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Missing material tools in 3D (diffuse, specular etc.) - Photoshop 2020

New Here ,
Sep 20, 2020 Sep 20, 2020

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Hi guys, 

 

Did you notice any material tools missing in 3D in Photoshop 2020?

 

In 3D, the material tools' section consisted of Diffuse, Specular, illumination and ambient, with sliders of shine, reflection, roughness, bump, capacity etc.

 

In Photoshop 2020, there are 2 options; Base Color and Interior Color, with sliders of glow, metallic, roughness, height, capacity, refraction, density and translucence.

 

Is there any reason for that or am I missing somehing?

Many thanks.

 

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correct answers 1 Correct answer

Community Expert , Sep 20, 2020 Sep 20, 2020

The material system has changed from Diffuse/Specular/Glossy to a PBR Base/Metallic/Roughness system which is becoming more standard now in 3D apps and matches Adobe Dimension.

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Community Expert ,
Sep 20, 2020 Sep 20, 2020

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The material system has changed from Diffuse/Specular/Glossy to a PBR Base/Metallic/Roughness system which is becoming more standard now in 3D apps and matches Adobe Dimension.

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New Here ,
Jan 31, 2021 Jan 31, 2021

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Great! But what one would do with a 3D file created in a previous version of application? The render would not work correctly in Adobe Photoshop 2020 and I cant't tell what dimension I've been using back then!

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Community Expert ,
Jan 31, 2021 Jan 31, 2021

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Either render it in CC2018 or remake the materials to use the new system. Unfortunately it is not a simple case of plugging them into the new.

It is relatively easy to convert from Base/Metal/Roughness to Diffuse/Specular/Glossy but not the other way round.

 

In approx. terms though :

To convert Diffuse to Base Colour needs the removal of any lighting from the Diffuse texture map (see also metals below)

Roughness is an inverted Glossy map

The hardest conversion is Metallic - In a specular workflow the colours of metals appear black in the Diffuse map and the colour of the metal material is in the specular map. You would need to decide which areas are metal and those colour need to be transferred to the Base Color map. At the same time you would need to create a texture map for Metallic which will have areas of white (100%) or black (0%) indicating that point is either metal - 100% or dielectric (non metal ) - 0%. In between values are only used for things like finger prints etc. Rust and painted metal are both dielectrics i.e. non metals.

Height can be taken from Bump

Normal is a straightforward plug in.

 

Dave

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LEGEND ,
Jan 31, 2021 Jan 31, 2021

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But what one would do with a 3D file created in a previous version of application?

I would load it into Dimension and then export it out again as Obj or Fbx (if it has bones) as that should convert the old data without loss however a bigger issue with old 3D files is file type: Png or Jpg work fine but Tiff has issues and Bmp will simply crash Dimension so sometimes you have to convert textures (one at a time) first before trying to update a model as a whole

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