I'm making a flat mesh using a plane and geometry nodes. I am using a heightmap that I generated to displace the z for points on the mesh. However, the image is being transformed into a square and not sitting in the image correctly. I hope for it to be dead center with no transform.

This is what I have: Result and Geometry Nodes

This is the source image:

Depth map

  • $\begingroup$ set the size of the grid to 1 m and use "Transform Geometry" node to move it by +0.5 m on $x$ and $y$, this way it has same coordinates as the UV space. Or do it the other way and convert your coordinates to the uv space when you sample the texture. $\endgroup$ Jul 10 at 20:37
  • $\begingroup$ @MarkusvonBroady I did that but now it is just in the bottom corner still stretched to a square $\endgroup$
    – emp
    Jul 10 at 21:00
  • $\begingroup$ You can use "Image Info" node to get the dimensions for the grid, and then use a map range to map the coordinates from position to UV coordinates $\endgroup$ Jul 10 at 21:04
  • $\begingroup$ this doesn't really work/isn't clear could you add a photo? $\endgroup$
    – emp
    Jul 10 at 21:21

1 Answer 1


Try a setup like this:

I multiplied the resolution by $0.1$, because the image has high resolution and I wasn't sure if you can handle a dense plane. Similarly I multiplied the displacement by $0.1$, because the $y$ dimension of the image is normalized (always 1), so max displacement being 100% of the longer base dimension seemed too much…


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