See also Sculpt using a displacement map.
These options let you sculpt a model using a displacement map.
-
-
Specifies the model whose vertices will be displaced using a displacement map(s). Select the model from the drop-down list.
-
-
Lets you specify a Ptex file or an image file whose pixel values will be used to displace vertices on the . Click the browse icon to select a file.
If you're applying an image map, the model must have well-defined UV texture coordinates. If the target mesh has no texture
coordinates, you can use Ptex to sculpt the surface, however the topology of the target model must match the topology in the
Ptex file.
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.
Note
If your target model has multiple UV tiles, you must apply separate image files as texture maps using the naming convention
<filename>_u1_v1_g1.tif, where the u and v flags indicate the UV tile coordinates. The g flag is optional, and indicates the gain value for displacement.
-
-
For vector displacement maps, lets you specify how vectors in the vector displacement map are interpreted. This must be set
to match the
Vector Space used when you produced the original vector displacement map. (See
Extract a vector displacement map.)
For all other map types, use the default option.
NoteYou can extract a vector displacement map from a model with no UVs using Ptex. However, maps created with or space can only be applied to models with UVs.
-
-
(Default) Indicates that the map is a regular displacement map, not a vector displacement map. (All other options in this
drop-down list apply only to vector displacement maps.)
-
-
The length of vectors in the map are expressed as a function of the tangent and the bi-normal. The source vector displacement
map was created using
Relative Tangent space. This allows the displacement to look correct on an object of a different scale.
-
-
The direction of vectors in the map is interpreted relative to the surface normal corresponding point, but the distance is
absolute (and not relative to the surface.) The source vector displacement map was created using Absolute Tangent space.
-
-
Vectors in the map are interpreted relative to the object's local position and scale. The source vector displacement map was
created using
Object space.
-
-
Vectors in the map are interpreted relative to the X, Y, and Z-axes of the scene. The source vector displacement map was created
using
World space.
-
-
For regular displacement maps, the following options let you set additional values to tweak the displacement effect.
-
-
Regular displacement maps store a distance value that indicates how much each surface point moves up or down. If you are applying
an integer-based color map (8 or 16 bits per channel), enter the value that represents 0, or no change. For example, setting
this value to 128 means that any color brighter than 128 pushes a surface up, while any color darker pushes the surface down.
-
-
Multiplies the effect of the offset, so that the effect of displacement is increased or lessened. By default, the default
value of 1 represents no change.
-
-
Click to browse and select another texture map to attenuate or block the effect of the source displacement map. White areas
in the applied let the effect of the displacement through, while darker areas reduce the effect.
-
-
Starts the displacement operation. If multiple tile displacement maps are specified, the operation uses any values indicated
by the displacement image map name (that is, UV tiles and gain settings).
-
-
Exits the operation without affecting the model.