Options available in the Extract Texture Maps window depend on the map types you select in the Maps to Generate list. This topic describes options common to many map types. For properties specific to each map type, refer to links in the Maps to Generate section.
Select the map types you want to generate. The Extract Texture Maps window displays options for each map type as you select from this list. See also Texture extraction overview.
Displays the name of the model to receive the extracted map. Unless you are extracting maps in Ptex format, the target model must have UV co-ordinates.
The target model is usually the lowest subdivision level of a model with multiple subdivision levels. You can click the displayed subdivision level (next to the target model name) to select a different subdivision level from a drop-down list.
The map produced represents the difference between the target model (low resolution) and the source model(s) (high resolution).
Smooths the positions of interior UVs of the target model during the texture extraction. Smooth Target UVs only smooths when the Smooth Target Model option is on.
This can be useful if your image rendering software (for example, Pixar’s RenderMan®) can smooth the UV texture coordinates on a mesh during rendering to improve the results.
Lists the model(s) to extract maps from. The source model (high resolution) typically contains the sculpted details to be extracted into the map(s). This model does not require UV texture coordinates.
You can click the displayed subdivision level (next to the source model name) to select a different subdivision level from a drop-down list.
Extracts a texture map by recording the distance (as a pixel value) between the source and target models based on sample rays cast along the surface normals of the target surface. The number of sample rays cast depends on the texture map resolution.
Use this method when extracting maps between arbitrary meshes (meshes with differing topologies), and ensure that you manually align the models as accurately as possible before extracting. Artifacts in the resulting texture map can sometimes occur (particularly with overhanging features) that require editing afterwards.
Extracts a texture map by recording the distance (as a pixel value) between one subdivision level and the corresponding point at a higher subdivision level on the same model. Use this method only when extracting texture maps between different subdivision levels on the same model.
The resulting texture map will contain fewer artifacts compared to the Ray Casting method, requires no setup or alignment between separate models, and performs the extraction more quickly. However, Subdivision does not capture the height differences as accurately as the Ray Casting method, particularly when vertices on the higher subdivision level have been translated off normal compared to the lower subdivision level, which can occur when using the Grab or Pinch tools.
Available when Method is set to Ray Casting. Off by default. so that intersections are ignored when the ray intersects a surface that is facing in the opposite direction. When on, Mudbox records ray intersections with source faces that are backfacing. This improves extraction results when a number of intersecting meshes are used as the source model.
When on, improves the quality of the final extracted image map by applying a filter comparison between pixels in the image. Higher values increase the amount of antialiasing that occurs and the time to extract the image map. For initial test extractions, use a small Image Size value and leave the Antialiasing property turned off until you produce a final image.
Only available when you select Ptex as the output format. When on (default), Mudbox also saves general data about the mesh (vertex positions, list of faces, and so on) in the output Ptex file. This can be useful if other tools in your pipeline can use this type of Ptex data, for example if you will use a Ptex viewer to inspect the output file. It is recommended that you keep this option on when extracting Ptex files.