I added a image texture to a simple sphere by creating a new material and selecting "image" as the color. Then I used the displacement modifier to make a displacement map. I selected the very same image as the displacement texture.

I want the displacement surface to be exactly the same mapping as the material surface. Where material is dark, the displacement should go inward, and vice versa.

However the displacement texture and the material texture do not coincide3D window capture.

I cannot use the shader nodes as I want to export the model to stl file for 3D printing.

How do I fix this problem?


  • $\begingroup$ Can you update your question with a picture of the shader node for this material? $\endgroup$
    – Ron Jensen
    Aug 14, 2020 at 5:56
  • $\begingroup$ See how to upload an image to a post - meta.stackexchange.com/questions/75491/… $\endgroup$
    – Nxdhin
    Aug 14, 2020 at 7:06
  • $\begingroup$ Hi i did not use any shader mode as I want to export this model as 3D printing. I want to use the texture on the model to create a textured surface on the 3D model. $\endgroup$
    – Abel Tan
    Aug 15, 2020 at 4:32

2 Answers 2


You need to keep the same scale and use the same coordinates for both textures.

Alternatively you can use a mapping node to fix the scale and rotation problem.

  • $\begingroup$ Thanks susu. Not an English native speaker. $\endgroup$
    – Purus
    Aug 14, 2020 at 19:24
  • $\begingroup$ Hello Purus. How do you change the scale and coordinate for the texture?Sorry I am a blender noob I only know how to select the file. $\endgroup$
    – Abel Tan
    Aug 15, 2020 at 4:33

I figured it out how to do it at last.

All I need to do is to just select "Texture Coordinate" = UV in the Displacement Modifier Options [![Solution][1]][1]

Thanks a lot guys! =) [1]: https://i.sstatic.net/EpkSk.png


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