Sculpt Using Map window
See also Sculpt using a displacement map.
These options let you sculpt a model using a displacement map.
- Target Mesh
- Map
-
Lets you specify a Ptex file or an image file whose pixel values will be used to displace vertices on the Target Mesh. Click the browse icon
to select a file.
If you're applying an image map, the model must have well-defined UV texture coordinates. If the target mesh has no texture coordinates, you can use Ptex to sculpt the surface, however the topology of the target model must match the topology in the Ptex file.
If you have multiple displacement maps extracted from a model containing multiple UV tiles, you need only specify the first UV tile image within the image tile sequence.
- Map Space
-
For vector displacement maps, lets you specify how vectors in the vector displacement map are interpreted. This must be set to match the Vector Space used when you produced the original vector displacement map. (See Extract a vector displacement map.)
For all other map types, use the default Normal (regular displacement map) option.
- Normal (regular displacement map)
- Relative Tangent
-
The length of vectors in the map are expressed as a function of the tangent and the bi-normal. The source vector displacement map was created using Relative Tangent space. This allows the displacement to look correct on an object of a different scale.
- Absolute Tangent
-
The direction of vectors in the map is interpreted relative to the surface normal corresponding point, but the distance is absolute (and not relative to the surface.) The source vector displacement map was created using Absolute Tangent space.
- Object
-
Vectors in the map are interpreted relative to the object's local position and scale. The source vector displacement map was created using Object space.
- World
-
Vectors in the map are interpreted relative to the X, Y, and Z-axes of the scene. The source vector displacement map was created using World space.
- Mid value
-
Regular displacement maps store a distance value that indicates how much each surface point moves up or down. If you are applying an integer-based color map (8 or 16 bits per channel), enter the value that represents 0, or no change. For example, setting this value to 128 means that any color brighter than 128 pushes a surface up, while any color darker pushes the surface down.
- Multiplier
- Mask Map