The Displace operator allows you to displace particle mesh vertices using a texture map.
In texmap mode, the strength of the displacement is dependent on values derived from a texmap. This mode is dependent on valid mesh UVWs.
In noise mode, the strength of the displacement is dependent on values derived from a turbulent noise algorithm. This mode is UVW independent.
Strength: the strength of the noise.
Scale: the scale of the noise.
Roughness: the roughness of the noise.
Iterations: the number of iterations to use to calculate the noise.
Strength: the strength of the displacement, in local particle units.
Offset: the offset amount to apply to texmap values.
Displace open edges: controls whether vertices on open edges (edges that are not adjacent to two faces) will be displaced.
Vertex/Face normals: vertices will be displaced along the specified mesh normals.
Particle Space X/Y/Z: vertices will be displaced along the X/Y/Z planes of the particle’s transform.
World Space X/Y/Z: vertices will be displaced along the X/Y/Z planes in world-space.
MatID filtering allows you to control which vertices in a shape mesh will be displaced.
Enable MatID Filter: controls whether material ID filtering will be enabled.
MatID: the material ID value that faces must have in order for their vertices to be displaced.
All adjacent faces must match: when enabled, every adjacent face to a vertex must have the matching material ID in order for the vertex to be displaced.
Some adjacent faces must match: when enabled, a vertex will be displaced if at least one of its adjacent faces has a matching material ID.