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Point Cloud Displacement

The Point Cloud Displacement card in the 3D track inspector controls how point cloud particles move each frame. Four independent sub-systems can be enabled simultaneously, each with its own toggle.

ModeUI labelCharacter
NoiseNOISESimplex noise field applied to every particle’s rest position. Instant, zero-setup, organic.
Fluid SimulationFLUID DISPLACEMENTGPU Navier-Stokes velocity field driven by force generators. Flowing, turbulent, physics-based.
Particle SimPARTICLE SIMSpring-mass system. Each particle springs back to rest while forces scatter it away. Elastic, bouncy.
Track DisplacementTRACK DISPLACEMENTA Layer track’s texture is decoded frame-by-frame — RGB channels map to XYZ offsets. Shape-driven, scriptable.
You want…Use
Quick organic motion with no setupNoise
Flowing, self-interacting fluid dynamicsFluid Simulation
Elastic, bouncy particle response to forcesParticle Sim
Motion driven by a specific ISF shader or visualTrack Displacement

Modes are not mutually exclusive — you can combine Noise with any of the three simulation modes for layered results.

Noise stacks with everything. It offsets each particle’s rest position before any simulation runs. Enable NOISE alongside Fluid, Particle Sim, or Track Displacement to add organic variation on top of structured motion.

Particle Sim overrides Fluid and Track Displacement. When PARTICLE SIM is enabled, the FLUID DISPLACEMENT and TRACK DISPLACEMENT sections show “Inactive — Particle Sim owns position”. Particle Sim takes exclusive control of position integration; the other two are bypassed until it is turned off.


Applies simplex noise directly to every particle’s rest position each frame. There is no simulation state, no warm-up time, and no force generators — just a smooth animated field that runs immediately.

ParameterDescription
AmplitudeHow far particles are displaced from their rest position
ScaleSpatial frequency of the noise field — lower = larger blobs, higher = finer detail
SpeedHow fast the noise field animates over time
SeedShifts the noise pattern — useful when running multiple 3D tracks side by side
OctavesLayers of noise detail: 1 (smooth) to 4 (rough)

Noise is the lightest option. It has no GPU simulation cost beyond the per-particle offset and is a good first step before adding a heavier simulation mode.