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I'm looking to apply an animated displacement to a surface which has already been displaced with a cloud texture (creating an organic lumpy base surface).

It should look like this...

Temporary objects / creatures pressing against membrane

...applied to this...

enter image description here

...but instead it looks like this:

Disaster!

Source files here and here.

The problem is that the normals changed by the first displacement completely screw up the second displacement (I think).

Does anybody know how I can achieve the double displacement of my dreams? I think I need to find a way to redirect the surface normals after the first displacement, but I'm open to any suggestions from you wonderful people.

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    $\begingroup$ because you are using normal as direction, when you apply noise first, you change the normals - you noise them - so you also apply noise to the second displacement. You need to switch their order and distort with noise in world space. $\endgroup$ Commented Jul 6, 2019 at 23:36
  • $\begingroup$ Unfortunately, in my tests this resulted in a lot of the same issues - distortions in the deformation, triangle mash all over the place. However, I think I have a solution... $\endgroup$ Commented Jul 10, 2019 at 11:05

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I was able to achieve the effect I desired by using the Warp modifier after a displace modifier to provide initial organic displacement. Performance in Blender was much slower, but as I'm baking the results this was a non-issue.

enter image description here

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