---
title: "Mudbox Vector Displacement"
canonical: "https://rmanwiki-26.pixar.com/space/RFM26/21037449/Mudbox%20Vector%20Displacement"
format: markdown
---
### Export FBX from Mudbox

Before you start sculpting, export your Fbx from Mudbox.

### Export an OpenEXR from Mudbox

![image](media://e3293014-cfbe-45bc-8ed4-683b2bffa56c)

### Export a PTex from Mudbox

![image](media://c273b162-90c8-4a72-af0c-d03111b5cb60)

  


### Import FBX and Add Subdiv Scheme

- Import the FBX you just exported from Mudbox.  For its shape node, add **Attributes|RenderMan|Subdiv Scheme:**

![image](media://05c92c97-b5d3-49f9-8d1c-ed3db740dd97)

### Assign Displacement Shader (UV Texture)

- Create a **PxrTexture** node. Set the Filename to your exported Muxbox EXR map. Keep all parameters at their defaults.
- Create ** PxrDispTransform** node. Set Displacement Type to **Mudbox Vector** and Vector Space to **Tangent**.

![image](media://c342ecc5-8e38-4b9e-b548-72b060a44f4d)

- Create a **PxrDisplace** node (this is the displacement shader that actually displaces your surface).
- Connect PxrTexture's output Result RGB to PxrDispTransform's Disp Vector.
- Connect PxrDispTransform's Result XYZ to PxrDisplace's Disp Vector. Your graph should look like this:

### > Macro (inline-media-image)

Assign Displacement Shader (PTex)

- Create a **PxrPtexture** node. Set the Filename to your exported Muxbox ptx map. Keep all parameters at their defaults.
- Create ** PxrDispTransform** node. Set Displacement Type to **Mudbox Vector** and Vector Space to **World**.

![image](media://6c8b54cb-02d0-4ff9-93a7-3e392061286d)

- Create a **PxrDisplace** node (this is the displacement shader that actually displaces your surface).
- Connect PxrTexture's output Result RGB to PxrDispTransform's Disp Vector.
- Connect PxrDispTransform's Result XYZ to PxrDisplace's Disp Vector. Your graph should look like this:

![image](media://07826509-262b-40c2-87d0-760cc68a8ab6)

### Render

- Add [PxrSurface](https://renderman.atlassian.net/wiki/pages/createpage.action?spaceKey=RFM24&title=PxrSurface), assign it to the model and add some [lights](https://renderman.atlassian.net/wiki/spaces/RFM26/pages/21037106), set the displacement bound appropriately, and render!   
*Toad King created created by Craig Barr, Autodesk Media and Entertainment.*