ForMatter/Materials/metal/14k Green Gold
mat_gold_green_14k

14k Green Gold

precious metal alloy, silver-rich gold (greenish cast) · electrum 14k, .585 green, Au-Ag green gold
metallic 0.00
hue shift +0°

58.5% gold, but the alloying load is almost entirely silver and the result tints distinctly green-yellow in daylight — the cast that gold-and-silver natural alloy (electrum) showed before refining could separate them. Rare in the contemporary market, common in mixed-metal designer pieces where the green plays against rose and yellow side-by-side. Soft-feeling, warm-toned, slightly under-saturated.

Au 58.5 / Ag ~38 / Cu ~3.5 typical (varies — pure Au-Ag binaries also marketed as green gold at higher Au content). Color shift toward green is the consequence of Ag-rich alloying suppressing the warm absorption shoulder that copper would otherwise produce. Comparatively soft alloy in the 14k family — Vickers ~110 HV cold-worked. Liquidus ~880 °C. Hallmark .585.

mechanical

  • tensile_strength_mpa_annealed250
  • hardness_vickers_annealed55
  • hardness_vickers_cold_worked110
  • density_kg_m313750
source: World Gold Council; Untracht

thermal

  • liquidus_c880
  • solidus_c850
source: World Gold Council casting reference

Sustainability

  • embodied carbon kg co2e per kg7500
  • 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 kg490
  • recyclabilityvery high — refiner-recoverable
  • biodegradableFalse
  • certificationsLBMA / RJC / Fairmined applicable to source bullion
visual
yellow-green with a faintly under-ripe quality that reads as different in any context where it's seen next to a more saturated yellow gold
tactile
soft for a 14k alloy

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        #cabd58
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": "#cabd58",
  "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
# 14k Green Gold · finish: metallic
import bpy
mat = bpy.data.materials.new(name="mat_gold_green_14k")
mat.use_nodes = True
bsdf = mat.node_tree.nodes["Principled BSDF"]
bsdf.inputs["Base Color"].default_value         = (0.5906, 0.5089, 0.0976, 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
# 14k Green Gold · finish: metallic
# Run from Window → Scripting Console
import lux
mat = lux.createMaterial(name="mat_gold_green_14k", materialType="Generic")
mat.setProperty("diffuse",      (202, 189, 88))   # 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": "14k Green Gold \u00b7 finish: metallic",
  "baseColor": {
    "r": 0.5906,
    "g": 0.5089,
    "b": 0.0976
  },
  "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_gold_green_14k",
      "pbrMetallicRoughness": {
        "baseColorFactor": [
          0.5906,
          0.5089,
          0.0976,
          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
# 14k Green Gold · finish: metallic
def Material "mat_gold_green_14k" {
    token outputs:surface.connect = </mat_gold_green_14k/PreviewSurface.outputs:surface>

    def Shader "PreviewSurface" {
        uniform token info:id = "UsdPreviewSurface"
        color3f inputs:diffuseColor = (0.5906, 0.5089, 0.0976)
        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