DocsNodesModifiers

Set Position

Pushes every point of a surface along a direction, by an amount a field decides.

displace, terrain, waves, bumps, push, deform surface, height map, dent
Category
Modifiers
Outputs
mesh
Runs live in
Roblox

This is how terrain, waves, weathering and dents happen. A noise says how far each point should move, and the surface takes that shape.

By default points move along the surface, so a bump pushes outward wherever it is. Choosing a fixed axis instead makes everything move the same way, which is what a wave wants.

Selection scales the movement per point rather than switching it on and off, so a soft-edged field gives a displacement that fades out instead of stopping at a hard line.

Inputs

SocketTypeWiring
meshgeometry
offsetfield, optional
selectionfield, optional
directionvectorone wire covers dirX, dirY, dirZ

Parameters

NameTypeDefaultAvailable whenWhat it does
Alongnormal | x | y | z | vectornormalalways
Strengthnumber1always
Dir Xnumber0Along is vector
Dir Ynumber1Along is vector
Dir Znumber0Along is vector

3 of these 5 parameters only apply in some settings. The Available when column says which.

Watch out

It needs points to move. A surface with only its corners has nothing in the middle, so raise the divisions on whatever you are displacing first.
It cannot fold a surface back under itself, however hard you push. For overhangs and undercuts, use Vector Displace or cut them.

Built with this node

See also

  • noiseThe usual source for how far each point should move.
  • vectorDisplaceWhen points need to travel in their own directions rather than one shared one.

Open the editor and try it