ForMatter/Materials/other/Vine Charcoal
mat_vine_charcoal

Vine Charcoal

drawing media — pyrolyzed wood · willow charcoal, drawing charcoal, soft charcoal
metallic 0.00
hue shift +0°

Burnt grapevine or willow stick. Used to draw with since the cave at Lascaux. Crumbles under any pressure, smudges with a finger, lifts off completely with a kneaded eraser — which is what makes it the first medium in any figure-drawing class. Anyone correcting a line in front of you is using it.

Wood pyrolyzed in low-oxygen kiln at ~400 °C until volatile organics drive off, leaving porous near-pure carbon at 80–95% by weight. Hardness varies by source species and char temperature; willow runs softer and sootier than vine. No binder. Marks are a dust layer held by paper tooth alone — fixative (PVA-acetone aerosol) sets them.

physical

  • density_g_cm30.3
  • carbon_content_pct88
source: Wikipedia — Charcoal

Sustainability

  • recyclabilityn/a — consumable, used to disappearance
  • biodegradableTrue
  • certifications
visual
deep, soft, slightly warm black; never as dense as compressed charcoal
tactile
lighter than it looks, brittle, leaves a gray film on the hand
weight perception
very light
acoustic
a clean snap when broken — students learn the sound in week one

PBR starter values

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

# finish:      matte
albedo        #1a1818
metallic      0.00
roughness     0.75
ior           1.45
transmission  0.00
clearcoat     0.00
sheen         0.00
anisotropic   0.00
copy as JSON
{
  "albedo": "#1a1818",
  "metallic": 0.0,
  "roughness": 0.75,
  "ior": 1.45,
  "transmission": 0.0,
  "clearcoat": 0.0,
  "sheen": 0.0,
  "anisotropic": 0.0
}
Blender 4.x Python
# Blender 4.x — Principled BSDF
# Vine Charcoal · finish: matte
import bpy
mat = bpy.data.materials.new(name="mat_vine_charcoal")
mat.use_nodes = True
bsdf = mat.node_tree.nodes["Principled BSDF"]
bsdf.inputs["Base Color"].default_value         = (0.0103, 0.0091, 0.0091, 1.0)
bsdf.inputs["Metallic"].default_value           = 0.000
bsdf.inputs["Roughness"].default_value          = 0.750
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
# Vine Charcoal · finish: matte
# Run from Window → Scripting Console
import lux
mat = lux.createMaterial(name="mat_vine_charcoal", materialType="Generic")
mat.setProperty("diffuse",      (26, 24, 24))   # 8-bit sRGB
mat.setProperty("metallic",     0.000)
mat.setProperty("roughness",    0.750)
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": "Vine Charcoal \u00b7 finish: matte",
  "baseColor": {
    "r": 0.0103,
    "g": 0.0091,
    "b": 0.0091
  },
  "metallic": 0.0,
  "roughness": 0.75,
  "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_vine_charcoal",
      "pbrMetallicRoughness": {
        "baseColorFactor": [
          0.0103,
          0.0091,
          0.0091,
          1.0
        ],
        "metallicFactor": 0.0,
        "roughnessFactor": 0.75
      },
      "extensions": {
        "KHR_materials_ior": {
          "ior": 1.45
        }
      }
    }
  ]
}
USD Preview Surface
# USD Preview Surface — UsdShade.MaterialLook prim attributes
# Vine Charcoal · finish: matte
def Material "mat_vine_charcoal" {
    token outputs:surface.connect = </mat_vine_charcoal/PreviewSurface.outputs:surface>

    def Shader "PreviewSurface" {
        uniform token info:id = "UsdPreviewSurface"
        color3f inputs:diffuseColor = (0.0103, 0.0091, 0.0091)
        float   inputs:metallic     = 0.000
        float   inputs:roughness    = 0.750
        float   inputs:ior          = 1.450
        float   inputs:opacity      = 1.000
        float   inputs:clearcoat    = 0.000
        token   outputs:surface
    }
}
↓ download glTF material