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Using Poliigon IDMAPs to adjust a material in Photoshop
Using Poliigon IDMAPs to adjust a material in Photoshop

A Photoshop tutorial on using IDMAPs to customise materials.

Updated over a week ago

In this tutorial we will be exploring how to make use of the IDMAPs found in some Poliigon materials.
We will be trying out two methods, firstly making adjustments to the color texture directly in Photoshop and secondly, exporting greyscale masks so those adjustments could be made directly in a 3D Application.

ID Mask Node Examples

Below are a few examples of how the exported masks can be used in various 3D Applications.

Blender

In Blender simply load in the mask texture that you've exported from Photoshop or your preferred image editor and then use it to power the fac input of a hue/saturation node. You will then be able to customise the base color texture.

3DS Max

In Max the exact nodes that you will use will depend on your chosen renderer but the principle will remain the same regardless, in this example Arnold is being used. Use the mask in combination with a color correction node to make adjustments to the original base color texture.

Maya

In Maya the exact nodes that you will use will depend on your chosen renderer but the principle will remain the same regardless, in this example Arnold is being used. Use the mask in combination with a color correction node to make adjustments to the original base color texture.

Cinema 4D

In Cinema 4D the exact nodes or material settings that you will use will depend on your chosen renderer but the principle will remain the same regardless, in this example Redshift is being used. Use the mask in combination with a color correction to make adjustments to the original base color texture.


If you require any assistance in using IDMAPs and masks in your specific combination of 3D Application and renderer please contact us at support@poliigon.com.

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