Extract a vector displacement map
 
 
 

To prepare to extract a vector displacement map, ensure that you have loaded all the source and target meshes you want in the scene. The source is the model from which Mudbox extracts the sculpted detail, and the target is the model that receives the extracted map.

When extracting vector displacement maps, the source and target models need to be either the same model, or two models that share an identical topology. Otherwise, an error message is displayed to indicate that the two models do not share the same topology at the base mesh level.

To extract a vector displacement map

  1. Select Maps > Extract Texture Maps > New Operation.

    The Extract Texture Maps window appears. See Extract Texture Maps window for a complete description of these options.

  2. Select Vector Displacement Map in the Maps to Generate options.
  3. Specify the low resolution (target) model by selecting it within the 3D View, then click Add Selected. (When only one model exists in the scene its name appears in this list automatically.)

    The target model name appears in the Target Model list.

    NoteIf the default base mesh for the target model (subdivision level 0) is not the subdivision level you want the map produced for, click the level displayed next to the target model name to select the level you want from a drop-down list.
  4. Specify the high resolution (source) model(s) you want to sample by selecting it in the 3D View, then click Add Selected.

    The source model name(s) appears in the Source Models list.

    NoteEnsure that the source model is listed at the subdivision level you want to use to produce the map. Click the level to select the level you want from a drop-down list.
  5. Specify the Image Size for output.

    The Image Size determines the resolution of the image map and the amount of surface sampling that occurs between the source and target models.

  6. Specify the Antialiasing setting for output.
  7. Depending on how you plan to use your vector displacement map, set the Vector Space setting you want.
    ImportantIf you are extracting a vector displacement map for use outside of Mudbox, do not use Relative Tangent. If you plan to use the map in another Autodesk application (such as 3ds Max, Maya, or Softimage), use the following guidelines when setting the Vector Space:
    • For use on an object that will deform or be animated, use Absolute Tangent.
    • For use on an object that will not be deformed or animated, use Object Space.
  8. Click the folder icon beside Base File Name and enter a file name in the Save As window that appears.

    This name is used as a prefix for the file name of each texture that gets output.

  9. In the Save As window, select an appropriate file format from the Save as type drop-down menu, and click Save. A 32 bit floating point image is extracted.

    For more information, see Image bit depth and texture extraction.

  10. Click Extract to begin the texture map extraction.

    A progress indicator appears during the extraction process. The output file has a _vdm extension in the name to indicate it is unique. (For example, <filename_vdm.tiff>. These files can be used as stencils and stamps within Mudbox.

    NoteMudbox supports the extraction of vector displacement maps on models with UVs that exist outside the 0 to 1 range. Each UV tile is extracted as a separate image file and saved to the extracted files directory. These files use the naming convention: <filename>_u1_v1_vdm.tiff where the U and V flags indicate the UV tile coordinates.

If the texture extraction process fails to produce a map, or the map produced doesn’t meet your expectations, see Troubleshoot texture extraction.

Related topics

Vector displacement maps overview

Sculpt using a vector displacement map

Image bit depth and texture extraction

Extract Texture Maps window

Troubleshoot texture extraction