0.000
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
# Bearing Bronze (C93200, SAE 660) · finish: metallic
# Run from Window → Scripting Console
import lux
mat = lux.createMaterial(name="mat_bronze_c93200_bearing", materialType="Generic")
mat.setProperty("diffuse", (140, 104, 64)) # 8-bit sRGB
mat.setProperty("metallic", 1.000)
mat.setProperty("roughness", 0.250)
mat.setProperty("indexOfRefraction", 1.450)
mat.setProperty("transparency", 0.000)
mat.setProperty("coatingWeight", 0.000)
{
"_format": "Substance Designer / Painter \u2014 pbrMetalRough constants",
"_about": "Bearing Bronze (C93200, SAE 660) \u00b7 finish: metallic",
"baseColor": {
"r": 0.2623,
"g": 0.1384,
"b": 0.0513
},
"metallic": 1.0,
"roughness": 0.25,
"ior": 1.45,
"opacity": 1.0,
"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_bronze_c93200_bearing",
"pbrMetallicRoughness": {
"baseColorFactor": [
0.2623,
0.1384,
0.0513,
1.0
],
"metallicFactor": 1.0,
"roughnessFactor": 0.25
},
"extensions": {
"KHR_materials_ior": {
"ior": 1.45
}
}
}
]
}
# USD Preview Surface — UsdShade.MaterialLook prim attributes
# Bearing Bronze (C93200, SAE 660) · finish: metallic
def Material "mat_bronze_c93200_bearing" {
token outputs:surface.connect = </mat_bronze_c93200_bearing/PreviewSurface.outputs:surface>
def Shader "PreviewSurface" {
uniform token info:id = "UsdPreviewSurface"
color3f inputs:diffuseColor = (0.2623, 0.1384, 0.0513)
float inputs:metallic = 1.000
float inputs:roughness = 0.250
float inputs:ior = 1.450
float inputs:opacity = 1.000
float inputs:clearcoat = 0.000
token outputs:surface
}
}
Bearing bronze (SAE 660 / 932) — leaded-tin variant favored for its free-machining behavior. Softer than brass C26000 by a small margin; chips evacuate cleanly. Common spec for sleeve bearings, bushings, hand-machined fittings.
Machinery's Handbook 30th ed., 'Copper Alloys Machining'; CDA Copper Development Association C93200 datasheet (SAE 660).
→ try this material in swarfASM Handbook Vol. 2; CDA Copper Development Association C93200 datasheet; OSHA lead-handling guidance.
House vocabulary — terms ForMatter uses with intent.
Materials and processes for people who design and make things.
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Conway's Material World on raw materials, Lefteri's Making It on processes, Forty's Concrete and Culture, Sparke's Design in Context, Bürdek's Design: History, Theory and Practice of Product Design, Schröpfer's Material Design on materials in architecture, Winchester's The Perfectionists on tolerance, Minshall's Your Life Is Manufactured on the global supply chain, von Busch's Making Trouble on material activism, Were's How Materials Matter, Hegger / Drexler / Zeumer's Basics Materials, 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. Museum holdings draw from the Met, MAD, V&A, Smithsonian American Art Museum, Newark Museum of Art, British Museum, Heard Museum, Smithsonian NMAI, Eiteljorg Museum, Philadelphia Museum of Art, Cranbrook Art Museum, and Grand Rapids Art Museum — collection-record permalinks only, designer overview pages and exhibition listings excluded. Voice blocks now ride on every entry kind — material, process, application, and finish — and include Ruskin on iron, Anni Albers on twining, Greg Lynn on the shred-and-teeth NURBS lineage, Pugin on the metal that won't be hammered, Barthes / Yanagi / Benjamin channeled within their philosophy; Sparke, Bürdek, Forty, Conway, Schröpfer, Minshall, von Busch, Lefteri, Pat Pruitt, Mary Lee Hu, Tom Joyce, Albert Paley, and the rest of the contemporary makers quoted verbatim with citation. All cited.
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