ForMatter/Materials/metal/Copper C11000 (Electrolytic Tough Pitch)
mat_copper_c11000

Copper C11000 (Electrolytic Tough Pitch)

high-conductivity copper · ETP copper, C11000, pure copper sheet
metallic 0.00
hue shift +0°

The copper of wires, roof flashing, sculpture, and printed circuit boards. Soft enough to bend by hand in thin sheet, holds an electric current better than any common metal except silver. Develops a green patina outdoors over years — the Statue of Liberty material.

Electrolytic tough pitch copper, ≥99.9% Cu with controlled oxygen content. Highest electrical and thermal conductivity of common engineering metals. Annealed state is soft and ductile; cold-worked state is springier and harder. Joins by soldering, brazing, or TIG.

mechanical

  • tensile_strength_mpa220
  • yield_strength_mpa70
  • elastic_modulus_gpa117
  • elongation_pct45
  • hardness_brinell45
source: MakeItFrom

thermal

  • melting_point_c1083
  • thermal_conductivity_w_mk391
source: MakeItFrom

electrical

  • resistivity_ohm_m1.71e-08
  • iacs_pct101

physical

  • density_kg_m38960
source: ASM Handbook (ETP copper, C11000)

Sustainability

  • embodied carbon kg co2e per kg4.2
  • 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 kg0.85
  • recyclabilityvery high — copper scrap commands a market price comparable to virgin material
  • biodegradableFalse
  • certifications
  • localityglobally traded commodity; major refining in Chile, Peru, China
visual
pink-orange when freshly polished, browns to red within days, greens to verdigris over years
tactile
warmer to the touch than steel, soft under a fingernail in annealed sheet
weight perception
heavy — denser than steel by ~14%
acoustic
muted bell-tone, no long ring
Georgius Agricola (dead — quote)

Smelting is necessary, for by this means earths, solidified juices, and stones are separated from the metals so that they obtain their proper colour and become pure, and may be of great use to mankind in many ways. When the ore is smelted, those things which were mixed with the metal before it was melted are driven forth, because the metal is perfected by fire in this manner.

De Re Metallica (1556), Book IX, p. 353. Trans. Herbert Clark Hoover and Lou Henry Hoover (Dover Publications, 1950).

PBR starter values

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

# finish:      metallic
albedo        #b87333
metallic      1.00
roughness     0.25
ior           1.45
transmission  0.00
clearcoat     0.00
sheen         0.00
anisotropic   0.00
copy as JSON
{
  "albedo": "#b87333",
  "metallic": 1.0,
  "roughness": 0.25,
  "ior": 1.45,
  "transmission": 0.0,
  "clearcoat": 0.0,
  "sheen": 0.0,
  "anisotropic": 0.0
}
Blender 4.x Python
# Blender 4.x — Principled BSDF
# Copper C11000 (Electrolytic Tough Pitch) · finish: metallic
import bpy
mat = bpy.data.materials.new(name="mat_copper_c11000")
mat.use_nodes = True
bsdf = mat.node_tree.nodes["Principled BSDF"]
bsdf.inputs["Base Color"].default_value         = (0.4793, 0.1714, 0.0331, 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 Python (lux)
# KeyShot 11+ — lux Python API, Generic material
# Copper C11000 (Electrolytic Tough Pitch) · finish: metallic
# Run from Window → Scripting Console
import lux
mat = lux.createMaterial(name="mat_copper_c11000", materialType="Generic")
mat.setProperty("diffuse",      (184, 115, 51))   # 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)
Substance pbrMetalRough
{
  "_format": "Substance Designer / Painter \u2014 pbrMetalRough constants",
  "_about": "Copper C11000 (Electrolytic Tough Pitch) \u00b7 finish: metallic",
  "baseColor": {
    "r": 0.4793,
    "g": 0.1714,
    "b": 0.0331
  },
  "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."
}
glTF 2.0 Metallic-Roughness
{
  "asset": {
    "version": "2.0",
    "generator": "ForMatter"
  },
  "materials": [
    {
      "name": "mat_copper_c11000",
      "pbrMetallicRoughness": {
        "baseColorFactor": [
          0.4793,
          0.1714,
          0.0331,
          1.0
        ],
        "metallicFactor": 1.0,
        "roughnessFactor": 0.25
      },
      "extensions": {
        "KHR_materials_ior": {
          "ior": 1.45
        }
      }
    }
  ]
}
USD Preview Surface
# USD Preview Surface — UsdShade.MaterialLook prim attributes
# Copper C11000 (Electrolytic Tough Pitch) · finish: metallic
def Material "mat_copper_c11000" {
    token outputs:surface.connect = </mat_copper_c11000/PreviewSurface.outputs:surface>

    def Shader "PreviewSurface" {
        uniform token info:id = "UsdPreviewSurface"
        color3f inputs:diffuseColor = (0.4793, 0.1714, 0.0331)
        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
    }
}
↓ download glTF material
Substitutes

Citations