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
- Select .
The window appears. See Extract Texture Maps window for a complete description of these options.
- Select in the options.
- Specify the low resolution (target) model by selecting it within the , then click . (When only one model exists in the scene its name appears in this list automatically.)
The target model name appears in the 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 displayed next to the target model name to select the level you want from a drop-down list.
- Specify the high resolution (source) model(s) you want to sample by selecting it in the , then click .
The source model name(s) appears in the list.
NoteEnsure that the source model is listed at the subdivision level you want to use to produce the map. Click the to select the level you want from a drop-down list.
- Specify the for output.
The determines the resolution of the image map and the amount of surface sampling that occurs between the source and target models.
- Specify the Antialiasing setting for output.
- 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 . 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 :
- For use on an object that will deform or be animated, use .
- For use on an object that will not be deformed or animated, use .
- Click the folder icon beside and enter a file name in the window that appears.
This name is used as a prefix for the file name of each texture that gets output.
- In the window, select an appropriate file format from the drop-down menu, and click . A 32 bit floating point image is extracted.
For more information, see Image bit depth and texture extraction.
- Click 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.