noise_displace
Move mesh vertices along normals with fractal noise to add bumps, worn stone, or uneven ground; control shift amount, bump scale, octaves, seed, and face selection.
Instructions
Move the vertices by fractal noise. Use it for bumps on a surface, worn stone, uneven ground.
amount is the largest shift in metres: no vertex moves further. scale is the size of the biggest bumps in metres
(smaller scale gives finer bumps). octaves 1 to 8 adds finer detail on top, each at half strength.
The same seed gives the same result. Another seed gives other bumps. The noise is sampled in world space.
mode: normal (along each vertex normal), z (up and down only, for ground), vector (any direction, rough lumps).
where picks faces like extrude_faces does (normal, x, y, z ranges, box, area, index); nothing outside is moved.
spread is a soft border in metres around the picked faces, shaped by falloff. Without where the whole mesh moves.
The mesh needs enough vertices to show the bumps: subdivide_faces or subdivide first.
Returns the largest shift that happened.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| mode | No | normal | |
| seed | No | ||
| scale | No | ||
| where | No | ||
| amount | Yes | ||
| object | Yes | ||
| spread | No | ||
| falloff | No | smooth | |
| octaves | No |