Fluid and glass-like
distortions can be achieved with the Gravimetric function. It works
by summing up the "mass" of the heightmap around each pixel and
distorts it to the appropriate direction.
How the distortion looks like is
highly dependent on the employed heightmap. Image 2 for
instance was created by using another texture (which was set as Source
Texture) as heightmap source. The Generator/Water function was applied to that texture beforehand.
In contrast, Image 3 and Image 4 were rendered with
the Use Mask option enabled.
Increase the Pre-Smoothing parameter to create bevelled and
The size of the computed
neighborhood is controlled with the Radius parameter.
Increasing this value results in smoother transitions, but also in
a greater distortion strength.
This can be compensated with the
Amplify value. It directly regulates the distortion