Hi, this is something not related to games, but I hope some of you wizards can help me anyway
I am making an animated creature in Max for rendering and animation, and it is the first time I am going to use vector displacement maps for that sweet extra level of detail and its ability to render overhangs.
I have some questions though, the first is is it necessary to use two separate versions of the same base mesh for the map export in Mudbox?
I find it confusing, because when I have extracted diffuse and normal maps in the past I have just had one model in the scene, and by default the program just choose the level 0 mesh as a target and the high level mesh as source, and it has worked fine. Does this rule apply to the vector displacement export only?
Second question, what mental ray shader do I use in Max for vector displacement maps, and which slot and what values should I use?
Thanks : )