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Photoshop has moved to the more modern PBR mattallic material workflow. These give more realistic renders and are more compatible with todays 3D apps.
Although not an exact match , the nearest equivalent to Diffuse is Base Color.
Reflection is a bit harder as in a PBR worksflow the reflectiveness is set by Metallic (which although on a slider is normally 0% for non-metals and 100% for metals) in combination with Roughness and Base color
These might help:
https://academy.substance3d.com/courses/the-pbr-guide-part-1
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Photoshop has moved to the more modern PBR mattallic material workflow. These give more realistic renders and are more compatible with todays 3D apps.
Although not an exact match , the nearest equivalent to Diffuse is Base Color.
Reflection is a bit harder as in a PBR worksflow the reflectiveness is set by Metallic (which although on a slider is normally 0% for non-metals and 100% for metals) in combination with Roughness and Base color
These might help:
https://academy.substance3d.com/courses/the-pbr-guide-part-1
https://academy.substance3d.com/courses/the-pbr-guide-part-2
Dave
Dave
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New features description for 2020 version does not mention 3D update but this is understood, thank you!
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Yes, I noticed that the documentation has not kept up with the change. I suspect it has been done for better alignment with Adobe Dimension, but it is a significant change that should have been made clear.
Dave
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There is more than just Diffuse. What about Specular, Illumination, and Ambient? So, the diffuse is the base color, what about Interior Color?
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Hi
Specular/Glossy is a different PBR workflow to Metal/Roughness. If you take a look at the second PBR guide, I linked above, it explains the difference. It is not a case of just plugging the old maps into a different named shader.
As for the other properties - this may help:
https://helpx.adobe.com/uk/dimension/using/standard-materials.html
Dave
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I also note that Substance requires yet ANOTHER subscription $ to get materials....
Don't tell anyone, just change it and add a further cost seems the Adobe watchword. Unfortunatelty that is why I moved from Apple FCPX to Adobe.
What am I missing?
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Substance always has had a separate subscription to CC. Allegorithmic who produced it only became part of Adobe last year.
Materials for the PBR metallic workflow are available from many sources, some free, some paid, not just Substance.
Dave
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v20 still uses the old material system and can be downloaded from the CC desktop app.
Dave
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Hi Dave. You would need a degree in materials design to understand any of the language being used in those tutorials. I'm just trying to have different textures to make art with. Not manufacture materials through three separate apps. Then get into photoshop and not be able to associate any of the property settings with the maps. The advice, just keep plugging them in until you get it right is off the wall. Is there an in between?? I would like to continue making art, with new textures. Not any of this.
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Furthermore the amount of money being forked over to feel like a dummy should provide Adobe the necessary funds to update their guides/documentations. This should be self explanatory, not some quest filled with unending google searches. Please, if you guys really are making tools for artists make things more accessible. Not everyone is a technician, most artist are definitely not. 3 hr tutorial video, you could save that by just updating the documentation. STOP GATEKEEPING
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For real STOP
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Rick, your comments are addressed at the wrong people. This forum is answered by volunteer users - we do not work for Adobe and have no control over what Adobe does.
The above answers were aimed at a user trying to understand the changes in the material system. It only gets complex when you try and convert.
If you are creating materials in the new system then no conversion is necessary. If you are importing materials just make sure they were designed with Basecolor, Metallic, Roughness and Normal maps and they should just plug in.
Dave
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Yea just airing it out anyway. I won't be able to figure it out anytime soon more than likely. This is the only resource Adobe really gives anyone, so pay to learn some more or complain here. If you can't pay, don't want to complain/don't get an answer, then just quit or never progress. Same difference, and that's why I mentioned gatekeeping. Tools for artists, or max profits. Even the lack of explanation in the GUI is another brick wall. That doesn't come without intention in my opinion, and a very likely monetary incentive. If there wasn't an issue, I wouldn't be on a messaging board like it's still 1998. Very unfortunate for the potential developers out there. Seems like a never ending battle, the artist vs capitalism. Thank you for your time, and response.
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Hello Dave I am so new to this 3D Photoshop and I love the idea but all this is so confusing. When I try to add a texture to base color it opens a new window that I can paste the texture into, after I do that there is no difference on my model. Is there something I'm doing wrong? Thank you for responding your the only guy I've seen who has any knowledge on this.
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After you paste in your texture , close and save the psb file for that texture. The model should then update.
Dave
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Hey Dave!
I am getting into 3D Photoshop and when I try to load new 3D materials aside from the default ones photoshop provides, I can't because the 3D MAterial are .SBSAR and not .P3M.
How do I get more 3D Materials for the 3D layers I have in photoshop?
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Short answer is that you can't. Get more content used to take you to a site with 3D materials for Photoshop, but now just goes to the page for the new 3D packages.
I have raised the issue at the link below where you may wish to add a comment
In all honesty though , I would not hold my breath for a fix in Photoshop 3D. It is buggy and I have not seen any fixes for several releases.
You can of course load individual maps (Base colour, roughness, metal, height and and normal into the texture slots in Photoshop.
Dave