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Displace

Node icon
Transform

Distorts an image using a displacement map, where pixels shift based on the brightness or color of a second input.

The Displace node warps an input image by the values of a displacement map.
Three panels: the input pattern, the noise displacement map, and the resulting displaced image.

In Luminance mode the map’s brightness drives both axes. In Red-Green mode the red channel drives the horizontal shift and green the vertical, the standard two-channel displacement format. Amount X and Amount Y set how far pixels can move.

Map Midpoint sets which map value counts as no movement. The default 0.5 is signed: mid-gray is neutral, and darker and brighter pixels push in opposite directions. Set it to 0 to read the map as a height field, where black is neutral and brighter values push outward only.

In a 32-bit (Float) document a float displacement map is read at full precision, so a smooth gradient map produces a smooth displacement rather than 256 stepped bands.

Wire a whole texture set into the Image input and every map, plus the set’s Opacity, is pushed and pulled by the same displacement map in one pass. The Normal’s directions are re-aimed at each pixel to match the push, so the displaced normal map still describes the displaced surface. The Displace Map input stays a single image and is never part of the set.

While you drag a handle or scrub a slider, the Preview shows the warp live, and nodes after this one update once when you let go. Over a set, a drag warps only the map you are looking at (or every map with the All grid open), and the whole set is built on release.

Pins

ImagePixels or Texture
InputRequired
Displace MapPixels
InputOptional
ImagePixels or Texture
Output

Displace

Amount XNumber · px/%
Default: 10.0 Range: -500.0–500.0 px / -100–100%

Horizontal displacement amount

Amount YNumber · px/%
Default: 10.0 Range: -500.0–500.0 px / -100–100%

Vertical displacement amount

ChannelChoice
Default: Luminance

Which channels of the map drive the displacement

  • LuminanceGrayscale brightness drives both X and Y displacement equally.
  • Red-GreenRed channel drives horizontal (X) and green channel drives vertical (Y) displacement independently.
Map MidpointNumber
Default: 0.50 Range: 0.00–1.00

Map value treated as zero displacement:

  • 0.50 = signed: mid-gray neutral, darker pushes negative, brighter positive (default).
  • 0.00 = height map: black neutral, brighter values push outward (positive only).
  • 1.00 = inverted: white neutral, darker values push inward (negative only).

Amount X/Y stays the peak offset at any midpoint.

Filter

InterpolationChoice
Default: Bilinear

Resampling filter.

A texture set with a Normal or Height map uses Bilinear.

  • NearestNo interpolation, so hard pixel edges are preserved. Best for pixel art.
  • BilinearSmooth blending between pixels, with good general-purpose quality.
  • LanczosHighest quality with sharp detail preservation, best for final output.
Edge ModeChoice
Default: Clamp

What is sampled past the edge of the image

  • ClampEdge pixels repeat outward, so displaced areas at the boundary show stretched edges.
  • WrapPixels wrap around to the opposite edge, which maintains tileability.
  • TransparentOut-of-bounds areas become transparent.
  • Wire a Noise node in as the map for organic, wavy distortion.
  • Use Red-Green with a custom map for precise directional control.
  • Keep amounts small (5 to 20 px) for subtle warping; raise them for dramatic distortion.
  • Set Edge Mode to Wrap when displacing a tileable texture to keep it seamless.