I am using this method for my object texturing and displacement of my mesh.


If you haven't seen this tutorial, the final node tree looks like this

enter image description here

In addition to this node tree, I am also using a Texture Coordinate node and a vector mapping node and have changed the values so my textures fit properly. The issue I am having is I can not figure out how to, or if it's possible, to also apply that same vector mapping to the displace texture.

Any Ideas?

  • $\begingroup$ Could you show your node setup? What do you mean by "deform texture"? Each image texture node has its own Vector mapping input that can be feeded with the same vector field, isn't that working? $\endgroup$
    – Carlo
    Commented Jun 5, 2016 at 19:11
  • $\begingroup$ I am using deform in the modifiers tab. In other words, there is no deform in my node tree. $\endgroup$
    – Dana
    Commented Jun 5, 2016 at 19:43
  • $\begingroup$ I just realized I mean a displace modifier, not deform $\endgroup$
    – Dana
    Commented Jun 5, 2016 at 20:09
  • 1
    $\begingroup$ Currently (2.77) node based texture for feeding the displacement are not supported (see blender.stackexchange.com/questions/31696/…), so you'll have to ensure the match in another way. What kind of mapping are you using for your textures? And for the displace texture? $\endgroup$
    – Carlo
    Commented Jun 5, 2016 at 21:14

1 Answer 1


I had a run in with this problem and I solved it by applying that displacement texture I want to an emission shader on the object I want displaced. I baked the mapped texture and then used that one as the displacement map.


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