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Samples

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Samples

The Mudbox SDK contains the following plug-in examples in <your_installation_directory>\SDK\examples:

  • AutoExtract – Demonstrates how to automate the map extraction process.
  • CurveBrush – Demonstrates how to make a custom brush and how to support undo and redo operations from your plug-in. Additionally, it shows how to access the point positions on a mesh.
  • FileEventHandler – Demonstrates how to catch and respond to file events. For more information, see the topic File Event Handling.
  • FixedFunctionMaterial – Demonstrates how to add a simple material to Mudbox. For more information see the topic Materials.
  • FrameCounter – Demonstrates how to derive a node from the Node class and attach it to Mudbox callbacks for performing actions when specific events occur.
  • ImageIOHandlerRAW – Demonstrates how to create your own image import and export plug-in. It shows how you can read, write, and register your own image format in Mudbox.
  • ImmediateModeRenderer – Demonstrates how to generate a Mesh renderer for Mudbox. You can use your own rendering engines to perform sculpting and painting.
  • MapExtractorPlugin – Demonstrates how to create preset settings for newly created map extraction nodes.
  • MenuMessenger – Demonstrates how to add new menu items to a menu in Mudbox. The new menu items can call functions in your plug-in and display messages in the Mudbox head’s up display (HUD).
  • MeshBuilder – Demonstrates how to create a new triangular or quadric mesh using the Mesh class. It also shows how to add the meshes into the current scene.
  • MeshDisplace – This is the source code for the Mudbox feature Sculpt Model Using Displacement Map. This plug-in demonstrates how to make a new node with its own UI, and how to create and access those nodes from Mudbox. It also shows how to access and change the point positions on a mesh. For more information see the Nodes and Mesh and Topology topics.
  • PLYImport – Demonstrates how to write a mesh importer and mesh exporter plug-in. For more information see the Mesh Importer and Exporter Plug-ins topic.
  • PtexExtractor – Demonstrates how to write an extension to the internal Mudbox map extraction function. It introduces a new file type called ptex. You can use ptex even when there are no texture coordinates on the target mesh.
  • PtexImporter – Demonstrates how to write an importer that can read a ptex file and create a mesh based on the metadata in the file. It reads the surface data from the file, and assigns it to the mesh as a diffuse paint layer.
  • SampleViewportFilter – Demonstrates how to add a new viewport filter. For more information see the topic Viewport Filters.
  • STLExport – Demonstrates a simple mesh exporter plug-in. For more information see the topic Mesh Importer and Exporter Plug-ins.
  • TextureConveyor – Demonstrates how to iterate over materials, access textures, and export them, if needed. It exports all texture channels as .png files. Each texture is a composite of all the layers in each channel.
  • TextureSwapperViewportFilter – Demonstrates how to view secondary textures of Mudbox. For more information see the topic Viewport Filters.
  • ToonMaterial – Demonstrates a complex material plug-in. For more information see the topic Materials.
  • VolumeTexture – Demonstrates how to extend map extraction with a new component.

Compiling the Plug-ins for Windows

  • Open the .vcproj file.
  • Set the active configuration to Release.
  • In the solution properties under Linker > Output File, specify the location to save the plug-ins in the Mudbox installation directory (typically C:\Program Files\Autodesk\Mudbox<version>\plugins).
  • Build the solution. The compiled plug-in is named as <ProjectName>.mp.

Compiling the Plug-ins for Mac OS X

  • Open the .xcodeproj file.
  • Set the active configuration to Release.
  • Build the project.
  • You can find the compiled plug-in in ./build/Release (relative to the project folder) with the extension .dylib.
  • Copy the .dylib file to the folder: $HOME/Library/Application Support/Autodesk/Mudbox<version>/Plugins. If the folder does not exist, create it.
  • To make the plug-in available to all users, copy it to /Library/Application Support/Autodesk/Mudbox<version>/Plugins.


Samples

The Mudbox SDK contains the following plug-in examples in <your_installation_directory>\SDK\examples:

  • AutoExtract – Demonstrates how to automate the map extraction process.
  • CurveBrush – Demonstrates how to make a custom brush and how to support undo and redo operations from your plug-in. Additionally, it shows how to access the point positions on a mesh.
  • FileEventHandler – Demonstrates how to catch and respond to file events. For more information, see the topic File Event Handling.
  • FixedFunctionMaterial – Demonstrates how to add a simple material to Mudbox. For more information see the topic Materials.
  • FrameCounter – Demonstrates how to derive a node from the Node class and attach it to Mudbox callbacks for performing actions when specific events occur.
  • ImageIOHandlerRAW – Demonstrates how to create your own image import and export plug-in. It shows how you can read, write, and register your own image format in Mudbox.
  • ImmediateModeRenderer – Demonstrates how to generate a Mesh renderer for Mudbox. You can use your own rendering engines to perform sculpting and painting.
  • MapExtractorPlugin – Demonstrates how to create preset settings for newly created map extraction nodes.
  • MenuMessenger – Demonstrates how to add new menu items to a menu in Mudbox. The new menu items can call functions in your plug-in and display messages in the Mudbox head’s up display (HUD).
  • MeshBuilder – Demonstrates how to create a new triangular or quadric mesh using the Mesh class. It also shows how to add the meshes into the current scene.
  • MeshDisplace – This is the source code for the Mudbox feature Sculpt Model Using Displacement Map. This plug-in demonstrates how to make a new node with its own UI, and how to create and access those nodes from Mudbox. It also shows how to access and change the point positions on a mesh. For more information see the Nodes and Mesh and Topology topics.
  • PLYImport – Demonstrates how to write a mesh importer and mesh exporter plug-in. For more information see the Mesh Importer and Exporter Plug-ins topic.
  • PtexExtractor – Demonstrates how to write an extension to the internal Mudbox map extraction function. It introduces a new file type called ptex. You can use ptex even when there are no texture coordinates on the target mesh.
  • PtexImporter – Demonstrates how to write an importer that can read a ptex file and create a mesh based on the metadata in the file. It reads the surface data from the file, and assigns it to the mesh as a diffuse paint layer.
  • SampleViewportFilter – Demonstrates how to add a new viewport filter. For more information see the topic Viewport Filters.
  • STLExport – Demonstrates a simple mesh exporter plug-in. For more information see the topic Mesh Importer and Exporter Plug-ins.
  • TextureConveyor – Demonstrates how to iterate over materials, access textures, and export them, if needed. It exports all texture channels as .png files. Each texture is a composite of all the layers in each channel.
  • TextureSwapperViewportFilter – Demonstrates how to view secondary textures of Mudbox. For more information see the topic Viewport Filters.
  • ToonMaterial – Demonstrates a complex material plug-in. For more information see the topic Materials.
  • VolumeTexture – Demonstrates how to extend map extraction with a new component.

Compiling the Plug-ins for Windows

  • Open the .vcproj file.
  • Set the active configuration to Release.
  • In the solution properties under Linker > Output File, specify the location to save the plug-ins in the Mudbox installation directory (typically C:\Program Files\Autodesk\Mudbox<version>\plugins).
  • Build the solution. The compiled plug-in is named as <ProjectName>.mp.

Compiling the Plug-ins for Mac OS X

  • Open the .xcodeproj file.
  • Set the active configuration to Release.
  • Build the project.
  • You can find the compiled plug-in in ./build/Release (relative to the project folder) with the extension .dylib.
  • Copy the .dylib file to the folder: $HOME/Library/Application Support/Autodesk/Mudbox<version>/Plugins. If the folder does not exist, create it.
  • To make the plug-in available to all users, copy it to /Library/Application Support/Autodesk/Mudbox<version>/Plugins.


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