To apply a displacement map to a model in Mudbox, the model must have well-defined UV texture coordinates. For more information,
see UVs overview and Prepare a model for sculpting.
Mudbox supports displacement maps of 8, 16, and 32-bit floating point images. For best results, use displacement maps that
are 16-bit or 32-bit floating point as they better represent the fine details on a sculpted model.
Sculpting with displacement maps lets you:
TipPre-subdivide the target model (that will receive the displacement map) to a sufficient level. The map detail can appear soft
or blurred if there is not enough resolution in the target model. If you are applying a displacement map from an earlier version
of Mudbox (1.0.7 or earlier), pre-subdivide the base model to the same subdivision level (or as close as possible) as the
model you extracted from before applying . This process can take a few iterations.
To sculpt using a displacement map
- From the main menu, select .
The Sculpt Using Map window appears.
- Select the target model (to receive the displacement map) from the drop-down list.
- Specify the displacement map by typing its name in the field, or click to open a file browser.
If you have multiple displacement maps extracted from a model containing multiple UV tiles, you need only specify the first
UV tile image within the image tile sequence.
- Click to apply the map.
The displacement information is stored on a separate sculpt layer and can be modified globally (by changing the of the layer), or locally (by applying masking to the layer).
Troubleshoot sculpting using a displacement map
Problem/Error Message |
Cause/Possible solution |
The displacement map appears soft or blurry when applied to the target model.
|
The model doesn’t have enough resolution to represent the detail in the displacement map. Subdivide the model further before
applying the displacement map. This might require a few attempts before you determine the optimum subdivision level.
|
The displacement map appears with a stair-stepping effect when applied to the target model.
|
The displacement map resolution is too low in comparison to the resolution of the target model. Extract a displacement map
that is higher in resolution.
The bit depth of the extracted texture map was too low. Bit depth is a factor in how accurately detail can be captured in
an extraction. Using texture maps with low bit depths may not accurately capture smooth gradations in height, causing a stair-step
effect when the map is applied.
|
The displacement map produces visible spikes, undercuts, and artifacts that were not on the original high resolution model.
|
A variety of artifacts can occur when extracting and applying a displacement map between models of different topologies and
UV layouts. When this occurs, check that the UV correspondence between the extracted meshes is acceptable.
Check that some spikes or dropouts did not occur in the displacement map during the original extraction. This appears as white
or black regions.
Some cleanup work using the sculpting tools may be required. The tool is useful in these situations.
|