Sterling's quieter cousin — 93.5% silver, but the copper has been partially replaced with germanium, which forms a clear oxide skin on the surface and stops the alloy from tarnishing the way sterling does. No fire-scale during soldering, no patchy gray after a week in a drawer, and it precipitation-hardens harder than sterling can. The trade is a slightly higher cost and a slightly different working feel, both of which most metalsmiths take in stride.
Ag 93.5 / Cu balance / Ge 1.1–1.4 patented composition developed by Peter Johns and colleagues at the Art and Design Research Institute, Middlesex University, with U.S. utility-patent protection sought from 1994 (US 6,168,071 issued 2001). Germanium preferentially oxidizes at the surface, forming a transparent GeO₂ layer that suppresses both fire-scale (subsurface Cu₂O) and atmospheric tarnish. Age-hardens at 300 °C / 30 min to ~140 HV. Solidus ~815 °C, liquidus ~879 °C per manufacturer data — a longer working window than sterling.
Principled BSDF defaults derived from the sphere metallic finish. Reasonable seed for Blender, Substance, Keyshot, Rhino — tune per material.
# finish: metallic albedo #c5c5d0 metallic 1.00 roughness 0.25 ior 1.45 transmission 0.00 clearcoat 0.00 sheen 0.00 anisotropic 0.00
{
"albedo": "#c5c5d0",
"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
# Argentium Silver 935 · finish: metallic
import bpy
mat = bpy.data.materials.new(name="mat_silver_argentium_935")
mat.use_nodes = True
bsdf = mat.node_tree.nodes["Principled BSDF"]
bsdf.inputs["Base Color"].default_value = (0.5583, 0.5583, 0.6308, 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
# Argentium Silver 935 · finish: metallic
# Run from Window → Scripting Console
import lux
mat = lux.createMaterial(name="mat_silver_argentium_935", materialType="Generic")
mat.setProperty("diffuse", (197, 197, 208)) # 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": "Argentium Silver 935 \u00b7 finish: metallic",
"baseColor": {
"r": 0.5583,
"g": 0.5583,
"b": 0.6308
},
"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_silver_argentium_935",
"pbrMetallicRoughness": {
"baseColorFactor": [
0.5583,
0.5583,
0.6308,
1.0
],
"metallicFactor": 1.0,
"roughnessFactor": 0.25
},
"extensions": {
"KHR_materials_ior": {
"ior": 1.45
}
}
}
]
}
# USD Preview Surface — UsdShade.MaterialLook prim attributes
# Argentium Silver 935 · finish: metallic
def Material "mat_silver_argentium_935" {
token outputs:surface.connect = </mat_silver_argentium_935/PreviewSurface.outputs:surface>
def Shader "PreviewSurface" {
uniform token info:id = "UsdPreviewSurface"
color3f inputs:diffuseColor = (0.5583, 0.5583, 0.6308)
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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