75% gold, but the silver is mostly gone and copper has taken its place — and the alloy turns pink. The same Au content as 18k yellow gold, the same hardness, the same hallmark, but a color that reads as warmer and softer to the eye even though the metal is no softer than yellow 18k under any test. The pink reads as romantic the way platinum reads as serious. Color is meaning.
Au 75 / Cu ~22.5 / Ag ~2.5 typical. The dominance of copper as alloying element pushes the color into the pink-red half of the gold-color gamut; Cu-rich variants near Au 75 / Cu 25 ("red gold") shade further toward red. Age-hardens through Cu₃Au ordering at 250–350 °C; Vickers ~165 HV achievable. Liquidus ~895 °C. Hallmark .750.
Principled BSDF defaults derived from the sphere metallic finish. Reasonable seed for Blender, Substance, Keyshot, Rhino — tune per material.
# finish: metallic albedo #d4886a metallic 1.00 roughness 0.25 ior 1.45 transmission 0.00 clearcoat 0.00 sheen 0.00 anisotropic 0.00
{
"albedo": "#d4886a",
"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
# 18k Rose Gold · finish: metallic
import bpy
mat = bpy.data.materials.new(name="mat_gold_rose_18k")
mat.use_nodes = True
bsdf = mat.node_tree.nodes["Principled BSDF"]
bsdf.inputs["Base Color"].default_value = (0.6584, 0.2462, 0.1441, 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
# 18k Rose Gold · finish: metallic
# Run from Window → Scripting Console
import lux
mat = lux.createMaterial(name="mat_gold_rose_18k", materialType="Generic")
mat.setProperty("diffuse", (212, 136, 106)) # 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": "18k Rose Gold \u00b7 finish: metallic",
"baseColor": {
"r": 0.6584,
"g": 0.2462,
"b": 0.1441
},
"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_18k",
"pbrMetallicRoughness": {
"baseColorFactor": [
0.6584,
0.2462,
0.1441,
1.0
],
"metallicFactor": 1.0,
"roughnessFactor": 0.25
},
"extensions": {
"KHR_materials_ior": {
"ior": 1.45
}
}
}
]
}
# USD Preview Surface — UsdShade.MaterialLook prim attributes
# 18k Rose Gold · finish: metallic
def Material "mat_gold_rose_18k" {
token outputs:surface.connect = </mat_gold_rose_18k/PreviewSurface.outputs:surface>
def Shader "PreviewSurface" {
uniform token info:id = "UsdPreviewSurface"
color3f inputs:diffuseColor = (0.6584, 0.2462, 0.1441)
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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