The most-used piezoelectric material on Earth — a ceramic that converts mechanical strain to voltage and vice versa. The buzzer in a smoke alarm, the actuator in an inkjet printhead, the depth sensor in an ultrasound transducer, the spark in most gas-grill ignitors. PZT contains lead, which makes it a regulated material in many EU end-uses (RoHS exempts it for now, but lead-free alternatives are an active research target).
Pb(Zr_xTi_{1-x})O₃ perovskite ceramic (typically x ≈ 0.5 — the morphotropic phase boundary, where piezoelectric coupling peaks). Curie temperature 200–400 °C depending on composition and doping. Piezoelectric coefficient d₃₃ ranges 250–700 pC/N for soft (donor-doped) grades. Density ~7.6 g/cm³. Brittle ceramic — fails by fracture rather than yield; service stresses must stay well below the cracking limit.
Principled BSDF defaults derived from the sphere matte finish. Reasonable seed for Blender, Substance, Keyshot, Rhino — tune per material.
# finish: matte albedo #c8c4b8 metallic 0.00 roughness 0.75 ior 1.45 transmission 0.00 clearcoat 0.00 sheen 0.00 anisotropic 0.00
{
"albedo": "#c8c4b8",
"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
# PZT (Lead Zirconate Titanate) · finish: matte
import bpy
mat = bpy.data.materials.new(name="mat_smart_pzt")
mat.use_nodes = True
bsdf = mat.node_tree.nodes["Principled BSDF"]
bsdf.inputs["Base Color"].default_value = (0.5776, 0.552, 0.4793, 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
# PZT (Lead Zirconate Titanate) · finish: matte
# Run from Window → Scripting Console
import lux
mat = lux.createMaterial(name="mat_smart_pzt", materialType="Generic")
mat.setProperty("diffuse", (200, 196, 184)) # 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": "PZT (Lead Zirconate Titanate) \u00b7 finish: matte",
"baseColor": {
"r": 0.5776,
"g": 0.552,
"b": 0.4793
},
"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_pzt",
"pbrMetallicRoughness": {
"baseColorFactor": [
0.5776,
0.552,
0.4793,
1.0
],
"metallicFactor": 0.0,
"roughnessFactor": 0.75
},
"extensions": {
"KHR_materials_ior": {
"ior": 1.45
}
}
}
]
}
# USD Preview Surface — UsdShade.MaterialLook prim attributes
# PZT (Lead Zirconate Titanate) · finish: matte
def Material "mat_smart_pzt" {
token outputs:surface.connect = </mat_smart_pzt/PreviewSurface.outputs:surface>
def Shader "PreviewSurface" {
uniform token info:id = "UsdPreviewSurface"
color3f inputs:diffuseColor = (0.5776, 0.552, 0.4793)
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
}
}
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