Displace
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.
Parameters
Section titled “Parameters”Pins
Displace
Horizontal displacement amount
Vertical displacement amount
Source of the displacement vector field
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
Resampling filter
Behavior at image edges
Usage Tips
Section titled “Usage Tips”- 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.
- Map Midpoint sets which map value counts as zero displacement. Leave it at 0.5 for a signed offset (mid-gray is neutral, darker and brighter pixels push in opposite directions). Lower it toward 0 to read the map as a height field, where black is neutral and brighter values push outward only; raise it toward 1 to invert that.
- 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.