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I've added the Displacement Modifier to my object with a Wood texture for displace. How to change its location, rotation and scale (like you can do with image textures: Map a procedural texture like an image texture)? There are no mapping options in the Displace texture panels. I'd like to rotate the pattern pictured below, so it's mapped verticaly. How to achieve this? enter image description here

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The easiest way to do this is with an empty (empties can be thought of as an object that only stores loc, rot, and scale).

In the modifier, just switch the type to object, and then specify an empty in the drop-down box.

enter image description here

Here is an example blend:

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  • $\begingroup$ Thank you. I still wonder why I haven't found it by myself :). This is what I need. $\endgroup$ – Paul Gonet Nov 24 '16 at 0:19
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If I got what you asked, you can do something (little) mapping the displacement as UV, then unwrapping the displaced mesh, and setting the mesh UV as modifier target. Then (eg) rotating the UV, the displacement rotates. Scaling the UV, the displacement scales.

eg:

enter image description here

enter image description here

then rotating the UV:

enter image description here

enter image description here

while to scale it on the mesh (horizontally, on the displaced surface, here a simple plane):

enter image description here

enter image description here

To scale it vertically, of course you just need to set the modifier's "strength".

Of course you can also see the edits in realtime, setting the modifier to adjust the edit cage to the modifier result:

enter image description here

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  • $\begingroup$ In that case it could be faster to set the modifier's settings to Object and point it to that plane as well. $\endgroup$ – Mr Zak Nov 23 '16 at 14:46
  • $\begingroup$ Uh, yes, also to an empty, eg. True :) but using an object you get the object mode transforms, while using the UV you can also play with part of the UV vertices, and get interesting (ie: weird) results on the modifier... but that's just a secondary effect... $\endgroup$ – m.ardito Nov 23 '16 at 14:51
  • $\begingroup$ Thanks man! Cool solution though I wanted to apply it to sphere, so pycoder's solution is better in my case. $\endgroup$ – Paul Gonet Nov 24 '16 at 0:18
  • $\begingroup$ Good! Of course using a simple object is better, but when I tried the UV option, I started wondering which possibilities could give to adapt, through the UV mesh, the displacement deformation to specific parts of your mesh... someday I'll have to play with this... but I also guess the UV grid can't be animated on its own... $\endgroup$ – m.ardito Nov 24 '16 at 8:57
  • $\begingroup$ @m.ardito I see many possibilities to use your method in future. BTW I guess UV grid can be animated via AnimAll add-on. $\endgroup$ – Paul Gonet Nov 24 '16 at 12:23

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