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I have a basic cube with the adaptive subsurface modifier attached.

I am getting this in my render:

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I was expecting the displacement to be more uniform over the cube.

Here is my material and other related settings:

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Here is the .blend file I used:

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The problem is that you're using a one-dimensional "Fac" output from the noise texture to produce a scalar displacement. This is interpreted as a multiple of the vector (1,1,1) and so displaces the cube along the diagonal. Take the "Color" output of the noise texture to get a three-dimensional noise from (0,0,0) to (1,1,1) and use some Vector Math nodes to center and scale it, like so:

enter image description here

Alternatively, you could take your one dimensional noise and pass it to the "Height" input of a "Displacement" node to get a proper displacement output:

enter image description here

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  • $\begingroup$ Thanks! How come your shader nodes look different to mine? $\endgroup$
    – rhughes
    Nov 19 '19 at 20:39
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    $\begingroup$ Do you mean the "Subtract" and "Scale" in the first screen shot? Those are Vector Math nodes, not normal math nodes. Do an "Add -> Converter -> Vector Math" to get them. $\endgroup$
    – K. A. Buhr
    Nov 19 '19 at 20:47
  • $\begingroup$ OK. You also have a 3D option in your Noise Texture. Do you have some addins installed? $\endgroup$
    – rhughes
    Nov 19 '19 at 20:56
  • $\begingroup$ Wait... you can use Displacement input even without the Displacement Node? And it actually works? What kind of wizardry is this? :) Seriously sir, I've learned a lot here. $\endgroup$ Nov 19 '19 at 20:57
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    $\begingroup$ @rhughes, the dimensionality pull-down was added in 2.81 or 2.82. In 2.80, the Noise Texture is 3D by default. $\endgroup$
    – K. A. Buhr
    Nov 19 '19 at 22:18

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