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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 presetMaterial 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 mapClick the texture map menu icon next
to the texture map type you want to create.
Choose New Texture.
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 mapA bump texture map filled with a neutral grayscale value
provides more range when painting on the map.
In the Tools panel, click the Set Background Color
swatch.
In the Color Picker, set brightness to 50%, and set R, G,
and B values to equal values. Click OK.
In the 3D panel, click the texture map menu icon next
to Bump Strength.
Choose New Texture.
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.
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
Load a texture mapYou can load an existing 2D texture file for any of the
nine available texture map types.
Click the texture map menu icon next
to the texture type.
Choose Load Texture, then select and open the 2D texture
file.
Delete a texture mapClick the texture map menu icon next
to the texture type.
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 propertiesA 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.
Click the texture map menu icon next
to the texture type.
Choose Edit Properties.
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.
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