Sculpting >
Sculpt using a displacement map

Sculpting with displacement maps lets you:

- Apply a displacement map to a model to pre-deform the model and save time when sculpting. Some sculpted features are more easily created using a displacement map as the starting point. You can then add detail using other sculpting tools.
- Transfer details between models with differing topologies and UV layouts. For example, extract the details from a high resolution sculpt model for use on a lower resolution model that will be animated.

  The low resolution model can be optimized for animation and have a different topology from the high resolution version. You extract the displacement map from the high resolution source model to the low resolution target model (even if it has different topology) so the displacement map can be correlated to the UVs on the low resolution model. Mudbox supports the extraction of displacement maps on models with UVs that exist outside the 0-1 range.

- Recreate a subdivision level from a Mudbox version 1.0.7 (or earlier) model, particularly if the model was created using the local subdivision feature (obsolete in Mudbox 2009). If the UVs correlate between the models, you can use Import As Layer with the UV correspondence option.
  NoteTo apply a displacement map to a model in Mudbox, the model must have well-defined UV texture coordinates. For more information, see UVs overview and Prepare a model for sculpting.

1. From the main menu, select Maps > Sculpt Model Using Displacement Map > New Operation.

   The Sculpt Model Using Displacement Map window appears.

2. Select the target model (to receive the displacement map) from the Target Mesh drop-down list.
   NoteMudbox supports displacement maps of 8, 16, and 32-bit floating point images. For best results, use displacement maps that are 16-bit or 32-bit floating point as they better represent the fine details on a sculpted model.
   TipPre-subdivide the target model (receiving the displacement map) to a sufficient level. The detail provided by the map can appear soft or blurred if there is not enough resolution in the target model. 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.
3. Specify the displacement map by typing its name in the Displacement Map field or selecting a displacement map using the file browser.
4. 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), or 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 when 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 when 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, causing a stair-step effect when the map is applied.
The displacement map produces visible spikes, undercuts, and artifacts that were not on the original high resolution model. | A variety of artifacts can occur when extracting and 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 appears as white or black regions. Some cleanup work using the sculpting tools may be required. The Mask tool is useful in these situations.

Related topics

Prepare a model for sculpting

UVs overview

Import Mudbox files from earlier versions

Displacement maps overview

Increase a model's resolution

Maps menu

Amplify, reduce, or invert sculpting on a layer