The bread-and-butter steel. Soft enough to drill in a school shop with hand tools, strong enough for almost any structural prototype. Welds easily, machines easily, rusts if you forget about it. The first metal most students cut.
Plain low-carbon steel (~0.18% C, ~0.75% Mn). Cold-drawn or hot-rolled. Excellent weldability and machinability. Not heat-treatable for hardness — rely on case hardening or cold work for surface strength. Yields readily; takes a clean weld with any common process.
Iron is used not only in hand to hand fighting, but also to form the winged missiles for hurling engines, sometimes for lances, sometimes even for arrows. I look upon it as the most deadly fruit of human ingenuity. For to bring Death to men more quickly we have given wings to iron and taught it to fly.
Principled BSDF defaults derived from the sphere metallic finish. Reasonable seed for Blender, Substance, Keyshot, Rhino — tune per material.
# finish: metallic albedo #7a7c80 metallic 1.00 roughness 0.25 ior 1.45 transmission 0.00 clearcoat 0.00 sheen 0.00 anisotropic 0.00
{
"albedo": "#7a7c80",
"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
# Steel 1018 (Mild Steel) · finish: metallic
import bpy
mat = bpy.data.materials.new(name="mat_steel_1018")
mat.use_nodes = True
bsdf = mat.node_tree.nodes["Principled BSDF"]
bsdf.inputs["Base Color"].default_value = (0.1946, 0.2016, 0.2159, 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
# Steel 1018 (Mild Steel) · finish: metallic
# Run from Window → Scripting Console
import lux
mat = lux.createMaterial(name="mat_steel_1018", materialType="Generic")
mat.setProperty("diffuse", (122, 124, 128)) # 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": "Steel 1018 (Mild Steel) \u00b7 finish: metallic",
"baseColor": {
"r": 0.1946,
"g": 0.2016,
"b": 0.2159
},
"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_steel_1018",
"pbrMetallicRoughness": {
"baseColorFactor": [
0.1946,
0.2016,
0.2159,
1.0
],
"metallicFactor": 1.0,
"roughnessFactor": 0.25
},
"extensions": {
"KHR_materials_ior": {
"ior": 1.45
}
}
}
]
}
# USD Preview Surface — UsdShade.MaterialLook prim attributes
# Steel 1018 (Mild Steel) · finish: metallic
def Material "mat_steel_1018" {
token outputs:surface.connect = </mat_steel_1018/PreviewSurface.outputs:surface>
def Shader "PreviewSurface" {
uniform token info:id = "UsdPreviewSurface"
color3f inputs:diffuseColor = (0.1946, 0.2016, 0.2159)
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.