Texture extraction >
Extract a vector displacement map

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.

1. 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.

2. Select Vector Displacement Map in the Maps to Generate options.
3. 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.
4. 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.
5. 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.

6. 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.

7. 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.
8. 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.

9. 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.

10. 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.

Related topics

Texture extraction overview

Vector displacement maps overview

Image bit depth and texture extraction

Extract Texture Maps properties

Troubleshoot texture extraction