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.
# 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
}
}
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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