The polymer engineering ranks among metals — the one that holds its strength to 250 °C, survives radiation that would degrade nearly any other polymer, and is biocompatible enough for spinal-implant cages. The cost is the price (often $100/kg as virgin pellet) and the molding temperature (380 °C — most injection-molders can't process it). The aerospace, oil-and-gas, and medical-implant default when the alternative is metal.
Semi-crystalline aromatic polyaryletherketone. Tm 343 °C, Tg 143 °C. Density 1.32 g/cm³. Tensile 100 MPa, elastic modulus 3.6 GPa. Continuous service temperature 250 °C. Compatible with steam autoclave sterilization, gamma-radiation sterilization, and EtO sterilization — the medical-implant trifecta. Crystallinity-dependent properties; molding-cycle parameters affect part performance more than for most thermoplastics.
Principled BSDF defaults derived from the sphere matte finish. Reasonable seed for Blender, Substance, Keyshot, Rhino — tune per material. Or grab the whole library at once: ForMaterials library →
# finish: matte albedo #b89e78 metallic 0.00 roughness 0.75 ior 1.45 transmission 0.00 clearcoat 0.00 sheen 0.00 anisotropic 0.00
{
"albedo": "#b89e78",
"metallic": 0.0,
"roughness": 0.75,
"ior": 1.45,
"transmission": 0.0,
"clearcoat": 0.0,
"sheen": 0.0,
"anisotropic": 0.0
}
# Blender 4.x — Principled BSDF
# PEEK (Unfilled) · finish: matte
import bpy
mat = bpy.data.materials.new(name="mat_peek_unfilled")
mat.use_nodes = True
bsdf = mat.node_tree.nodes["Principled BSDF"]
bsdf.inputs["Base Color"].default_value = (0.4793, 0.3419, 0.1878, 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 11+ — lux Python API, Generic material
# PEEK (Unfilled) · finish: matte
# Run from Window → Scripting Console
import lux
mat = lux.createMaterial(name="mat_peek_unfilled", materialType="Generic")
mat.setProperty("diffuse", (184, 158, 120)) # 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)
{
"_format": "Substance Designer / Painter \u2014 pbrMetalRough constants",
"_about": "PEEK (Unfilled) \u00b7 finish: matte",
"baseColor": {
"r": 0.4793,
"g": 0.3419,
"b": 0.1878
},
"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."
}
{
"asset": {
"version": "2.0",
"generator": "ForMatter"
},
"materials": [
{
"name": "mat_peek_unfilled",
"pbrMetallicRoughness": {
"baseColorFactor": [
0.4793,
0.3419,
0.1878,
1.0
],
"metallicFactor": 0.0,
"roughnessFactor": 0.75
},
"extensions": {
"KHR_materials_ior": {
"ior": 1.45
}
}
}
]
}
# USD Preview Surface — UsdShade.MaterialLook prim attributes
# PEEK (Unfilled) · finish: matte
def Material "mat_peek_unfilled" {
token outputs:surface.connect = </mat_peek_unfilled/PreviewSurface.outputs:surface>
def Shader "PreviewSurface" {
uniform token info:id = "UsdPreviewSurface"
color3f inputs:diffuseColor = (0.4793, 0.3419, 0.1878)
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
}
}
PEEK is the high-temp engineering polymer — autoclave-safe, biocompatible, expensive. Mills more like a soft metal than a typical plastic. Carbide tools mandatory; HSS dulls in minutes.
Onsrud Cutter plastic feeds & speeds (PEEK table); Victrex PEEK machining guide; Solvay KetaSpire technical bulletin.
→ try this material in swarfVictrex PEEK technical literature; Solvay KetaSpire datasheet; Brydson Plastics Materials.
House vocabulary — terms ForMatter uses with intent.
Materials and processes for people who design and make things.
A local-first library of materials, processes, applications, and finishes — equal weight, citable everywhere, so a student can move from "what is this" toward "what's actually buildable here, now, by me." 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, Lefteri, Forty, Sparke, ASM, GIA. Every voice: Voices.
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