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I am trying to add particles to a surface over which I have added a texture and they look like they are floating in the air. I know this is because they are sitting on the actual model but is there a way to get around this? layout render view nodes

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    $\begingroup$ This is interesting. I don't think the particle systems can get access to this kind of information. Given the "simpleness" of the displacement, you could use an actual pre-rendered wave texture inside a Displace modifier, which in turn can be accessed by the particle system. You can also use a Wood texture for instance and tweak the settings ? $\endgroup$
    – Gorgious
    Dec 22, 2020 at 10:47

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As Gorgious says, it seems like the particle system can't take the Displacement node into account, in that case what you can do is baking the current displacement setting:

  • Unwrap you object with the Smart UV Project option
  • In the Shader Editor plug the wave texture only
  • Create a new Image Texture node, create a new 32-Bit Float image, keep the node selected:

enter image description here

  • Bake with Bake Type > Emit:

enter image description here

  • Here is what you should get:

enter image description here

  • Create a Displace modifier, put it above the ParticleSettings modifier, choose Coordinates > UV:

enter image description here

  • Load your texture:

enter image description here

  • In the Shader Editor, replug only the Principled BSDF:

enter image description here

  • It should work:

enter image description here

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