Wool yarn tufted into a backing, rolled out wall-to-wall. Soft, sound-absorbing, takes a footprint and recovers, dirties before it wears out. The premium floor covering for any interior that wants to be heard whispering. Lasts 15–25 years if loved; less if abused or wet.
Pile yarn (typically 80% wool, 20% nylon, or 100% wool) tufted into a primary backing (polypropylene woven scrim) and locked with secondary backing (latex, jute, or recycled-PET). Pile heights 4–14 mm; densities 1500–4000 g/m². Wool's natural crimp + lanolin gives soil-shedding and flame-retardancy without additive treatment. Dyes range from solution-dyed (colorfast) to skein-dyed (richer color, less colorfast).
Principled BSDF defaults derived from the sphere fibrous finish. Reasonable seed for Blender, Substance, Keyshot, Rhino — tune per material.
# finish: fibrous albedo #a09080 metallic 0.00 roughness 0.70 ior 1.45 transmission 0.00 clearcoat 0.00 sheen 0.70 anisotropic 0.50
{
"albedo": "#a09080",
"metallic": 0.0,
"roughness": 0.7,
"ior": 1.45,
"transmission": 0.0,
"clearcoat": 0.0,
"sheen": 0.7,
"anisotropic": 0.5
}
# Blender 4.x — Principled BSDF
# Wool Broadloom Carpet · finish: fibrous
import bpy
mat = bpy.data.materials.new(name="mat_wool_broadloom_carpet")
mat.use_nodes = True
bsdf = mat.node_tree.nodes["Principled BSDF"]
bsdf.inputs["Base Color"].default_value = (0.3515, 0.2789, 0.2159, 1.0)
bsdf.inputs["Metallic"].default_value = 0.000
bsdf.inputs["Roughness"].default_value = 0.700
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 = 0.700
bsdf.inputs["Anisotropic"].default_value = 0.500
# KeyShot 11+ — lux Python API, Generic material
# Wool Broadloom Carpet · finish: fibrous
# Run from Window → Scripting Console
import lux
mat = lux.createMaterial(name="mat_wool_broadloom_carpet", materialType="Generic")
mat.setProperty("diffuse", (160, 144, 128)) # 8-bit sRGB
mat.setProperty("metallic", 0.000)
mat.setProperty("roughness", 0.700)
mat.setProperty("indexOfRefraction", 1.450)
mat.setProperty("transparency", 0.000)
mat.setProperty("coatingWeight", 0.000)
{
"_format": "Substance Designer / Painter \u2014 pbrMetalRough constants",
"_about": "Wool Broadloom Carpet \u00b7 finish: fibrous",
"baseColor": {
"r": 0.3515,
"g": 0.2789,
"b": 0.2159
},
"metallic": 0.0,
"roughness": 0.7,
"ior": 1.45,
"opacity": 1.0,
"anisotropyLevel": 0.5,
"_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_wool_broadloom_carpet",
"pbrMetallicRoughness": {
"baseColorFactor": [
0.3515,
0.2789,
0.2159,
1.0
],
"metallicFactor": 0.0,
"roughnessFactor": 0.7
},
"extensions": {
"KHR_materials_ior": {
"ior": 1.45
},
"KHR_materials_sheen": {
"sheenColorFactor": [
1.0,
1.0,
1.0
],
"sheenRoughnessFactor": 0.7
}
}
}
]
}
# USD Preview Surface — UsdShade.MaterialLook prim attributes
# Wool Broadloom Carpet · finish: fibrous
def Material "mat_wool_broadloom_carpet" {
token outputs:surface.connect = </mat_wool_broadloom_carpet/PreviewSurface.outputs:surface>
def Shader "PreviewSurface" {
uniform token info:id = "UsdPreviewSurface"
color3f inputs:diffuseColor = (0.3515, 0.2789, 0.2159)
float inputs:metallic = 0.000
float inputs:roughness = 0.700
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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