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Displace Node

By Kriss Norde

Displace warps an image based on the values of a displacement map. Essential to simulate heat haze, water ripples, refraction through glass, flag movement or bevels. The map is typically an animated Fast Noise, a Plasma or a custom grayscale image.

Overview

Displace reads the luminance (or a chosen channel) of a displacement map and moves the pixels of the source image accordingly. Bright pixels in the map = displacement in one direction, dark pixels = displacement in the opposite direction (with a neutral value at mid-gray).

Combine it with an animated Fast Noise = an animated organic distortion. With a gradient = directional refraction. With a radial gradient = a glass/magnifier effect.

Where to find this node

  • Effects Library: Tools > Warp > Displace
  • Quick add: right-click in the Node Editor → Add Tool > Warp > Displace

How it works

  1. For each pixel, the node reads the matching value in the displacement map (selected channel).
  2. X/Y mode: uses two separate channels (one for horizontal displacement, one for vertical) - typically Red for X, Green for Y.
  3. Radial mode: the luminance moves the pixels outward (from a center) or inward.
  4. Refraction Strength multiplies the amplitude of the displacement.

Inputs

  • Primary Image (orange) - the source image to warp.
  • Displacement Map (green) - the image that controls the displacement. Animated Fast Noise, Plasma, gradient, custom image.
  • Effect Mask (blue) - optional. Limits the warp to an area.

Setup

Heat haze (thermal distortion):
MediaIn (desert shot) → Displace → MediaOut
                          ↑
Fast Noise (animated, moderate contrast) → Displacement Map

Water ripples:
MediaIn → Displace → MediaOut
              ↑
Plasma (animated) ┘

Glass refraction (seen through glass):
MediaIn → Displace (Radial mode) → MediaOut
              ↑
sEllipse → sRender (radial gradient) → Displacement Map

Controls tab

Type
Radial: displacement from a center (lens/magnifier effect). X/Y: directional displacement controlled by separate channels.
X Refraction Channel / Y Refraction Channel
Channels of the map used for each axis (Red, Green, Blue, Alpha, Luminance). Standard: R for X, G for Y.
X Refraction / Y Refraction
Displacement amplitude per axis. A small value (0.005-0.02) for a subtle effect (heat haze), larger for a strong distortion.
Refraction Strength (Radial mode)
Overall amplitude in Radial mode.
Center X / Y (Radial mode)
Origin point of the radial displacement.
Light Power / Light Angle
Simulate directional lighting on the displaced surface - useful for a bevel or relief effect (not just pure distortion).
Spread
Softens the displacement transitions - avoids visible discontinuities when the map has harsh edges.
Edges
Canvas / Wrap / Duplicate / Mirror - behavior at the edges revealed by the displacement.

X/Y vs Radial type

X/Y
Directional displacement. Channel R controls the X shift, Channel G controls the Y shift. Allows complex movement (water rippling in two directions).
Radial
Displacement from a Center point. The luminance of the map controls the displacement distance. For lens effects, glass balls, radial ripples.

Rule: directional / organic distortion → X/Y. Magnifier / lens / radial wave effect → Radial.

Use cases

  • Heat haze over desert or asphalt - an animated Fast Noise (moderate Contrast, high Scale) → Displace with X/Y Refraction 0.005 = a subtle thermal shimmer.
  • Water ripples - an animated Plasma → Displace (X/Y Refraction 0.01) = a moving water reflection.
  • Refraction through glass / crystal - a mask in the shape of the glass + a radial gradient → Radial Displace = the look of seeing through curved glass.
  • Flag wave - a flag texture + a directional animated Fast Noise → Displace = a flat flag animated in the wind.
  • Screen distortion glitch - animated horizontal bands as the map → Displace with only a high X Refraction = a horizontal CRT/VHS glitch effect.
  • Plasma / psychedelic distortion - Plasma as the map + high Refraction = dreamlike distortion for dream / trippy scenes.
  • Fire distortion aura - an animated vertical Fast Noise → Displace around a burning subject = the surrounding air visibly warps.
  • 3D bevel / relief - a grayscale (height) map + Light Power/Angle = a lit relief effect, with distortion that follows the relief.

Tips

  • Subtle values first - Refraction 0.005-0.01 is enough for a discreet, believable effect. 0.05+ = a very visible (artistic) distortion.
  • Fast Noise for animated maps - the Fast Noise + Displace combo is the standard for organic distortion. Seethe Rate controls the animation speed.
  • Map contrast is critical - if the map contrast is too high, the displacement is harsh with discontinuities. Spread compensates, but it is better to lower the contrast of the source map.
  • R for X, G for Y (standard) - if the map has intentionally separate channels (e.g. a pro game engine map), follow that convention.
  • Edges Duplicate or Mirror - avoids visible black edges when the displacement pushes pixels out of frame.
  • Mask to localize - for heat haze only above a car, a polygon mask on that area = distortion only there.
  • Combine with a light Blur - after a warp, a small Blur (0.5-1px) smooths out visible resampling artifacts.
  • For complex mesh deformations (flowing flag, organic surface), use Grid Warp, which allows point-by-point control. Displace is for uniform procedural deformations.