ForMatter/Materials/metal/Pure Gold (24 karat)
mat_gold_pure_24k

Pure Gold (24 karat)

precious metal, near-pure gold · fine gold, 24k, Au 99.9, bullion gold
metallic 0.00
hue shift +0°

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.

mechanical

  • tensile_strength_mpa_annealed130
  • yield_strength_mpa_annealed30
  • elongation_pct_annealed45
  • hardness_vickers_annealed25
  • hardness_vickers_cold_worked60
  • density_kg_m319320
source: ASM Handbook Vol. 2; CRC Handbook

thermal

  • melting_point_c1064
  • thermal_conductivity_w_mk318
source: CRC Handbook of Chemistry and Physics

electrical

  • conductivity_iacs_pct73
source: CRC Handbook

Sustainability

  • embodied carbon kg co2e per kg12500
  • 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 kg800
  • recyclabilityvery high — closed-loop refining standard practice for centuries; recycled fraction in jewelry supply ~30%
  • biodegradableFalse
  • certificationsLBMA Good Delivery, Fairmined Gold, RJC Code of Practices
  • localityglobal — primary mining concentrated in China, Australia, Russia; refining concentrated in Switzerland, UK
visual
saturated warm yellow with a slight orange undertone, mirror-bright when polished, never tarnishes or oxidizes
tactile
soft enough to mark with a thumbnail, dense enough that a small piece feels misweighted in the hand
weight perception
very heavy — the density is the recognition signal
acoustic
dull thud rather than ring; gold doesn't sing
Walter Benjamin (dead — channeled)

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.

Channeled within the philosophy of Walter Benjamin, *The Arcades Project* (Eiland & McLaughlin trans., Belknap/Harvard, 1999), Convolute H "The Collector" — on the cult-object, the relic, and value attached to specific things.

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        #ffd700
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": "#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 Python
# 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 Python (lux)
# 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)
Substance pbrMetalRough
{
  "_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."
}
glTF 2.0 Metallic-Roughness
{
  "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
# 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
    }
}
↓ download glTF material

Citations