3D Materials settings (Photoshop Extended)



The top part of the 3D panel lists the materials used in the 3D file. One or multiple materials may be used to create the overall appearance of the model. If a model contains several meshes, there may be a specific material associated with each mesh. Or a model can be built from one mesh, but use several materials. In this case each material controls the appearance of a particular part of the mesh.

A selected material and its associated texture maps.

A.
Materials button

B.
Selected material

C.
Texture map types

D.
Texture map filename

E.
Texture map menu icon

For a selected material in the top section of the 3D panel, the lower section shows the particular texture maps used by that material. Some texture maps, such as Diffuse and Bump, commonly rely on 2D files to supply a particular color or pattern that creates the texture. If a material is using a texture map, the texture file is listed next to the map type.

The 2D texture maps used by a material also appear as Textures in the Layers panel, grouped by the texture map category. More than one material can use the same texture map.

You can create, load, open, remove, or edit the properties of texture maps using the texture map menu  next to each texture type. You can also create a texture by painting directly on an area of the model. See Paint on 3D models (Photoshop Extended).

Note: Depending on the texture type, you may not need or want a separate 2D file to create or modify a material’s appearance. For example, you can adjust the Glossiness, Shininess, Opacity, or Reflectivity of a material by entering a value or using the scrubby slider controls next to those texture types.
Ambient
Sets the color for ambient light visible on reflective surfaces. This color interacts with the Global Ambient Color for the entire scene. See 3D Scene settings (Photoshop Extended).

Refraction
Sets the refractive index, when Face Style rendering is set to Ray Traced, and the Refractions option is selected (3D > Render Settings, Face Rendering section). Refraction is the change in light direction that occurs at the intersection of two media (such as air and water) with different refractive indexes. The default value for new materials is 1.0 (the approximate value for air).

Specular
The color displayed for specular properties (for example, highlight glossiness and shininess).

Diffuse
The color of the material. The diffuse map can be a solid color or any 2D content. The Diffuse color swatch value sets the diffuse color if you choose to remove the diffuse texture map. You can also create a diffuse map by painting directly on the model. See Paint on 3D models (Photoshop Extended).

Self-illumination
Defines a color that doesn't rely on lighting to display. Creates the effect that the 3D object is lit from within.

Bump Strength
Creates bumps in the material surface, without altering the underlying mesh. A bump map is a grayscale image in which lighter values create raised surface areas and darker values create flatter surface areas. You can create or load a bump map file, or begin painting on the model to automatically create a bump map file. See Paint on 3D models (Photoshop Extended).

The Bump Strength field increases or reduces bumpiness. It is only active if a bump map exists. Enter a number in the field or use the scrubby slider to increase or decrease bump strength.

Bumpiness is most pronounced when a surface is viewed head on, rather than at an angle.

Glossiness
Defines the amount of light from a source that reflects off the surface and back to the viewer. You can adjust glossiness by entering a value in the field or using the scrubby slider. If you create a separate glossiness map, the intensity of colors in the map controls glossiness in the material. Black areas create full glossiness, white areas remove all glossiness, and middle values reduce the size of a highlight.

Shininess
Defines the dispersion of the reflected light generated by the Glossiness setting. Low shininess (high dispersion) produces more apparent light, with less focus. High shininess (low dispersion) produces less apparent light and brighter, crisper highlights.
Adjusting Glossiness (left number) and Shininess (right number)

Opacity
Increases or decreases opacity of the material (0-100%). You can use a texture map or the scrubby slider to control opacity. The grayscale values of the texture map control the opacity of the material. White values create complete opacity and black values create complete transparency.

Reflectivity
Increases the reflection of other objects in the 3D scene, and the environment map, on the material surface.

Environment
Stores the image of the environment surrounding the 3D model. Environment maps are applied as spherical panoramas. The contents of the environment map can be seen in the reflective areas of the model.
To prevent an environment map from reflecting on a given material, change Reflectivity to 0%, add a reflectivity map that masks the material area, or remove the environment map for that material.

Normal
Like a bump map texture, a normal map increases surface detail. Unlike a bump texture map, which is based on a single-channel grayscale image, a normal map is based on a multi-channel (RGB) image. The values of each color channel represent the x, y, and z components of a normal on the model surface. A normal map can be used to smooth the surfaces of low polygon meshes.
Note: If a 3D object has more than the nine texture types Photoshop supports, additional textures appear in the Layers panel and the 3D Paint Mode list. (To display the latter, choose 3D > 3D Paint Mode, or use the Paint On menu in the Scene section of the 3D panel).

Save or load a materials preset

Material presets store all texture map settings. Photoshop Extended stores materials presets in P3M files. A variety of these files are installed by default, letting you quickly apply popular texture types like steel, fabric, and wood.

  • To save current texture map settings, choose Save Material Preset from the 3D panel menu.

  • To load a saved preset, choose Replace Material from the 3D panel menu.

Create a texture map

  1. Click the texture map menu icon  next to the texture map type you want to create.

  2. Choose New Texture.

  3. Enter the name, dimensions, resolution, and color mode for the new map, then click OK.

    To match the aspect ratio of an existing texture map, view its dimensions by hovering the mouse pointer over the map name in the Layers panel.

    The name of the new texture map is displayed next to the texture map type in the Materials panel. It is also added to the texture list under the 3D layer in the Layers panel. The default name is the texture map type appended to the material name.

Create a bump texture map

A bump texture map filled with a neutral grayscale value provides more range when painting on the map.

  1. In the Tools panel, click the Set Background Color swatch.

  2. In the Color Picker, set brightness to 50%, and set R, G, and B values to equal values. Click OK.

  3. In the 3D panel, click the texture map menu icon  next to Bump Strength.

  4. Choose New Texture.

  5. Choose the following settings in the New dialog box:

    • For Color Mode, choose Grayscale

    • For Background Contents, choose Background Color.

    • (Optional) Set Width and Height to match the dimensions of the diffuse texture map for the material.

  6. Click OK.

The bump texture map is created and added to the texture map files listed in the Materials panel. It also appears as a texture in the Layers panel.

Open a texture map for editing

 Click the texture map menu icon  and choose Open Texture.

The texture map opens as a Smart Object in its own document window. After editing the texture, make the 3D model document window active to see updates to the model. See Create and edit textures for 3D models (Photoshop Extended).

Load a texture map

You can load an existing 2D texture file for any of the nine available texture map types.

  1. Click the texture map menu icon  next to the texture type.

  2. Choose Load Texture, then select and open the 2D texture file.

Delete a texture map

  1. Click the texture map menu icon  next to the texture type.

  2. Choose Remove Texture.

If the deleted texture is an external file, you can reload it using the Load Texture command from the texture map menu. For textures that are internally referenced by the 3D file, choose Undo or Step Backward to restore a deleted texture.

Edit texture properties

A texture map is applied to a particular surface area of the model, depending on its UV mapping parameters. You can adjust UV scale and offset if necessary to improve how the texture maps to the model.

  1. Click the texture map menu icon  next to the texture type.

  2. Choose Edit Properties.

  3. Choose a target layer and set UV Scale and Offset values. You can enter values directly or use the scrubby sliders.

    Note: Change the UV Scale and Offset settings only if a model has incorrect UV mapping.
    Target
    Determines whether settings apply to a specific layer or the composite image.

    U and V Scale
    Resize mapped textures. To create a repeating pattern, decrease the value.

    U and V Offset
    Reposition mapped textures.