---
title: "Mudbox Vector Displacement"
canonical: "https://rmanwiki-25.pixar.com/space/RFM25/21889309/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://d91f8b21-ef45-45c7-a0b9-9abb0c2cff33)

### Export a PTex from Mudbox

![image](media://eea4b711-74e8-4c6d-912a-54eaa433417d)

  


### 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://2d98c1f8-f129-458e-9d89-a1218a80249c)

### 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://67900042-c790-4b09-9554-0580f335ffe1)

- 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://d814429a-63b7-46a6-8393-34eb7bff0179)

- 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://93a4f947-44c4-4170-9dad-f43792d66425)

### 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/RFM25/pages/21889071), set the displacement bound appropriately, and render!   
*Toad King created created by Craig Barr, Autodesk Media and Entertainment.*