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I have been wanting to use Photoshop to replace labels in 3d renders, rather than rendering each label separately in 3d or using STMap in Nuke. The tools are all there, but there seems to be a bug.
I was able to get the label geometry and camera brought in correctly using Collada, but when I try to render the label image map is low resolution. It's like Photoshop is imposing a resolution limit on image maps for some reason. It previews just as crappy (in case you were wondering).
The main file is 5000 pixels wide, and the texture map (label) is 10,000 pixels square. But the final render of the label looks like it was sized down to 1,000 pixels or maybe less.
Hi
I opened your PSD. You were rendering as an unlit texture (Scene > Properties > Style > Unlit Texture):
Click to view at 100%:
Try lighting it ( I just used an infinite light straight on for the example below) and rendering as a solid (Scene >Properties >Style > Solid) :
Click to view at 100% :
Dave
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Screenshots, system info, other details.
Mylenium
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Hi
Can you post a link to your Collada files - with the textures. I'll take a look here.
As Mylenium also said : A full screen screenshot (at View 100% zoom) showing the issue that you are seeing will also help
Dave
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I've got a Macbook Pro and a Windoze machine that are doing the same thing.
I can't share the original files, but I created a test file that does roughly the same thing:
That link has my PSD (with Collada and image map embedded), along with the MODO file and resulting Collada file.
What the 3d system in photoshop is giving me (above).
This is what happens if I take the 10k image map, free transform it 20% and then size it back up 300% (above).
In the PSD linked above you'll see I also ran a few filters to mimic what Photoshop is doing. I have to mosaic at 5 pixels, then blur it 2.5, then sharpen it to get the same effect.
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Opened you file, and you are correct: it looks terrible.
Opened the Collada file in Blender, and the resolution in the viewport looks great.
Not sure if the issues are related, but I recall a thread here that complained about displacement maps being automatically down-scaled by Photoshop (a maximum resolution for displacement maps is 2048 now, I think?).
Perhaps the 10.000 pixel wide texture is down-scaled as well?
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Hi
I opened your PSD. You were rendering as an unlit texture (Scene > Properties > Style > Unlit Texture):
Click to view at 100%:
Try lighting it ( I just used an infinite light straight on for the example below) and rendering as a solid (Scene >Properties >Style > Solid) :
Click to view at 100% :
Dave
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Nice! Well that seems like a bug to me. Are there Adobe people that look at these? @adobe #adobe @peoplewholookatstuff #bug #youshouldfixthat
We really need unlit textures but maybe I can create a lighting scheme in photoshop that is sufficiently generic and even that I can get the same result.
We have lighting passes that come down on top to create the shine and the shadows we need, and they're already approved.
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Cool I posted there. Thanks for the insight guys.