One of the gold formulas.
Color: R=1.0 G=0.836 B=0.386
Ray Mirror: 0.20
After several hours of experimenting, a beginner alchemist created this better alternative formula:
Col: R=1.00 G=0.88 B=0.25
Spe: R=1.00 G=1.00 B=1.00
Mir: R=1.00 G=0.88 B=0.25
Ray Mirror: On
[Lambert] Ref: 1.0
[Phong] Spec: 2.0
Make sure you have "Ray" enabled (Scene (F10) > "Render" box > Ray) or else it won't reflect light.
Looks good with a Sun lamp as a light source
Gold 3 was mentioned as looking more like "Polished Brass" and was moved to the "Brass" Section.
This is also kind of like brass, somewhat old and worn. To tweak it more you could add a brownish color or make the specularity more reddish.
Color: R 1, G .954, B .392
Reflectivity (Lambert): .843
Specularity (Blinn): .5
Refr (I think this value is "refraction") (Blinn): 5.575
"Mirror Transp"' Options:
Raymir: enabled, .07
"Map To" tab
Nor: enabled, .50
Texture Type: Clouds
Right Side Color: R .915, G .876, B .394
Left Side Color: Black
Left Side Alpha: 0
Based on material "Gold 3" with some tweaks to be done to make this material look more goldish. Base setup is taken from the release Notes ().
You should to take this material as a base and study thoroughly how textures are set up, because without them it loses 50 percent of its convincing look.
Col: R=0.912 G=0.782 B=0.082
Spe: R=1.00 G=0.913 B=0.8
Mir: R=0.857 G=0.90 B=0.70
Ray Mirror: On
[Oren Nayar] Ref: 0.8
[Phong] Spec: 1.4
From those structure textures (voronoi) I suggest to suppress normal-mapped to the range 0.1-0.3.
This is a nice gold material I found online.
Diffuse Color: Red=.286; Green=.263; Blue=.136
Specular Color: Red=1; Green=.96; Blue=.656
Mirror Color: Red=.751; Green=.664; Blue=.289
Ray Mirror is on and is set to 1.00.
Diffuse (Lambert): .54
Specular (CookTorr): 1.86
Specular Hardness is 356.