Skip to content

Displace

Node icon
Transform

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

Displace uses a grayscale or color map to push pixels around. In Luminance mode, the brightness of the map drives both horizontal and vertical displacement. In Red-Green mode, the red channel controls horizontal shift and the green channel controls vertical shift (the standard UV displacement format).

The amount controls set how far pixels can move in each axis. Edge Mode determines what happens at the boundaries: Clamp repeats edge pixels, Wrap tiles, and Transparent reveals empty space.

Displace

Amount X pxNumber · px/%
Default: 10 Range: -500–500

Horizontal displacement strength in pixels

Amount Y pxNumber · px/%
Default: 10 Range: -500–500

Vertical displacement strength in pixels

ChannelChoice
Default: Luminance

Luminance (grayscale drives both axes) / Red-Green (R→X, G→Y)

  • LuminanceGrayscale brightness drives both X and Y displacement equally.
  • Red-GreenRed channel drives horizontal (X) and green channel drives vertical (Y) displacement independently.

Filter

InterpolationChoice
Default: Bilinear

Nearest / Bilinear / Lanczos

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

Clamp / Wrap / Transparent

  • ClampEdge pixels repeat outward — displaced areas at the boundary show stretched edges.
  • WrapPixels wrap around to the opposite edge — maintains tileability.
  • TransparentOut-of-bounds areas become transparent.
  • Wire a Noise node as the displacement map for organic, wavy distortion effects.
  • Use Red-Green channel mode with a custom displacement map for precise directional control.
  • Keep amounts small (5–20px) for subtle warping; crank them up for dramatic distortion.
  • Use Wrap edge mode when displacing tileable textures to maintain seamlessness.