The displacement effect is defined by one or several material mapping objects, which are sub objects for the displacer.
When using multiple materials for displacement, the selected materials are responsible for combining the computed channel values. A working combination could be:
material1 material2 surface properties surface properties color=*noise(map coords) color=*curve(map coords)
The shaders below will not combine well (only the latter material mapping counts):
material1 material2 surface properties surface properties color=noise(map coords) color=curve(map coords)
Point Displacer has the following controls:
Channel: Selects the material channel, which defines the displacement.
Space: Orientation for moving the target points.
1D: - If set, the target mesh is displaced only in Z axis/Surface normal direction. If the selected channel is 3 dimensional, the sub channel average defines applied 1D displacement values. 1D displacement is usually the most intuitive and easiest deformation available via this constructor.