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.

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.

  2. Select Vector Displacement Map in the Maps to Generate options.
  3. Add the low resolution (target) model to the Target Model list. (When only one model exists in the scene its name appears in this list automatically.)
    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. Add the high resolution (source) model(s) you want to sample to the Source Models list, again ensuring that the subdivision level you want to use to produce the map is selected.
  5. In the Output Options, set the Map Type you want to extract: Texture (image file) or Ptex.

    The other options available in the Extract Texture Maps window update dynamically depending on which type of file you want to extract.

  6. Do either of the following, depending on which Map Type (Ptex or Texture) you selected:
    • For texture maps, specify the Image properties 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.

    • For Ptex, use the Ptex resolution options.
  7. Depending on how you plan to use your vector displacement map, set the Vector Space setting you want.
    Important

    Do not use Relative Tangent if you are extracting a vector displacement map for use outside of Mudbox.

    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.

    Lastly, note that you can extract a vector displacement map from a model with no UVs using Ptex. However, if you use Relative Tangent or Absolute Tangent space, the map can only be applied to models with UVs.

  8. Set the other Output options you want.
    • For texture maps, click the browse 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 output texture.

      In the Save As window, you can also select an appropriate file format from the Save as type drop-down menu, and click Save.

    • For Ptex, click the browse icon beside File Name to set the save options, and select the Data Format you want.
  9. 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 displacement map

Sculpt using a vector displacement map

Image bit depth and texture extraction

Extract Texture Maps window

Troubleshoot texture extraction