What "silver" almost always means in a jewelry case — 92.5% Ag, 7.5% Cu. The copper isn't there to cheapen it, it's there to make it usable: pure silver bends in your hand, sterling holds a ring shape and a knife edge. The trade is fire-scale and tarnish, both legacies of that copper. Sterling is the standard the standard is named after — every other silver alloy on this page is positioned against it.
Ag 92.5 / Cu 7.5 nominal per the British/American sterling standard. Two-phase microstructure (Ag-rich solid solution + Cu-rich eutectic) responds to age-hardening; precipitation hardening at 280–300 °C raises Vickers hardness above 130 HV. Liquidus 893 °C, solidus 779 °C. Fire-scale (subsurface Cu₂O) forms during torch work in oxidizing atmospheres and must be either prevented (firecoat / boric flux) or removed (depletion gilding) before finishing.
Principled BSDF defaults derived from the sphere metallic finish. Reasonable seed for Blender, Substance, Keyshot, Rhino — tune per material.
# finish: metallic albedo #c0c0c8 metallic 1.00 roughness 0.25 ior 1.45 transmission 0.00 clearcoat 0.00 sheen 0.00 anisotropic 0.00
{
"albedo": "#c0c0c8",
"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
# Sterling Silver (925) · finish: metallic
import bpy
mat = bpy.data.materials.new(name="mat_silver_sterling_925")
mat.use_nodes = True
bsdf = mat.node_tree.nodes["Principled BSDF"]
bsdf.inputs["Base Color"].default_value = (0.5271, 0.5271, 0.5776, 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
# Sterling Silver (925) · finish: metallic
# Run from Window → Scripting Console
import lux
mat = lux.createMaterial(name="mat_silver_sterling_925", materialType="Generic")
mat.setProperty("diffuse", (192, 192, 200)) # 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": "Sterling Silver (925) \u00b7 finish: metallic",
"baseColor": {
"r": 0.5271,
"g": 0.5271,
"b": 0.5776
},
"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_sterling_925",
"pbrMetallicRoughness": {
"baseColorFactor": [
0.5271,
0.5271,
0.5776,
1.0
],
"metallicFactor": 1.0,
"roughnessFactor": 0.25
},
"extensions": {
"KHR_materials_ior": {
"ior": 1.45
}
}
}
]
}
# USD Preview Surface — UsdShade.MaterialLook prim attributes
# Sterling Silver (925) · finish: metallic
def Material "mat_silver_sterling_925" {
token outputs:surface.connect = </mat_silver_sterling_925/PreviewSurface.outputs:surface>
def Shader "PreviewSurface" {
uniform token info:id = "UsdPreviewSurface"
color3f inputs:diffuseColor = (0.5271, 0.5271, 0.5776)
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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