The Vector Displacement map enables displacement of meshes in three dimensions, in contrast with previous 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 (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. object to Mudbox, adding detail in Mudbox, extracting a Vector Displacement map, and then sending the displacement map back to On the Units Setup dialog, make sure the Generic Units choice is active, then click System Unit Setup. From the drop-down list, choose one of the following (the only available choices in Mudbox): and make sure none of the UV clusters intersect the 0-1 texture-coordinate border, indicated by a thick, dark-blue square outline. You can hide the Target Object, if you like, by opening the Object List and clicking the dot to the left of the Target Object item under the Eye icon ( In the Extraction Options section, choose Target Object as the Target Model and Source Object as the Source Model (at the highest level), if necessary. In some cases these will be the default settings. 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 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. 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 Select the Target Object, then right-click it and choose Object Properties. On the Object Properties dialog click the mental ray tab, then in the Displacement group make these settings: Leave Max. Displace at the default value, if an error message appears when you render, set Max. Displace to the value specified in the error message and render again. Sets and displays the image file the map uses for displacement. Click this button, choose Bitmap from the Material/Map Browser, and then specify an 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%. When using a bitmap containing high-dynamic-range data, as is found in EXR files, make sure this is on. As EXR is currently the only compatible format, High Dynamic Range should always be on. Choose the option that matches the Vector Space setting used to extract the image in Mudbox. If Vector Space is set to Absolute Tangent (Relative Tangent is unsupported), set Method to Tangent. If Vector Space is set to Object or World, choose the equivalent Method option. There is no good resource on the internet to show one how to setup the vector displacement map in 3DS Max. With the vector displacement material you can get some results but they tend to be minimal and covered with seams. Please help to describe a workflow. Now it does not work. This page has been translated for your convenience using a machine translation service. This does not serve as an official translation and may contain errors and inaccurate translations. Autodesk makes no warranty, express or implied, as to accuracy, reliability or completeness of any information translated by the machine translation service and shall not be liable for any damages or loss from your reliance on the translation service. Source.