3 Replies Latest reply on Apr 14, 2013 11:03 AM by Wintermute 001

    Photoshop CS6 Extended Load/Replace Texture Command Issues

    Wintermute 001

      In the 3d Materials Panel in Adobe Photoshop Extended CS6, the REPLACE TEXTURE and LOAD TEXTURE commands for the 3d materials seem to create a single  "smart" texture that all other textures created via the "replace/load texture" commands link to.


      For instance, to texture a sphere using a Photoshop file, I first created a file called "horizontal stripes for 3d peel.psd" and saved it on my desktop.
      I went to the Materials Panel>Diffuse>(Clicked icon to right of "Diffuse") and chose "Load Texture>"horizontal stripes for 3d peel.psd," to apply it to my sphere.  I then edited this diffuse file by right-clicking the icon to the right of "Diffuse," choosing "Edit" and adding a color layer at the top of the layer stack, then saving (not saving as) and closing the Diffuse .PSB smart object  file.


      I then loaded a texture to the Opacity material of my sphere using the same Photoshop file on my desktop called "horizontal stripes for 3d peel.psd",

      going to Materials Panel>Opacity>(Clicking the  icon to the right of "Opacity") and choosing "Load Texture>"horizontal stripes for 3d peel.psd,"  When I opened this file to edit it by right-clicking the icon to right of "Opacity" and choosing "Edit," I found I'd loaded not the original file on my desktop that I had chosen, but my edited "Diffuse" file. Furthermore, these Diffuse and Opacity files appear not to be independently editable--they behave like linked Smart Objects, and when one is edited, the other is updated with the changes.


      Is this a bug? I can't find any mention of this behavior in the Photoshop User Manual. I'm using Windows 7, and I get the same behavior on 2 different computers with Photoshop.



      I had hoped to use the Load/Replace texture command as a quick way to load up independently editable versions of the same file to the different 3d material attributes (opacity, shine, etc.), but that doesn't seem possible.   Or is there a better way to do this?



      Jeff Combs

        • 1. Re: Photoshop CS6 Extended Load/Replace Texture Command Issues
          conroy Level 5

          I think the behaviour is just another of Adobe's bizarre design decisions for the 3D features.


          Create a temporary set of duplicates of the master texture file, so there is one file for each required material attribute. Load the files into the material then delete the duplicates. The material will contain independent textures for the various attributes.

          • 2. Re: Photoshop CS6 Extended Load/Replace Texture Command Issues
            Wintermute 001 Level 1

            Thanks! Your solution works great.

            • 3. Re: Photoshop CS6 Extended Load/Replace Texture Command Issues
              Wintermute 001 Level 1


              I just started working with Extruded 3d shapes, and 3d text, and, as it turns out, this is actually a dandy feature, since these 3d objects each contain multiple elements to apply textures to (ex. Front Inflation Material, Front Bevel Material, Extrusion Material, etc.) that would be pain to edit individually, rather than via a single Smart Layer, especially if you plan to use the same materials for each.

              So, anyway, onwards to more adventures as I climb the Photoshop 3d learning curve. I've been a wee-bit frustrated that this learning curve seems to be more difficult because the Adobe Photoshop_CS6 reference PDF file seems to reference mostly CS5 and, more often than not, references CS5 interfaces. For instance, in the CS6 manual—the sections on 3d concepts and Tools, 3d Panel Settings, 3D rendering and saving—to name a few—all explicitly refer to Photoshop CS5 Extended! So, if anyone knows of a detailed source of CS6 information, I’d be grateful.