Sand and gravel held together by portland cement. Wet, it pours; cured, it carries buildings. The most-used manufactured material on earth — more, by mass, than every other thing humans make combined. Strong in compression, weak in tension, which is why rebar exists. Heavy. Permanent enough to outlive the architect.
Aggregate (sand + gravel or crushed stone) bound by hydrated portland cement paste. Cement chemistry is calcium silicates that hydrate to calcium-silicate-hydrate (C-S-H) gel — strength climbs for years, not days. Compressive strength 20–40 MPa for residential, 30–80 MPa for structural; tensile strength roughly one-tenth of compressive — the reason structural concrete is reinforced with steel. Embodied carbon dominated by clinker production at ~0.9 kg CO2e per kg of cement.
Principled BSDF defaults derived from the sphere granular finish. Reasonable seed for Blender, Substance, Keyshot, Rhino — tune per material.
# finish: granular albedo #b0aca4 metallic 0.00 roughness 0.85 ior 1.45 transmission 0.00 clearcoat 0.00 sheen 0.00 anisotropic 0.00
{
"albedo": "#b0aca4",
"metallic": 0.0,
"roughness": 0.85,
"ior": 1.45,
"transmission": 0.0,
"clearcoat": 0.0,
"sheen": 0.0,
"anisotropic": 0.0
}
# Blender 4.x — Principled BSDF
# Portland Cement Concrete · finish: granular
import bpy
mat = bpy.data.materials.new(name="mat_portland_concrete")
mat.use_nodes = True
bsdf = mat.node_tree.nodes["Principled BSDF"]
bsdf.inputs["Base Color"].default_value = (0.4342, 0.4125, 0.3712, 1.0)
bsdf.inputs["Metallic"].default_value = 0.000
bsdf.inputs["Roughness"].default_value = 0.850
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
# Portland Cement Concrete · finish: granular
# Run from Window → Scripting Console
import lux
mat = lux.createMaterial(name="mat_portland_concrete", materialType="Generic")
mat.setProperty("diffuse", (176, 172, 164)) # 8-bit sRGB
mat.setProperty("metallic", 0.000)
mat.setProperty("roughness", 0.850)
mat.setProperty("indexOfRefraction", 1.450)
mat.setProperty("transparency", 0.000)
mat.setProperty("coatingWeight", 0.000)
{
"_format": "Substance Designer / Painter \u2014 pbrMetalRough constants",
"_about": "Portland Cement Concrete \u00b7 finish: granular",
"baseColor": {
"r": 0.4342,
"g": 0.4125,
"b": 0.3712
},
"metallic": 0.0,
"roughness": 0.85,
"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_portland_concrete",
"pbrMetallicRoughness": {
"baseColorFactor": [
0.4342,
0.4125,
0.3712,
1.0
],
"metallicFactor": 0.0,
"roughnessFactor": 0.85
},
"extensions": {
"KHR_materials_ior": {
"ior": 1.45
}
}
}
]
}
# USD Preview Surface — UsdShade.MaterialLook prim attributes
# Portland Cement Concrete · finish: granular
def Material "mat_portland_concrete" {
token outputs:surface.connect = </mat_portland_concrete/PreviewSurface.outputs:surface>
def Shader "PreviewSurface" {
uniform token info:id = "UsdPreviewSurface"
color3f inputs:diffuseColor = (0.4342, 0.4125, 0.3712)
float inputs:metallic = 0.000
float inputs:roughness = 0.850
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.
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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