Wax that melts at a chosen temperature — and stores a large amount of heat as latent heat of fusion at that temperature, holding any system in contact at the wax's melting point until the wax has fully melted. The reason ski jackets stay warm in cold weather without overheating in moderate weather, the medium that keeps a temperature-sensitive medical shipment at 4 °C overnight, and the heat-spreader inside many CPU coolers. The pure-paraffin grades in the 18–30 °C range are the most common.
n-alkanes C18 to C32, individually or as eutectic blends. Latent heat of fusion 200–250 J/g across the relevant melting-point range. Melting points (specific alkane): octadecane 28 °C, eicosane 37 °C, docosane 44 °C — eutectic blends produce intermediate melting points. Density 0.78–0.85 g/cm³ liquid, 0.86–0.90 g/cm³ solid. Almost universally microencapsulated for product use to prevent leakage during melt phase.
Principled BSDF defaults derived from the sphere matte finish. Reasonable seed for Blender, Substance, Keyshot, Rhino — tune per material.
# finish: matte albedo #e8e4dc metallic 0.00 roughness 0.75 ior 1.45 transmission 0.00 clearcoat 0.00 sheen 0.00 anisotropic 0.00
{
"albedo": "#e8e4dc",
"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
# Phase-Change Material (Paraffin Wax) · finish: matte
import bpy
mat = bpy.data.materials.new(name="mat_smart_phase_change_paraffin")
mat.use_nodes = True
bsdf = mat.node_tree.nodes["Principled BSDF"]
bsdf.inputs["Base Color"].default_value = (0.807, 0.7758, 0.7157, 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
# Phase-Change Material (Paraffin Wax) · finish: matte
# Run from Window → Scripting Console
import lux
mat = lux.createMaterial(name="mat_smart_phase_change_paraffin", materialType="Generic")
mat.setProperty("diffuse", (232, 228, 220)) # 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": "Phase-Change Material (Paraffin Wax) \u00b7 finish: matte",
"baseColor": {
"r": 0.807,
"g": 0.7758,
"b": 0.7157
},
"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_smart_phase_change_paraffin",
"pbrMetallicRoughness": {
"baseColorFactor": [
0.807,
0.7758,
0.7157,
1.0
],
"metallicFactor": 0.0,
"roughnessFactor": 0.75
},
"extensions": {
"KHR_materials_ior": {
"ior": 1.45
}
}
}
]
}
# USD Preview Surface — UsdShade.MaterialLook prim attributes
# Phase-Change Material (Paraffin Wax) · finish: matte
def Material "mat_smart_phase_change_paraffin" {
token outputs:surface.connect = </mat_smart_phase_change_paraffin/PreviewSurface.outputs:surface>
def Shader "PreviewSurface" {
uniform token info:id = "UsdPreviewSurface"
color3f inputs:diffuseColor = (0.807, 0.7758, 0.7157)
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
}
}
A working library of materials and processes. Saves to this browser only — no account, no cloud.
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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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