Randomness in displacement node

Is it possible to add randomness in noise texture plugged in displacement node?
So that there are some smaller and larger patterns.
Also, could the height of the displacement also be at random in displacement node?

Inputs of procedural textures (like scale) can be controlled by the outputs of other textures:


So you can make patterns of a random size.

are you talking about displace modifier
or displacement on the output node ?

happy bl

Thx,
displacement on the output node.

you can add any texture on the displacement output node
easy to do !

you can also use the bump map node for that or use multiply node

happy bl

The displacement modifier does not support node-based textures at the moment, so scaling at a per-pixel level (with real distortion) can’t be done on a procedural basis.

However, you can work around this by having multiple vertex groups coupled with multiple displacement modifiers and multiple textures at different scales.

EDIT: whoops, I didn’t know you were talking about the experimental Cycles displacement. Keep in mind though that while it works, it has various limitations and issues such as edges separating on solid-shaded objects and no support for UV coordinates. If those things get in the way for you then you will need to use the modifier stack for displacement as mentioned above.

http://www.pasteall.org/pic/show.php?id=98854

Normally Displacement input yields Bump; you need Experimental on and subdivided mesh to get displacement as such. Experimental this is, be warned.

Thanks, what is the difference between bump node, normal map and displacement node when they are all doing bumps?
What does it need to be coded to go from experimental to supported?

Bumps make flat surface bumpy for render - fake effect. Normalmaps do the same but effect is of more advanced form. Displacement is a real mesh change which can be done before or during render. Latter is this Experimental form of Cycles displacement.
As to the why, probably takes a bit of fiddling…