ForMatter/Materials/metal/Stainless Steel 17-4 PH
mat_stainless_17_4ph

Stainless Steel 17-4 PH

martensitic precipitation-hardening stainless steel · 17-4 PH, AISI 630, UNS S17400, precipitation-hardening stainless
metallic 0.00
hue shift +0°

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.

mechanical

  • tensile_strength_mpa_h9001310
  • yield_strength_mpa_h9001170
  • elongation_pct_h90010
  • hardness_rockwell_c_h90044
source: ASTM A564; AMS 5604

thermal

  • liquidus_c1440
  • solidus_c1404
  • thermal_conductivity_w_mk17
source: ASM Handbook

Sustainability

  • embodied carbon kg co2e per kg6.5
  • 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 kg1.7
  • recyclabilityhigh — segregated stainless scrap stream
  • biodegradableFalse
  • certificationsASTM A564 (bar), AMS 5604 (sheet)
visual
stainless silver, slightly cooler-toned than austenitic grades
tactile
very stiff; the strength registers in the hand

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        #bdc0c4
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": "#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 Python
# 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 Python (lux)
# 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)
Substance pbrMetalRough
{
  "_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."
}
glTF 2.0 Metallic-Roughness
{
  "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
# 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
    }
}
↓ download glTF material

Citations