Converting A Mudbox Model To
3DSMax
By Neil Blevins
Created On: Feb 10th 2007
Updated On: May 26th 2008
Here's a tutorial on how to transfer a model from max to mudbox,
export a mesh and a displacement map, and then render it in max using a
bunch of different displacement methods (depending on what renderer you
want to use).
Here's a list of methods we'll be using to displace the geometry in
max...
Making the Mesh in Max, and
Exporting as Obj
- Make Your Mesh in max. I
created a simple sphere with a radius of 45 and 32 segments.
- Make sure the "Generate Mapping
Coords" is on. Or if you have a more complex object, create good
uvs for the object using the UVW Map modifier and/or the Unwrap UVW
modifier.
- Export Selected, choose
obj, use the following settings...

Importing,
Displacing and Exporting from Mudbox
- Open Mudbox
- File -> Import,
choose your obj file.
- Subdivide Selection 4
times.
- Displace your mesh using
various brushes

- Step
Level Down three times (go to the
Level
1 Subdivision Level)
- Select The Object in Object List
- File
-> Export Selection, save
as obj
- Step
Level Up three times (go to the
Level 4 Subdivision Level)
(You must be at the top level if you want to export the top level
displacement map)
- Utilities
-> Texture Baking -> New
Operation, set your settings as below...

A few notes:
- Low Resolution Mesh is whatever level you exported your obj from
mudbox as. So if you decide to export level 0 instead of level 1, you
should choose level 0 in this dropdown.
- Subdivision of Good seems to work fine for most cases.
- The High Resolution mesh is the top subdivision level of your
mesh.
- You'll want to create a displacement map. I unchecked the make
normal map checkbox, since I'm interested in displacing.
- Give your displacement map a name. Don't add an
extension (adding .tif is not necessary).
- The size of your bitmap. The higher the better, although the
higher the more memory the map takes. 1 to 4k is a good value depending
on how close you're getting to the mesh, and how much tiny detail
you've added.
- Make sure a File Type of TIF is set.
- Search Distance. This should be the same as the highest value
you've displaced your mesh (The default that mudbox picks is generally
a good starting place). This mostly involves guesswork, you'll want
this number to be as low as possible, but not so low that you miss the
peaks of your displacement. Basically the highest and lowest points of
your displacement get missed
with a search distance that's too small, so you'll see neutral grey
dots at your peaks and valleys (see the image below). I generally start
small, render some test
displacement maps, and I keep increasing it until the artifacts go
away...

- I've found turning on Smooth UVs tends to give me better results.
- Displacement Format, I've changed this to 16bit, but if you don't
have too much detail, 8bit may be ok. A higher color depth means a
smoother displacement map (since it has more values of grey), and hence
a better representation of your displacement, which is why I chose
16bit.
- Keep Zero As Middle Grey means that values of 50% are no
displacement, white values displace out, and black values displace in.
- Turning off Normalize seems to give me the correct results.
When your Texture Bake is complete, notice the following dialog. Write
down the numbers that the dialog provides you.

Importing Back into Max
- Import the obj file of
level 1 that you created in mudbox.
- Convert To Editable Poly
- Apply a Smooth Modifier,
click on smoothing group 1 to apply a single smoothing group to your
entire mesh.
- Apply a Material that
has a diffuse color of 128,128,128 (mid
gray)
Rendering
using the Scanline and Displace Modifier
- Apply a Turbosmooth Modifier
(Turbosmooth takes up way less memory than Meshsmooth, so for high
subdivision models, using turbosmooth is a must to conserve memory),
set to iterations 3. 3 is the number of iterations between you level 1
mesh and your level 4 displacement map. So if you subdivided your
mudbox object to level 6, and exported a level 2 obj file from mudbox,
you'd want to set this value to 4.
- Apply Displace Modifier
to the object.
- Strength is set to
whatever the difference between your two range values were. In this
example, the range was -1.726 to 1.726, so set the strength to 3.45.
- Click on Luminance Center,
make sure center is at 0.5.
- Choose Map, choose
Bitmap map type, select your displacement map.
- Click on "Use Existing Mapping".
- Open an instance of the map inside the material editor, and set
the Filtering to None. When
the displacement map is calculated inside mudbox, it goes through a
filtering process to achieve the final result. Then when the geometry
gets displaced in max, that geometry gets filtered as part of the
standard renderer antialiasing process. If you turn on the image
filtering as well, you're basically filtering the bitmap a 3rd time,
which may make your final result blurrier than the result inside
mudbox. But in
some cases, especially if you have a lot of high contrast detail, you
can play with turning this setting to "Pyramidal" or "Summed Area" and
see if it helps remove any artifacts. But I've had more luck keeping it
off.
- Render in Scanline

Rendering
using Mental Ray
- Under Render, Assign Renderer, Production, choose mental ray Renderer.
- Apply a Turbosmooth Modifier
(Turbosmooth takes up way less memory than Meshsmooth, so for high
subdivision models, using turbosmooth is a must to conserve memory),
and set to iteration of 1. I've found that
this can sometimes help with a smooth displacement map in mental ray.
- Create a mental ray Material,
assign it to your object.
- Under Surface, choose "Material
To Shader".
- Under material, choose Standard.
- Go back to the top level of your material.
- Click on the map beside Displacement, choose 3d Displacement.

- Set Extrusion Strength
to whatever the difference
between your two range values were. In this
example, the range was -1.726 to 1.726, so set the strength to 3.45.
- Under Extrusion Map,
choose Bitmap map type, select your displacement map.
- Set the Filtering to None. When
the displacement map is calculated inside mudbox, it goes through a
filtering process to achieve the final result. Then when the geometry
gets displaced in max, that geometry gets filtered as part of the
standard renderer antialiasing process. If you turn on the image
filtering as well, you're basically filtering the bitmap a 3rd time,
which may make your final result blurrier than the result inside
mudbox. But in
some cases, especially if you have a lot of high contrast detail, you
can play with turning this setting to "Pyramidal" or "Summed Area" and
see if it helps remove any artifacts. But I've had more luck keeping it
off.
- Under the output panel, set RGB
Offset to -0.5 (this sets a value of grey to be no displacement).

- Open the Render Panel, go into the Renderer Tab, under Shadows & Displacement.
- Change Edge Length to 1
or lower.
- Max Displace should be
3.45 again, or your highest Extrusion Strength if there are
multiple displaced objects in the scene.
- Under Max Level, place
3. 3 is the number of iterations between you level 1 mesh and your
level 4 displacement map. So if you subdivided your mudbox object to
level 6, and exported a level 2 obj file from mudbox, you'd want to set
this value to 4.


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