Displaces a mesh using vectors instead of along normals.
The Vector Displacement map enables displacement of meshes in three dimensions, in contrast with methods that permit displacement only along surface normals. Like the Normal map, the Vector Displacement map uses a full spectrum of color to work its effects, as opposed to a grayscale image.
The best way to create a Vector Displacement map image is with Autodesk Mudbox, which can extract the map as the difference between the volume of a low-poly surface and a higher-resolution one. The surface can be an object that originates in 3ds Max (as detailed in the following procedure) or an object created entirely in Mudbox and then exported. The two objects used for the extraction process can be two separate objects or two different subdivision levels of a single object. However, in the latter case, even the lowest subdivision level can contain some displacement, so it's often best to use different objects to extract the map: an undisplaced "target" model and a detailed "source" model. The two objects should be superimposed precisely; this is usually easy to achieve using methods similar to that described in the procedure.
This procedure demonstrates sending a 3ds Max object to Mudbox, adding detail in Mudbox, extracting a Vector Displacement map, and then sending the displacement map back to 3ds Max. To use this procedure you must have both applications installed on the same computer. Mudbox need not be running.
If the applications are installed on different machines, you can use the FBX or OBJ file format to move scenes between machines.
Click OK twice to exit the dialogs.
Example: To use the Vector Displacement map:

If this isn't done, Mudbox will not be able to work properly with the object.
Send To Mudbox
Send As New Scene.
After a few moments, the object appears in Mudbox.
Mudbox now contains two identical copies of the original object with different names.
).
New Operation
Vector Displacement.
The Extract Texture Maps dialog opens.
) next to the Base File Name field, set Save As Type to OpenEXR, enter a file name, and click Save.

This renders a bitmap containing the difference between the two surfaces and saves it in an image file. At this point you could apply the saved file manually in 3ds Max with a Vector Displacement map and a Bitmap map, but thanks to the interoperability feature, it's easier to automate the procedure.
The object is updated with the data created by the extraction procedure in Mudbox. If the object has no material, a Standard material is assigned. A Vector Displacement map is applied to the material and the extracted bitmap is assigned to the map. No adjustment of the Vector Displacement map settings is necessary.
Alternatively, save the Target Object in FBX format (File menu
Export Selection). This includes the material with the Vector Displacement map in the FBX file. The map points to the extracted bitmap, which is automatically saved as part of the export process. The bitmap is saved as a separate file in a folder with the same name as the FBX file you export and the file name extension
.fbx-files. Then import the FBX file into
3ds Max.

In general, if you use the interoperability features between 3ds Max and Mudbox, these settings are set automatically and do not need to be adjusted.

Associated with this setting are a checkbox to toggle the map and a numeric strength setting. The default value, 1.0, is the equivalent of 100%.