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 Maps
> Extract Texture Maps > New Operation.
The Extract
Texture Maps window appears. See
Extract Texture Maps properties for
a complete description of these options.
- Select Vector Displacement
Map in the Maps to Generate options.
- Specify the low resolution (target) model
by selecting it within the 3D View,
then click Add Selected. (When only one
model exists in the scene its name appears in this list automatically.)
The target model name
appears in the Target Model 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 level 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 3D
View, then click Add Selected.
The source model name(s)
appears in the Source Models list.
NoteEnsure
that the source model is listed at the subdivision level you want to
use to produce the map. Click the level to
select the level you want from a drop-down list.
- Specify the Image Size 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.
- Specify the
Antialiasing setting
for output.
- Depending on how you plan to use your
vector displacement map, select the
Vector Space setting
you want.
- Click the folder 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 texture that gets output.
- In the Save As window,
select an appropriate file format from the Save
as type drop-down menu, and click Save.
A 32 bit floating point image is extracted.
For more information,
see
Image bit depth and texture extraction.
- 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.