Gold as it leaves the refinery — 99.9% Au, the form bullion bars and central-bank reserves are made of, and a form most jewelry isn't. Heavy enough that a coin-sized disc feels wrong in the hand, soft enough that a fingernail leaves a mark, and saturated enough in color that no other yellow metal looks the same in the same room. The cultural memory of "gold" lives at this purity. The wearable jewelry doesn't.
99.9% Au, face-centered-cubic structure, density 19.32 g/cm³ — about 1.7× the density of lead. Vickers hardness ~25 HV annealed (lower than fine silver). Only metal that resists oxidation across all common atmospheres at room temperature; dissolves in aqua regia and alkali cyanides. Highest electrical conductivity of any non-Ag, non-Cu metal at engineering scale. Liquidus 1064 °C.
The piece of gold rests in the hand the way a relic rests in its reliquary, weighted with what people once believed it could survive — fire, the grave, the long fall of empires. Its warmth has nothing to do with temperature. Its color does not fade because no one has ever been allowed to forget it.
Principled BSDF defaults derived from the sphere metallic finish. Reasonable seed for Blender, Substance, Keyshot, Rhino — tune per material.
# finish: metallic albedo #ffd700 metallic 1.00 roughness 0.25 ior 1.45 transmission 0.00 clearcoat 0.00 sheen 0.00 anisotropic 0.00
{
"albedo": "#ffd700",
"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
# Pure Gold (24 karat) · finish: metallic
import bpy
mat = bpy.data.materials.new(name="mat_gold_pure_24k")
mat.use_nodes = True
bsdf = mat.node_tree.nodes["Principled BSDF"]
bsdf.inputs["Base Color"].default_value = (1.0, 0.6795, 0.0, 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
# Pure Gold (24 karat) · finish: metallic
# Run from Window → Scripting Console
import lux
mat = lux.createMaterial(name="mat_gold_pure_24k", materialType="Generic")
mat.setProperty("diffuse", (255, 215, 0)) # 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": "Pure Gold (24 karat) \u00b7 finish: metallic",
"baseColor": {
"r": 1.0,
"g": 0.6795,
"b": 0.0
},
"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_gold_pure_24k",
"pbrMetallicRoughness": {
"baseColorFactor": [
1.0,
0.6795,
0.0,
1.0
],
"metallicFactor": 1.0,
"roughnessFactor": 0.25
},
"extensions": {
"KHR_materials_ior": {
"ior": 1.45
}
}
}
]
}
# USD Preview Surface — UsdShade.MaterialLook prim attributes
# Pure Gold (24 karat) · finish: metallic
def Material "mat_gold_pure_24k" {
token outputs:surface.connect = </mat_gold_pure_24k/PreviewSurface.outputs:surface>
def Shader "PreviewSurface" {
uniform token info:id = "UsdPreviewSurface"
color3f inputs:diffuseColor = (1.0, 0.6795, 0.0)
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.
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.
Local to this browser. No cloud, no account, no telemetry.