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Geometry Nodes Ep11 – Create Noise Driven Displacement

Displacing geometry is a nice use case for fields. In this episode we’ll  create an alien terrain by diplacing a grid using noise. While doing so  we’ll dive into the principles of perlin noise and how to shape it in  an artistic fashion.

Geometry Nodes Ep11 – Create Noise Driven Displacement

Comments

ok this one broke my brain. map ranges on top of map ranges. i noticed this in another video as well where the same nodes are stacked on each other but affects the previously altered geometry. is there an easier way to understand this concept? i made a note to rewatch ep 7-11 again to better understand what's going on

Tim Choy

ok thanks

Firat Cicek

Regarding the second question. TBH I don‘t remember what I used back then. Have to revisit the vid first.

Entagma

The difference is that the position input sets the position value. What ever goes in here will be the new position of the point. The offset on the other hand adds to the current position, effectively moving the point from where it used to be. The offset is equivalent to putting the output of a position node through a vector addition and worein this to the position port. It‘s a shortcut that‘s there for your convenience.

Entagma

Hi Manuel, in one of your tutorials on youtube on creating alien flowers you used the offset input instead of the position input of a set positon node to create the displacement on the terrain. For the offset option you also used a combination of other nodes(one subtract and two multiply nodes inbetween the noise and combine xyz node). So I have two questions. The first question is: What is the difference between using the position input instead of the offset input to create the displacement? And the second question is why did you use the additional nodes when using the offset input?

Firat Cicek


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