Mudbox Vector Displacement
Export FBX from Mudbox
Before you start sculpting, export your Fbx from Mudbox.
Export an OpenEXR from Mudbox
Export a PTex from Mudbox
Import FBX and Add Subdiv Scheme
Import the FBX you just exported from Mudbox. For its shape node, add Attributes|RenderMan|Subdiv Scheme:
Assign Displacement Shader (UV Texture)
Create a PxrTexture node. Set the Filename to your exported Muxbox EXR map. Keep all parameters at their defaults.
Create PxrDispTransform node. Set Displacement Type to Mudbox Vector and Vector Space to Tangent.
Create a PxrDisplace node (this is the displacement shader that actually displaces your surface).
Connect PxrTexture's output Result RGB to PxrDispTransform's Disp Vector.
Connect PxrDispTransform's Result XYZ to PxrDisplace's Disp Vector. Your graph should look like this:
Assign Displacement Shader (PTex)
Create a PxrPtexture node. Set the Filename to your exported Muxbox ptx map. Keep all parameters at their defaults.
Create PxrDispTransform node. Set Displacement Type to Mudbox Vector and Vector Space to World.
Create a PxrDisplace node (this is the displacement shader that actually displaces your surface).
Connect PxrTexture's output Result RGB to PxrDispTransform's Disp Vector.
Connect PxrDispTransform's Result XYZ to PxrDisplace's Disp Vector. Your graph should look like this:
Render
Add PxrSurface, assign it to the model and add some lights, set the displacement bound appropriately, and render!
Toad King created created by Craig Barr, Autodesk Media and Entertainment.