Vector displacement
maps are maps that not only store the distance a vertex will be
displaced (based on the pixel value in the image map) but also the
direction of the vertex displacement. Unlike conventional displacement
maps, vector displacement maps can be used to accurately recreate
complex forms with undercuts, and are straightforward to extract,
producing none of the artifacts that are associated with the raycast extraction
method.
- Select Maps
> Extract Texture Maps > New Operation.
The Extract
Texture Maps window appears. For a complete description
of all of the extraction properties see
Extract Texture Maps properties.
- 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 the Add Selected button. When only
one model exists in the scene its name appears in this list automatically.
The target model name
appears in the Target Model field.
NoteThe target model
is the model that receives the extracted map. If the default base
mesh for the target model (subdivision level = 0) is not the subdivision
level you want the map produced for, you can specify a different
subdivision level for the target model by selecting it from the
level drop-down list located to the right of the target model name.
- Specify the high resolution (source)
model(s) you want to sample by selecting it in the 3D
View, then click Add Selected.
When only one model exists in the scene its name appears in this
list automatically.
The source model name(s)
appears in the Source Models list. If an incorrect
item appears in the list, simply select the item and click Remove.
NoteThe source model
is the model from which the sculpted detail is derived. If the current
subdivision level displayed beside the source model name is not
the subdivision level you want the map produced from, you can specify
a different subdivision level by selecting it from the level drop-down
list located to the right of the source model name. 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.
- 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 for
output.
Antialiasing improves
the quality of the final extracted image map by applying a filter
comparison between pixels in the image. Higher values increase the
amount of antialiasing that occurs and the time to extract an image
map. For initial test extractions, use a small Image
Size value and leave the Antialiasing property
turned off until you produce a final image.
- Specify the Vector Space setting
for the image map. Options include Tangent, Object,
and World. For a description of
each type, see
Extract Texture Maps properties.
- 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 file that is output 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.