You can sculpt
your models using displacement maps using the Sculpt
Model Using Displacement Map feature. Using this feature,
you can:
- From the main menu, select Maps
> Sculpt Model Using Displacement Map > New Operation.
The Sculpt
Model Using Displacement Map window appears.
- Specify the target model to receive the
displacement map by selecting the model name from the Target
Mesh drop-down list.
NoteDisplacement maps
of 8, 16, and 32 bit floating point images are supported. For best
results, use displacement maps that are 16 bit or 32 bit floating
point as they can better represent the fine details on a sculpted
model.
NoteYou may want to pre-subdivide
the target model receiving the displacement map(s) to a sufficient
level. Otherwise, the detail provided by the displacement map may
appear soft or blurred because there is not enough resolution in
the target model to support the detail. 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 the Sculpt
Model Using Displacement Map feature. You may need to
make a few trial attempts at this.
- Specify the displacement map by either
typing its name in the Displacement Map field
or selecting a displacement map using the file browser.
- Click Go to apply
the map.
NoteThe displacement
information is stored on a separate sculpt layer and can be modified:
globally, by changing the opacity of the layer; locally, by applying
masking to the layer.
Troubleshoot Sculpt Model
Using a Displacement Map
Problem/Error Message |
Cause/Possible solution |
The displacement map appears
soft or blurry after it is 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 after it is 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,
resulting in a stair-stepping effect when later applied as a displacement
map.
|
The displacement map
produces visible spikes, undercuts, and artifacts that were not
on the original high resolution model.
|
A variety of artifacts
can occur particularly when extracting and subsequently 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 would appear as white or black regions.
Some cleanup work using
the sculpting tools may be required in these situations. The Mask tool
is useful in these situations.
|