Auragen docs
Auragen docs

Getting Started

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Operators

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Surface

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Texture

Displace

Pushes each pixel of one texture using the values of a second texture.

The Displace node reads a second texture as a map and offsets the sampling position of the first texture pixel by pixel. Straight edges bend, patterns warp, and the map's structure becomes visible in whatever it distorts.

Displace

  • Two texture inputs: the image to warp, and the map that warps it
  • Amount sets the maximum offset; Method picks which channels the map uses
  • Found in the node graph under Texture in the operators panel
Example patch — drag onto the app to load

The image on the right is the example patch itself — drag and drop it onto the app (or load it with File → Load) to open the full graph. A colorized Hexagonal pattern is displaced by an FBM noise field.

Inputs and outputs

Displace node

PortTypePurpose
InputTextureThe image being warped. Nothing connected here means no output.
Displace MapTextureThe map that drives the offset. Leave it unconnected and the node passes the input through untouched.
OutputTextureThe warped image.

The map is read at the same screen position as the pixel being displaced, so the map's scale controls the size of the distortion features: a large, smooth noise field bends the image in broad waves, a fine one shreds it.

Displace off and on

Both frames use the same Hexagonal source; the right one runs it through Displace with an FBM map at Amount 0.09.

Parameters

Displace parameters
  • Method — which part of the map becomes the offset.
    • Luminance (default) — the map's brightness drives both axes at once. Mid-grey means no shift, darker pushes one way and brighter the other, so the displacement runs diagonally.
    • Red-Green — red drives the horizontal offset and green the vertical, each neutral at 0.5. Use this when you want independent control of the two axes, for example from a flow field.
    • Normal Map — reads the same red and green channels as Red-Green.
  • Amount (0–1, default 0.05) — the largest offset a fully black or fully white map pixel can produce, as a fraction of the frame. Small values read as a shimmer; above roughly 0.2 the source stops being recognisable.

Both have a per-parameter animation bar, so either can be animated, audio-driven, or MIDI-mapped — see Parameters and Controls.

The Opacity and Blend Mode controls at the top of the panel do nothing on this node — they only apply where an operator composites a second input, and Displace uses its second input as a map. Feed the result into a Blend node to mix it with the undistorted source.

Examples

Heat haze — an animated FBM as the map, Method on Luminance, Amount around 0.02. The image ripples without losing its shape.

Flow-field warp — Curl Noise as the map on Red-Green. Because the two channels differ, the image swirls rather than sliding diagonally.

Self-displacement — wire one generator into both Input and Displace Map. The pattern distorts itself, which sharpens some edges and folds others.

Troubleshooting

Nothing happens. Check the Displace Map port — with it empty the node is a passthrough, no matter what Amount is set to.

The image only slides diagonally — that is Luminance behaving correctly; one grey value drives both axes. Switch to Red-Green and feed it a map whose red and green channels differ.

Edges smear into streaks — the displacement is sampling past the edge of the source, which repeats the outermost pixels. Lower Amount, or leave a margin around the content.

Normal Map looks identical to Red-Green — it is; both read the map's red and green channels.

Related

Transform

Move the whole image instead of individual pixels.

Blend

Mix the displaced result back with the clean source.

Curl Noise

A ready-made swirling field to use as a map.

Ramp

Generates a gradient texture and the matching 0-to-1 number from one node.

Noise Displace

Pushes a picture around using noise it makes itself, for a rippled or melted look.

On this page

Inputs and outputsParametersExamplesTroubleshootingRelated