Vector Displacement Map Extraction options
 
 
 

For task instructions, see Extract a vector displacement map.

Vector Space

Specifies the coordinate space for calculating vector displacement maps. Options include:

Relative Tangent

(Formerly Tangent.)

Defines the coordinate space on a face using the normal, tangent, and the binormal.

Use this option if you plan to use the output vector displacement map primarily for sculpting in Mudbox as a stamp or stencil. This option stores displacement vectors so that you can apply the vector displacement map image at any scale to any random surface. See also Sculpt using a vector displacement map.

Not recommended for rendering displaced detail on characters that will deform, because the height of the displacement can change where the surface squashes or stretches.

Absolute Tangent

The coordinate space on a face is defined by the normal, tangent and binormal, which are orthogonalized and normalized relative to each other.

Use if you plan to render displaced detail on models that will need to deform. This option stores vector lengths that are hard-coded, or absolute, which maintains the height of the displacement across surface deformations.

Object

Local coordinate space for the model. Use if your model is animated without deformation.

World

Coordinate space for the 3D scene. Use for environment maps when your model is not animated and not deforming.

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.