Argentium pushed up the silver content as far as the alloy chemistry tolerates — 96.0% Ag — and kept the germanium that makes Argentium not tarnish. Whiter than sterling, very nearly as bright as fine silver, and harder than fine silver after age-hardening. The trade-off is cost and a slightly narrower working window, both of which read as luxury rather than penalty in a wedding-band-grade context.
Ag 96.0 / Cu balance / Ge 1.2 nominal — a higher-silver member of the Argentium-family compositions developed by Peter Johns at Middlesex University. Higher silver content shifts color toward fine silver and reduces overall copper-related tarnish risk further; germanium passivation behavior is preserved. Age-hardens at 300 °C / 30 min to ~125 HV — softer than 935 Argentium when fully hardened, harder than fine silver under any treatment.
Principled BSDF defaults derived from the sphere metallic finish. Reasonable seed for Blender, Substance, Keyshot, Rhino — tune per material.
# finish: metallic albedo #cccdd6 metallic 1.00 roughness 0.25 ior 1.45 transmission 0.00 clearcoat 0.00 sheen 0.00 anisotropic 0.00
{
"albedo": "#cccdd6",
"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 960 · finish: metallic
import bpy
mat = bpy.data.materials.new(name="mat_silver_argentium_960")
mat.use_nodes = True
bsdf = mat.node_tree.nodes["Principled BSDF"]
bsdf.inputs["Base Color"].default_value = (0.6038, 0.6105, 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
# Argentium Silver 960 · finish: metallic
# Run from Window → Scripting Console
import lux
mat = lux.createMaterial(name="mat_silver_argentium_960", materialType="Generic")
mat.setProperty("diffuse", (204, 205, 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": "Argentium Silver 960 \u00b7 finish: metallic",
"baseColor": {
"r": 0.6038,
"g": 0.6105,
"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_silver_argentium_960",
"pbrMetallicRoughness": {
"baseColorFactor": [
0.6038,
0.6105,
0.6724,
1.0
],
"metallicFactor": 1.0,
"roughnessFactor": 0.25
},
"extensions": {
"KHR_materials_ior": {
"ior": 1.45
}
}
}
]
}
# USD Preview Surface — UsdShade.MaterialLook prim attributes
# Argentium Silver 960 · finish: metallic
def Material "mat_silver_argentium_960" {
token outputs:surface.connect = </mat_silver_argentium_960/PreviewSurface.outputs:surface>
def Shader "PreviewSurface" {
uniform token info:id = "UsdPreviewSurface"
color3f inputs:diffuseColor = (0.6038, 0.6105, 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.
Local to this browser. No cloud, no account, no telemetry.