I'm experimenting with Geometry Nodes after following the Entagma "Alien Orb" tutorial on YouTube. I'd like to develop a general method for creating complex procedural cavities on arbitrary shapes. I'm starting with a simple case - cones in a plane.
I'm getting a funny issue that the displacement is visible in the Solid viewport shading and the Material Preview viewport shading and in EEVEE Rendered View. But the plane is entirely flat in Cycles Rendered view. Unfortunately, I plan to use Cycles so this is a problem. I've spent the day trying to figure out what is happening and I have come up empty-handed. I suspect it is something basic. I'd like to understand so I can keep the problem from happening in the future.
Here is the appearance of the displaced plane in Material Preview. Surface color is mapped to z of the Object Coordinates, so the shader is aware of the vertical displacement I've created.
Here is the appearance of the displaced plane in Cycles Rendered View. The shader hasn't changed, so it thinks the plane is not displaced (z = 0 = red everywhere). The outline of the displaced plane is visible in Rendered View.