ForMatter/Materials/metal/Fine Silver (999)
mat_silver_fine_999

Fine Silver (999)

precious metal, near-pure silver · fine silver, pure silver, .999 silver, Ag 99.9
metallic 0.00
hue shift +0°

Silver as close to pure as a jeweler ever handles — 99.9% Ag with only trace impurities. Soft enough to dent against a fingernail, bright as a mirror when polished, and so reflective at every wavelength of visible light that it sets the upper bound of what a metallic surface can do. Beautiful, expensive, and too soft to make a ring you'd actually wear daily — which is why most silver jewelry isn't this.

99.9% Ag with cumulative impurity ≤0.1% per ASTM B561. Face-centered-cubic structure, density 10.49 g/cm³. Annealed Vickers hardness ~25 HV; cold-worked to ~80 HV. Highest electrical conductivity (62.1 × 10⁶ S/m) and highest thermal conductivity (429 W/m·K) of any metal. Higher fusion temperature (961.8 °C) than alloyed silvers, and tarnish behavior dominated by H₂S exposure rather than copper-driven oxidation.

mechanical

  • tensile_strength_mpa_annealed140
  • yield_strength_mpa_annealed55
  • elastic_modulus_gpa83
  • elongation_pct_annealed50
  • hardness_vickers_annealed25
  • hardness_vickers_cold_worked80
  • density_kg_m310490
source: ASM Handbook Vol. 2; ASTM B561

thermal

  • melting_point_c961.8
  • thermal_conductivity_w_mk429
source: CRC Handbook of Chemistry and Physics, 102nd ed.

electrical

  • conductivity_iacs_pct108
source: CRC Handbook

Sustainability

  • embodied carbon kg co2e per kg144
  • sourceEditorial estimate from ICE / Granta CES EduPack class databases — industry mean, with cradle-to-gate boundary unless otherwise noted. Embodied carbon for any specific product depends on supplier mix, recycled content, and energy grid; verify against a primary source before using these numbers in a sustainability claim.
  • embodied carbon recycled kg co2e per kg32
  • recyclabilityvery high — closed-loop with full property preservation, refined and re-alloyed indefinitely; bench scrap routinely returned to refiner
  • biodegradableFalse
  • certificationsRJC Code of Practices (when sourced from a Responsible Jewellery Council member)
  • localityglobal; primary mining concentrated in Mexico, Peru, China, with substantial recycled fraction
visual
near-white reflective brilliance, distinct from the warmer cast of sterling, mirror-bright when polished, dulls evenly to gray with H₂S tarnish
tactile
soft enough to mark with a thumbnail, cool, smooth as molten when polished
weight perception
heavy for its size — denser than steel by ~30%
acoustic
long clear ring, the audible signature in a coin drop test

PBR starter values

Principled BSDF defaults derived from the sphere metallic finish. Reasonable seed for Blender, Substance, Keyshot, Rhino — tune per material.

# finish:      metallic
albedo        #c8c8d0
metallic      1.00
roughness     0.25
ior           1.45
transmission  0.00
clearcoat     0.00
sheen         0.00
anisotropic   0.00
copy as JSON
{
  "albedo": "#c8c8d0",
  "metallic": 1.0,
  "roughness": 0.25,
  "ior": 1.45,
  "transmission": 0.0,
  "clearcoat": 0.0,
  "sheen": 0.0,
  "anisotropic": 0.0
}
Blender 4.x Python
# Blender 4.x — Principled BSDF
# Fine Silver (999) · finish: metallic
import bpy
mat = bpy.data.materials.new(name="mat_silver_fine_999")
mat.use_nodes = True
bsdf = mat.node_tree.nodes["Principled BSDF"]
bsdf.inputs["Base Color"].default_value         = (0.5776, 0.5776, 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 Python (lux)
# KeyShot 11+ — lux Python API, Generic material
# Fine Silver (999) · finish: metallic
# Run from Window → Scripting Console
import lux
mat = lux.createMaterial(name="mat_silver_fine_999", materialType="Generic")
mat.setProperty("diffuse",      (200, 200, 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)
Substance pbrMetalRough
{
  "_format": "Substance Designer / Painter \u2014 pbrMetalRough constants",
  "_about": "Fine Silver (999) \u00b7 finish: metallic",
  "baseColor": {
    "r": 0.5776,
    "g": 0.5776,
    "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."
}
glTF 2.0 Metallic-Roughness
{
  "asset": {
    "version": "2.0",
    "generator": "ForMatter"
  },
  "materials": [
    {
      "name": "mat_silver_fine_999",
      "pbrMetallicRoughness": {
        "baseColorFactor": [
          0.5776,
          0.5776,
          0.6308,
          1.0
        ],
        "metallicFactor": 1.0,
        "roughnessFactor": 0.25
      },
      "extensions": {
        "KHR_materials_ior": {
          "ior": 1.45
        }
      }
    }
  ]
}
USD Preview Surface
# USD Preview Surface — UsdShade.MaterialLook prim attributes
# Fine Silver (999) · finish: metallic
def Material "mat_silver_fine_999" {
    token outputs:surface.connect = </mat_silver_fine_999/PreviewSurface.outputs:surface>

    def Shader "PreviewSurface" {
        uniform token info:id = "UsdPreviewSurface"
        color3f inputs:diffuseColor = (0.5776, 0.5776, 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
    }
}
↓ download glTF material

Citations