Displace
Distorts an image using a displacement map, where pixels shift based on the brightness or color of a second input.
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.
Texture sets
Section titled “Texture sets”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.
Parameters
Section titled “Parameters”Pins
Displace
Horizontal displacement amount
Vertical displacement amount
Which channels of the map drive the displacement
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.
A texture set with a Normal or Height map uses Bilinear.
What is sampled past the edge of the image
Usage Tips
Section titled “Usage Tips”- 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.