58.5% gold pushed further pink by a higher copper fraction than rose 18k. The most-copper alloy that still legally counts as gold in the U.S. market — and visually it shows. Cooler than copper itself, warmer than yellow gold, popular through cycles of fashion and unpopular between them. The current cycle as of writing keeps it ascendant.
Au 58.5 / Cu ~33 / Ag ~8.5 typical. The relatively high Cu fraction maximizes color saturation toward pink-red while preserving 14k hallmark eligibility. Age-hardens through Cu₃Au ordering; Vickers ~175 HV achievable. Liquidus ~830 °C. The Cu-rich end of the alloy makes it slightly more reactive to skin acids than 14k yellow — extended-wear darkening on some skin chemistries is documented.
Principled BSDF defaults derived from the sphere metallic finish. Reasonable seed for Blender, Substance, Keyshot, Rhino — tune per material.
# finish: metallic albedo #c98a78 metallic 1.00 roughness 0.25 ior 1.45 transmission 0.00 clearcoat 0.00 sheen 0.00 anisotropic 0.00
{
"albedo": "#c98a78",
"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
# 14k Rose Gold · finish: metallic
import bpy
mat = bpy.data.materials.new(name="mat_gold_rose_14k")
mat.use_nodes = True
bsdf = mat.node_tree.nodes["Principled BSDF"]
bsdf.inputs["Base Color"].default_value = (0.5841, 0.2542, 0.1878, 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
# 14k Rose Gold · finish: metallic
# Run from Window → Scripting Console
import lux
mat = lux.createMaterial(name="mat_gold_rose_14k", materialType="Generic")
mat.setProperty("diffuse", (201, 138, 120)) # 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": "14k Rose Gold \u00b7 finish: metallic",
"baseColor": {
"r": 0.5841,
"g": 0.2542,
"b": 0.1878
},
"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_rose_14k",
"pbrMetallicRoughness": {
"baseColorFactor": [
0.5841,
0.2542,
0.1878,
1.0
],
"metallicFactor": 1.0,
"roughnessFactor": 0.25
},
"extensions": {
"KHR_materials_ior": {
"ior": 1.45
}
}
}
]
}
# USD Preview Surface — UsdShade.MaterialLook prim attributes
# 14k Rose Gold · finish: metallic
def Material "mat_gold_rose_14k" {
token outputs:surface.connect = </mat_gold_rose_14k/PreviewSurface.outputs:surface>
def Shader "PreviewSurface" {
uniform token info:id = "UsdPreviewSurface"
color3f inputs:diffuseColor = (0.5841, 0.2542, 0.1878)
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.
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