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. Or grab the whole library at once: ForMaterials library →
# finish: iridescent albedo #a8aab0 metallic 0.30 roughness 0.20 ior 1.45 transmission 0.00 clearcoat 0.60 sheen 0.00 anisotropic 0.00 iridescence 1.00 iridescence_ior 1.30 iridescence_thickness_min 100 iridescence_thickness_max 800 thickness 0.60 attenuation_distance 0.40 emissive_intensity 0.07
{
"albedo": "#a8aab0",
"metallic": 0.3,
"roughness": 0.2,
"ior": 1.45,
"transmission": 0.0,
"clearcoat": 0.6,
"sheen": 0.0,
"anisotropic": 0.0,
"iridescence": 1.0,
"iridescence_ior": 1.3,
"iridescence_thickness_min": 100,
"iridescence_thickness_max": 800,
"thickness": 0.6,
"attenuation_distance": 0.4,
"emissive_intensity": 0.07
}
# 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 = 0.300
bsdf.inputs["Roughness"].default_value = 0.200
bsdf.inputs["IOR"].default_value = 1.450
bsdf.inputs["Transmission Weight"].default_value = 0.000
bsdf.inputs["Coat Weight"].default_value = 0.600
bsdf.inputs["Sheen Weight"].default_value = 0.000
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", 0.300)
mat.setProperty("roughness", 0.200)
mat.setProperty("indexOfRefraction", 1.450)
mat.setProperty("transparency", 0.000)
mat.setProperty("coatingWeight", 0.600)
{
"_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": 0.3,
"roughness": 0.2,
"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": 0.3,
"roughnessFactor": 0.2
},
"extensions": {
"KHR_materials_ior": {
"ior": 1.45
},
"KHR_materials_clearcoat": {
"clearcoatFactor": 0.6
},
"KHR_materials_iridescence": {
"iridescenceFactor": 1.0,
"iridescenceIor": 1.3,
"iridescenceThicknessMinimum": 100,
"iridescenceThicknessMaximum": 800
}
}
}
]
}
# 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 = 0.300
float inputs:roughness = 0.200
float inputs:ior = 1.450
float inputs:opacity = 1.000
float inputs:clearcoat = 0.600
token outputs:surface
}
}
Saes Getters / SAES Group Nitinol technical literature; ASTM F2063 medical-grade Nitinol.
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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