An alloy of nickel and titanium that remembers a shape it was trained at high temperature, returns to that shape when heated past a transition temperature, and survives bending strains that would permanently deform any other metal. The wire in eyeglass frames that springs back when you sit on them.
Near-equiatomic NiTi (typically 50.8 at% Ni for transition temperature near body temperature). Two operating regimes: shape-memory effect (martensite-to-austenite transformation on heating returns trained shape) and superelasticity (austenite-phase isothermal pseudo-yielding accommodates 8% strain elastically). Transition temperature tunable through composition and cold work.
Principled BSDF defaults derived from the sphere iridescent finish. Reasonable seed for Blender, Substance, Keyshot, Rhino — tune per material.
# finish: iridescent albedo #a8aab0 metallic 0.70 roughness 0.30 ior 1.45 transmission 0.00 clearcoat 0.50 sheen 0.50 anisotropic 0.00
{
"albedo": "#a8aab0",
"metallic": 0.7,
"roughness": 0.3,
"ior": 1.45,
"transmission": 0.0,
"clearcoat": 0.5,
"sheen": 0.5,
"anisotropic": 0.0
}
# Blender 4.x — Principled BSDF
# Nitinol (Shape-Memory Alloy) · finish: iridescent
import bpy
mat = bpy.data.materials.new(name="mat_nitinol")
mat.use_nodes = True
bsdf = mat.node_tree.nodes["Principled BSDF"]
bsdf.inputs["Base Color"].default_value = (0.3916, 0.402, 0.4342, 1.0)
bsdf.inputs["Metallic"].default_value = 0.700
bsdf.inputs["Roughness"].default_value = 0.300
bsdf.inputs["IOR"].default_value = 1.450
bsdf.inputs["Transmission Weight"].default_value = 0.000
bsdf.inputs["Coat Weight"].default_value = 0.500
bsdf.inputs["Sheen Weight"].default_value = 0.500
bsdf.inputs["Anisotropic"].default_value = 0.000
# KeyShot 11+ — lux Python API, Generic material
# Nitinol (Shape-Memory Alloy) · finish: iridescent
# Run from Window → Scripting Console
import lux
mat = lux.createMaterial(name="mat_nitinol", materialType="Generic")
mat.setProperty("diffuse", (168, 170, 176)) # 8-bit sRGB
mat.setProperty("metallic", 0.700)
mat.setProperty("roughness", 0.300)
mat.setProperty("indexOfRefraction", 1.450)
mat.setProperty("transparency", 0.000)
mat.setProperty("coatingWeight", 0.500)
{
"_format": "Substance Designer / Painter \u2014 pbrMetalRough constants",
"_about": "Nitinol (Shape-Memory Alloy) \u00b7 finish: iridescent",
"baseColor": {
"r": 0.3916,
"g": 0.402,
"b": 0.4342
},
"metallic": 0.7,
"roughness": 0.3,
"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_nitinol",
"pbrMetallicRoughness": {
"baseColorFactor": [
0.3916,
0.402,
0.4342,
1.0
],
"metallicFactor": 0.7,
"roughnessFactor": 0.3
},
"extensions": {
"KHR_materials_ior": {
"ior": 1.45
},
"KHR_materials_clearcoat": {
"clearcoatFactor": 0.5
},
"KHR_materials_sheen": {
"sheenColorFactor": [
1.0,
1.0,
1.0
],
"sheenRoughnessFactor": 0.5
}
}
}
]
}
# USD Preview Surface — UsdShade.MaterialLook prim attributes
# Nitinol (Shape-Memory Alloy) · finish: iridescent
def Material "mat_nitinol" {
token outputs:surface.connect = </mat_nitinol/PreviewSurface.outputs:surface>
def Shader "PreviewSurface" {
uniform token info:id = "UsdPreviewSurface"
color3f inputs:diffuseColor = (0.3916, 0.402, 0.4342)
float inputs:metallic = 0.700
float inputs:roughness = 0.300
float inputs:ior = 1.450
float inputs:opacity = 1.000
float inputs:clearcoat = 0.500
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.
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