# Adaptive subsurface not spherical

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

I am getting this in my render:

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

Here is my material and other related settings:

Here is the .blend file I used:

## 1 Answer

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:

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:

• Thanks! How come your shader nodes look different to mine? Nov 19 '19 at 20:39
• 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. Nov 19 '19 at 20:47
• OK. You also have a 3D option in your Noise Texture. Do you have some addins installed? Nov 19 '19 at 20:56
• 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. Nov 19 '19 at 20:57
• @rhughes, the dimensionality pull-down was added in 2.81 or 2.82. In 2.80, the Noise Texture is 3D by default. Nov 19 '19 at 22:18