95% platinum and 5% something-that-makes-it-workable — usually ruthenium, sometimes cobalt, sometimes iridium. The U.S. and European standard for platinum fine jewelry, twice as dense as gold, eight times rarer in the earth's crust, and the only common jewelry metal that won't give up material under wear — when platinum scratches, the metal moves rather than disappears. The setting metal stone-setters reach for when failure is not an option.
Pt 95.0 / Ru 5.0 nominal (Pt-Co and Pt-Ir variants used for casting and stone-setting respectively). Face-centered-cubic, density 21.45 g/cm³. Liquidus ~1780 °C — far hotter than gold or silver, requires high-temperature investment casting and oxy-hydrogen torch work. Vickers ~135 HV in jewelry temper. Resists oxidation across all conventional atmospheric and biological environments; the alloy of choice for stone settings exposed to long-term wear because abraded platinum displaces rather than wearing away.
Principled BSDF defaults derived from the sphere metallic finish. Reasonable seed for Blender, Substance, Keyshot, Rhino — tune per material.
# finish: metallic albedo #d0d0d6 metallic 1.00 roughness 0.25 ior 1.45 transmission 0.00 clearcoat 0.00 sheen 0.00 anisotropic 0.00
{
"albedo": "#d0d0d6",
"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
# Platinum 950 (Pt950) · finish: metallic
import bpy
mat = bpy.data.materials.new(name="mat_platinum_pt950")
mat.use_nodes = True
bsdf = mat.node_tree.nodes["Principled BSDF"]
bsdf.inputs["Base Color"].default_value = (0.6308, 0.6308, 0.6724, 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
# Platinum 950 (Pt950) · finish: metallic
# Run from Window → Scripting Console
import lux
mat = lux.createMaterial(name="mat_platinum_pt950", materialType="Generic")
mat.setProperty("diffuse", (208, 208, 214)) # 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": "Platinum 950 (Pt950) \u00b7 finish: metallic",
"baseColor": {
"r": 0.6308,
"g": 0.6308,
"b": 0.6724
},
"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_platinum_pt950",
"pbrMetallicRoughness": {
"baseColorFactor": [
0.6308,
0.6308,
0.6724,
1.0
],
"metallicFactor": 1.0,
"roughnessFactor": 0.25
},
"extensions": {
"KHR_materials_ior": {
"ior": 1.45
}
}
}
]
}
# USD Preview Surface — UsdShade.MaterialLook prim attributes
# Platinum 950 (Pt950) · finish: metallic
def Material "mat_platinum_pt950" {
token outputs:surface.connect = </mat_platinum_pt950/PreviewSurface.outputs:surface>
def Shader "PreviewSurface" {
uniform token info:id = "UsdPreviewSurface"
color3f inputs:diffuseColor = (0.6308, 0.6308, 0.6724)
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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