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