---
title: "Mudbox Vector Displacement"
canonical: "https://rmanwiki-27.pixar.com/space/RFM27/544540737/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://110f2014-8bcd-4391-91b8-7293b35a099b)

### Export a PTex from Mudbox

![image](media://9f9ec12f-24df-4704-9c9b-6d7c6e8489b0)

  


### 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://572c463e-8f1e-4889-a884-b06c3acbad6c)

### 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://1e4a12fa-95eb-4314-a428-e3c30e8e0f27)

- 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://bf8302e4-db20-439c-ae49-0ec90e49da0c)

- 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://56316a4f-c522-4172-a042-ffdec3a36d36)

### 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/RFM27/pages/544541369), set the displacement bound appropriately, and render!   
*Toad King created created by Craig Barr, Autodesk Media and Entertainment.*