This node can be useful for creating ramps, steps, and filling out backgrounds to create more visual interest.
You could also use this node with a mask layer to, for example, make a gradient mask using the ramp pattern.
The name of the layer to displace.
If a mask volume is wired into this node’s second input, this specifies which volume in the second input to use to mask this node’s effect, usually
mask. Click the “Add mask paint” button to paint the mask directly in the viewport (this automatically adds a paint node to the second input).
Combine with Existing
How to combine this mask with any existing mask in the input.
Clear the existing mask and replace it with the new mask.
Add the values in this mask to any existing mask.
Subtract the values in this mask from any existing mask.
Set the mask values to the difference between the old mask and this mask.
Multiply the values of the old mask by the values in this mask. This might be useful to “scale” existing values while leaving empty areas alone.
Set the mask values to the maximum of the old mask and this mask.
Set the mask values to the minimum of the old mask and this mask.
Blend the old mask and this mask by a certain amount.
The amount to blend the old mask with what you draw, when Combine with existing is “blend”. A value of
0 leaves the existing mask, a value of
1 replaces with the new mask, a value of
0.5 blends equally between the old and new mask.
The distance to displace the layer, in meters.
The offset from the initial heightfield’s elevation that the displacement will start.
Post Blur Radius
After the displacement how much blurring should occur. Usually used to smooth out sharp peaks due to low grid resolution.
The displacement pattern to apply to the input.
A linear, concentric, or radial ramp.
Strips of displacement and no displacement.
Displacement in the shape of stars or other radially symmetrical polygons.
Rotates the pattern around the center of the input volume.
Uniform size of the pattern. The “Step” pattern ignores this parameter and uses its own Rise over run and Step height parameters to scale the steps.
Lets you stretch the pattern in one direction or the other.
Moves the pattern across the volume grid.
For certain repeating periodic patterns, offsets the start of the pattern, so you can move the points of repetition across the grid.
Whether to ramp linearly (across the grid), concentrically (from the center of the grid outward), or radially (sweeping around the grid in a circle).
Repeats the ramp outside the specified size. When this is off, the pattern streaks the first and last values.
When Repeat is on, this reverses every other ramp so the starts and ends of the repetitions line up.
Shape of the ramp to displace.
Use the Phase to offset the pattern horizontally.
Rise over Run
Proportion of height change to step distance. Use the Step height to set the actually size of the steps.
Height of each individual step in meters.
Step Reference Height
Vertical offset for the step pattern.
Use the Phase to offset the stripe pattern.
Scaling factor on the Size parameter, controlling the width of the spaces between the stripes.
Size of the individual stars.
Varies the size of each star randomly. Larger numbers give more variation.
Rotates the individual stars in the pattern. To rotate the star placement, use the Rotate parameter.
Varies the rotation of each star randomly. Larger numbers give more variation.
Varies the placement of each star randomly. Larger numbers give more variation.
Number of points on each star.
The concavity or convexity of the sides of the star.
How much to inset the sides of the stars.
How much each cell varies from a square. A value of 0 gives a square grid of cell walls. Higher values vary the size of each cell randomly.
Scaling factor on the Size parameter, controlling the thickness of the walls between cells.
Add noise to the displacement pattern to make it look like mathematical.
The type of noise to add to the displacement pattern.
The strength of the noise.
Period (wavelength) of the noise.
Stretches the noise in different axes.
Offsets the noise pattern in world space.
Controls the coarseness of the noise.
Limits the noise to a fixed number of iterations.
More substeps give more accurate and stable results, but are slower. However, sometimes the chunkiness of a low step size creates an aesthetically interesting effect.