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Track Displacement

Track Displacement feeds a Layer track’s texture into the point cloud each frame. The red, green, and blue channels of the texture are decoded as X, Y, and Z position offsets respectively — so any ISF displacement shader or animated visual running on a Layer track can directly sculpt particle positions.

← Point Cloud Displacement overview

Open the Point Cloud Displacement card and click TRACK DISPLACEMENT to enable it. If no source track is assigned, a Create Displacement Track button appears. Clicking it:

  1. Creates a new Layer track named Displacement with the Spin Displacement shader pre-loaded
  2. Sets its fader to 0 (hidden from the mix) and enables Background Render
  3. Wires it as the source automatically
  1. Add a Layer track and assign a 3D Displacement shader to it from the shader browser (emerald badge)
  2. Enable Background Render on that track so it renders without appearing in the mix
  3. On the 3D track, enable TRACK DISPLACEMENT and set Source to your Layer track
ParameterDescription
SourceThe Layer track whose texture drives displacement
StrengthDisplacement scale — how far particles are offset from rest
DecayHow quickly positions return to rest when the source texture is dark

A displacement shader is an ISF shader with the 3D Displacement kind (emerald badge in the browser). It outputs an RGB texture where each channel encodes a spatial offset — not a visual image:

  • Red channel → X offset
  • Green channel → Y offset
  • Blue channel → Z offset

The texture is re-read every frame, so any animated shader running on the source track drives live particle motion.

These shaders appear in the browser under the 3D Displacement category:

NameEffect
Spin DisplacementRotating spiral field
Sphere DisplacementMaps particles to a sphere surface
Cube DisplacementMaps particles to a cube surface
Fold DisplacementSpace-folding geometry
Pyramid Fold DisplacementPyramid-based spatial folding
Vortex Field DisplacementSwirling vortex flow
Orbit DisplacementOrbital rotation paths
Tunnel Perspective DisplacementPerspective tunnel effect
Tunnel Wall DisplacementTunnel wall geometry
Geo Feedback DriftGeometry feedback with drift
Geo Feedback RotateGeometry feedback with rotation
Geo Feedback Depth WarpGeometry feedback with depth warping

Displacement shaders are written in GLSL using the ISF format. In the shader browser or Studio, set the Kind to 3D Displacement (emerald badge). Output an RGB texture where each channel encodes a spatial offset. Use Studio (the built-in shader editor) to write and preview them live.