A stainless steel that hits the strength of medium-carbon tool steel — twice the tensile strength of 304 — by way of a heat treatment that drops out copper-rich precipitates inside the metal. Aerospace fasteners, gas-turbine vanes, surgical instruments, and the metal-printed parts you see in machine-shop ads. The high-strength corner of the stainless world.
Martensitic precipitation-hardening stainless (15–17.5% Cr, 3–5% Ni, 3–5% Cu, 0.15–0.45% Nb+Ta per ASTM A564). H900 condition (480 °C × 1 h) yields tensile 1310 MPa, yield 1170 MPa, hardness Rockwell C44. Magnetic in all conditions. The dominant martensitic stainless for additive metal — accounts for a high share of metal-3D-printed parts in aerospace and medical.
Principled BSDF defaults derived from the sphere metallic finish. Reasonable seed for Blender, Substance, Keyshot, Rhino — tune per material.
# finish: metallic albedo #bdc0c4 metallic 1.00 roughness 0.25 ior 1.45 transmission 0.00 clearcoat 0.00 sheen 0.00 anisotropic 0.00
{
"albedo": "#bdc0c4",
"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
# Stainless Steel 17-4 PH · finish: metallic
import bpy
mat = bpy.data.materials.new(name="mat_stainless_17_4ph")
mat.use_nodes = True
bsdf = mat.node_tree.nodes["Principled BSDF"]
bsdf.inputs["Base Color"].default_value = (0.5089, 0.5271, 0.552, 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
# Stainless Steel 17-4 PH · finish: metallic
# Run from Window → Scripting Console
import lux
mat = lux.createMaterial(name="mat_stainless_17_4ph", materialType="Generic")
mat.setProperty("diffuse", (189, 192, 196)) # 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": "Stainless Steel 17-4 PH \u00b7 finish: metallic",
"baseColor": {
"r": 0.5089,
"g": 0.5271,
"b": 0.552
},
"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_stainless_17_4ph",
"pbrMetallicRoughness": {
"baseColorFactor": [
0.5089,
0.5271,
0.552,
1.0
],
"metallicFactor": 1.0,
"roughnessFactor": 0.25
},
"extensions": {
"KHR_materials_ior": {
"ior": 1.45
}
}
}
]
}
# USD Preview Surface — UsdShade.MaterialLook prim attributes
# Stainless Steel 17-4 PH · finish: metallic
def Material "mat_stainless_17_4ph" {
token outputs:surface.connect = </mat_stainless_17_4ph/PreviewSurface.outputs:surface>
def Shader "PreviewSurface" {
uniform token info:id = "UsdPreviewSurface"
color3f inputs:diffuseColor = (0.5089, 0.5271, 0.552)
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.