The following describes
the properties that appear in the Extract Texture Maps window.
The properties that appear are dependent on the extraction type
specified in the Maps to Generate section.
Maps to Generate
- Name
-
Type
a name for the texture extraction settings for reuse in the future.
The saved settings appear in the menu’s drop-down list the next
time you choose the Extract Texture Maps menu item.
- Ambient Occlusion Map
-
Specifies to extract
an ambient occlusion map. The currently checked map type displays
that map type’s extraction options. All options can be selected
for a simultaneous texture extraction operation.
- Vector Displacement Map
-
Specifies to extract
an ambient occlusion map. The currently checked map type displays
that map type’s extraction options. All options can be selected
for a simultaneous texture extraction operation.
- Normal Map
-
Specifies to extract
a normal map. The currently checked map type displays that map type’s
extraction options. All options can be selected for a simultaneous texture
extraction operation.
- Displacement Map
-
Specifies to extract
a displacement map. The currently checked map type displays that
map type’s extraction options. All options can be selected for the
texture extraction operation.
Target Model
- Target Model Name
-
Displays the
name of the model to receive the extracted ambient occlusion, normal,
or displacement map. This model must have UV coordinates.
The target model is usually
the lowest subdivision level of a model with multiple subdivision
levels. If the current subdivision level displayed beside the target
model’s name is not desired, it can be changed using the subdivision
level drop-down list located to the right of the target file name.
When extracting ambient
occlusion maps, the currently active subdivision is used for the
AO extraction. If a different subdivision level is desired you must
step up or step down to that level, then extract again.
The final normal or displacement
map produced represents the difference between the target model
(low resolution) and the model(s) specified as the source model(s)
(high resolution).
NoteBy default the ambient
occlusion extraction feature takes into account all of the visible
objects in the scene as being source models. This is why no source
options exist for this extraction type. If some objects are not
to be taken into account for the map, turn off their visibility
in the Object List.
- Add All
-
Click this button to
add all of the objects in the 3D View to
the target model name field.
- Add Selected
-
Click this button to
add the name of the model you’ve selected in the 3D
View to the target model name field.
- Remove
-
Click this button to remove
a selected item from the target model name field.
- Generate one map for
all targets
-
Use this option when extracting
to multiple targets and you want one map generated by the extraction
feature (for each extraction type selected) that will be shared by
all the target models. This is useful for conserving the number
of texture maps when multiple objects share one UV tile.
- Generate one map for
each target
-
Use this option when extracting
to multiple targets and you want one map extracted for each individual
target model. This setting is useful when the target models use different
materials or when the UV texture coordinates occupy the same UV
tile location and producing one shared map would not be possible.
- Smooth Target Model
-
Uses a smoothed version of
the target model (low resolution) for map extraction calculations.
The default setting is on. If extracting texture maps for games applications
where a smoothed model is not used, this option can be turned off.
- Smooth Target UVs
-
Smooths the positions
of interior UVs of the target model during the texture extraction. Smooth
Target UVs only smooths when the Smooth
Target Model option is turned on.
Some image rendering
software (for example, Pixar’s RenderMan®) have the ability to smooth the UV texture
coordinates on a mesh during rendering to improve the results.
Turn on Smooth
Target UVs if you know the model and textures will subsequently
be rendered using a feature like this.
Source Model
- Source Model Name
-
Displays the
name of the model(s) to extract normal or displacement maps based
on what is selected in the 3D View.
The source model (high resolution) typically contains the sculpted
details to be extracted into the map(s). This model does not require
UV texture coordinates.
If the current subdivision
level displayed beside the source model’s name is not desired, it
can be changed using the subdivision level drop-down list located
to the right of the source file name.
NoteBy default the extract
ambient occlusion map feature takes into account all of the visible
objects in the scene as being source models. This is why no source
options exist for this extraction type. If some objects are not
to be taken into account for the map, turn off their visibility
in the Object List.
- Add All
-
Click this button to
add the names of all of the models selected in the 3D
View to the source model name field.
- Add Selected
-
Click this button to
add the names of only the currently selected models in the 3D
View to the source model name field.
- Remove
-
Click this button to remove
the currently selected model name(s) from the source model name field.
- Smooth Source Model
-
Subdivides the source model
and then uses the smoothed version of the source model (high resolution
model) for map extraction calculations. The default for the source
model (high resolution) is on, and is useful for the majority of
texture extraction applications.
- Locate Method
-
Determines the method by
which the source and target meshes are compared during a texture
extraction. Two methods are possible:
- Raycasting -
Extracts a texture map by recording the distance (as a pixel value) between
the source and target models based on sample rays that get cast
along the surface normals of the target surface. The number of sample
rays that occur is dependent on the texture map resolution. This
method should be used when extracting texture maps between arbitrary
meshes (meshes with differing topologies) and requires that the models
be manually aligned as accurately as possible prior to extraction
to produce accurate results. Artifacts in the resulting texture
map can sometimes occur (particularly with overhanging features)
that will required editing afterwards.
- Subdivision -
Extracts a texture map by recording the distance (as a pixel value)
between one subdivision level and the corresponding point at a higher
subdivision level on the same model. This method should only be used
when extracting texture maps between different subdivision levels
on the same model. The resulting texture map will contain fewer
artifacts compared to the Raycasting method, requires
no setup or alignment between separate models, and performs the
extraction quicker. The Subdivision method does
not capture the height differences as accurately as the Raycasting method particularly
when the vertices on the higher subdivision level have been translated
off normal compared to the lower subdivision level such as might
occur when using the Grab or Pinch tools.
- Choose Samples
-
Determines which value to
record if an extraction sample intersects the high-resolution model
more than once:
- Furthest outside -
Samples furthest out from the source model(s) up to the range specified
by the Search Distance.
- Furthest inside -
Samples closest to the interior of the source model(s).
- Closest to Target Model -
Samples closest to the target model.
- Search Distance
-
Sets the total distance samples
can travel to find the source (high resolution) model(s). Samples
can travel on both sides of the target (low resolution) model based on
the Choose Samples option.
- Test Both Sides
-
This option is only available
when the Locate Method is set to Raycasting.
The default setting is off, which means that when the ray intersects
a surface that is facing in the opposite direction, the intersection
is ignored. When turned on, it specifies that Mudbox records ray
intersections with source faces that are backfacing. This improves
extraction results when a number of intersecting meshes are used as
the source model.
- Best Guess
-
Sets the Search
Distance option based on the distances of the bounding
boxes for the source and target model. This option provides a useful
estimate for the Search Distance provided the
two surfaces are not too far apart.
- Image Size
-
Specifies the height
and width in pixels of the output map(s). Preset values include:
256 x 256, 512 x 512, 1024 x 1024, 2048 x 2048, 4096 x 4096, and
8192 X 8192 (Preview as Paint Layer feature is turned off when 8192
X 8192 resolution option is selected)
NoteThe larger the Image Size the
more detail gets recorded in the map, at the cost of a longer extraction
and larger file size.
Ambient Occlusion Map Output
- Image Size
-
Specifies the height
and width (in pixels) of the ambient occlusion map(s) output. Preset
values include: 256 x 256, 512
x 512, 1024 x 1024, 2048
x 2048, 4096 x 4096. The default setting
is 512 x 512.
NoteA larger Image Size produces
more detail in the map, but increases the extraction time and the resulting
file size.
- Quality
-
Determines the quality
of the final ambient occlusion map based on multiple shadow maps
used for the calculation. Preset values include: Fastest, Fast, Normal, Good,
and Best. A higher quality setting
increases the number of shadow maps, produces a higher quality map,
and increases the time to generate the ambient occlusion map.
- Base File Name
-
Specifies the name of
the extracted map(s). The default name AO(%s).bmp substitutes the
name of the model unless a custom file name is specified (for example,
AO(head).bmp). The AO prefix is useful for differentiating the map
from other paint layers within the diffuse channel.
Click the ... icon
to display the Save As browser to set a directory. Determine
a file format from the Save As Type drop down
menu and type the file extension in the File Name field. Supported
file formats include: .png, .bmp, .gif, .jpg, .tif, and .tga.
NoteIf the model contains
UVs within multiple UV tile spaces, that is, outside the 0 to 1 range,
Mudbox automatically creates separate ambient occlusion maps that
correlate to each UV tile which get saved to a user-specified directory. For
example, the file naming might be as follows: <basefilename>_u1_v1.bmp, <basefilename>_u2_v2.bmp,
and so on.
- Preview as Paint Layer
-
Automatically imports the
generated ambient occlusion map as a new paint layer within the Diffuse channel
of the assigned material. This lets you preview the ambient occlusion
map on the selected model(s) and iterate the generated map with
different settings if required.
When turned off, the
extracted ambient occlusion map is saved to a user-specified directory
without displaying as a layer on the model.
- Shadow Map Resolution
-
Controls the size of
the shadow maps for the occlusion map calculations. Values are preset
at 256 x 256, 512
x 512, 1024 x 1024, 2048
x 2048, 4096 x 4096. The shadow maps
are not user accessible and are discarded after the generation of
the occlusion map.
Increasing the Shadow Map
Resolution produces a more detailed occlusion map and
increases the time to generate it. In general, set the Shadow
Map Resolution to the lowest value that produces an occlusion
map of acceptable quality. The default is 1024 x 1024.
- Shadow Darkness
-
Controls the brightness of
the ambient occlusion map. Decreasing the value brightens the resulting
ambient occlusion map. Increasing the value darkens the resulting ambient
occlusion map. The default setting is 0.5.
- Shadow Contrast
-
Controls the contrast between
shaded and non-shaded areas in the ambient occlusion map. Decreasing
the value reduces contrast producing more mid-tone gray values in
the map. Increasing the value increases contrast producing tones
that are more white and black. The default contrast setting is 0 (neutral
contrast) with the lower and upper range being -1 and 1.
- Filter
-
Controls the filtering
of the multiple shadow map calculations when producing the final
ambient occlusion map. Increasing the Filter value
may help to reduce visible artifacts in the ambient occlusion map.
Decreasing the value may help to improve the overall sharpness of fine details.
Vector Displacement Map
Output
- Vector Space
-
Specifies the coordinate space
for calculating vector displacement maps. Choose the option that
meets your particular production pipeline requirements. Options include:
- Tangent -
The coordinate space on a face defined by the normal, tangent, and
the binormal. The default setting. Should be used if the model is
animated and deforms during animation.
- Object - Local
coordinate space for the model. Can be used if model is animated
without deformation.
- World - Coordinate
space for the 3D scene. Can be used for environment maps when model
is not animated and not deforming.
- Base File Name
-
Specifies the name for the
extracted map(s) that get output. Select the format from the Save
As Type drop down menu in the file browser that appears.
If the target model contains UVs within multiple UV tile spaces, that
is, outside the 0-1 range, Mudbox will automatically create separate
maps that correlate to each UV tile. The file naming will be as
follows: <mapname1>_u1_v1.tif, <mapname1>_u2_v2.tif,
and so on.
- Bits per Channel
-
Indicates the color depth for
file output for vector displacement maps based on what is specified
in the Base File Name. For vector
displacement maps, 32 bit RGBA, floating point images are supported
using either the TIFF or OpenEXR file formats.
Normal Map Output
- Coordinate Space
-
Specifies the coordinate space
for calculating normal maps. Choose the option that meets your particular
production pipeline requirements. Options include:
- Tangent -
The coordinate space on a face defined by the normal, tangent, and
the binormal. The default setting. Should be used if the model is
animated and deforms during animation.
- Object - Local
coordinate space for the model. Can be used if model is animated
without deformation.
- World - Coordinate
space for the 3D scene. Can be used for environment maps when model
is not animated and not deforming.
- Compatibility
-
When the Coordinate Space property
is set to Tangent this sets how the tangent
space vectors are calculated so the extracted map is compatible
with other 3D applications (left-handed or right-handed). This setting
is ignored when the Coordinate Space property is
set to Object or World
space. Options are:
- Maya - Maya defaults to a right-handed
tangent space setting.
- 3ds Max - 3ds Max defaults to a left-handed
tangent space setting.
- Base File Name
-
Specifies the name for the
extracted map(s) that get output. Select the format from the Save
As Type drop down menu in the file browser that appears.
If the target model contains UVs within multiple UV tile spaces, that
is, outside the 0-1 range, Mudbox will automatically create separate
maps that correlate to each UV tile. The file naming will be as
follows: <mapname1>_u1_v1.tif, <mapname1>_u2_v2.tif,
and so on.
- Bits per Channel
-
Indicates the color depth for
file output of normal or displacement maps based on what is specified
in the Base File Name.
- Preview As Paint Layer
-
Automatically imports the
generated vector displacement map as a new paint layer within the Normal Map channel
of the assigned material. This lets you preview the normal map on
the selected model(s) and iterate the generated map with different
settings if required.
When turned off, the
extracted normal map is saved to a user-specified directory without
displaying as a paint layer on the model.
Displacement Map Output
- Normalize to Search Distance
-
Remaps the results of the extraction samples
into 0 to 1 color space for displacement maps whenever the Bits
per Channel option is set to 8 or 16 bit. Normal maps
always use -1 to 1 range.
- Base File Name
-
Specifies the name for the
extracted map(s) that get output. Select the format from the Save
As Type drop down menu in the file browser that appears.
NoteIf the target model
contains UVs within multiple UV tile spaces, that is, outside the
0 to 1 range, Mudbox automatically creates separate maps that correlate
to each UV tile. For example, the file naming might be as follows:
<base file name1>_u1_v1.tif, <base file name1>_u2_v2.tif, and
so on.
- Bits per Channel
-
Indicates the color depth for
file output of the extracted maps based on what is specified in
the Base File Name.
- Preview As Bump Layer
-
Automatically imports the
generated displacement map as a new paint layer within the Bump Map channel
of the assigned material. This lets you preview the displacement map
on the selected model(s) and iterate the generated map with different
settings if required.
When turned off, the
extracted displacement map is saved to a user-specified directory
without displaying as a paint layer on the model.
Execution
- Delete this operation
-
Quits
the texture extraction operation without outputting a map and does
not save an Extract Texture Maps setting.
- Extract
-
Launches the texture extraction
operation using the currently specified settings.
- Close
-
Quits the texture extraction
operation without extracting a map.