Particles floating above procedural surface I am trying to add particles to a surface over which I have added a texture and they look like they are floating in the air. I know this is because they are sitting on the actual model but is there a way to get around this?
As Gorgious says, it seems like the particle system can't take the Displacement node into account, in that case what you can do is baking the current displacement setting:

Unwrap you object with the Smart UV Project option
In the Shader Editor plug the wave texture only
Create a new Image Texture node, create a new 32-Bit Float image, keep the node selected:



Bake with Bake Type &gt; Emit:



Here is what you should get:



Create a Displace modifier, put it above the ParticleSettings modifier, choose Coordinates &gt; UV:



Load your texture:



In the Shader Editor, replug only the Principled BSDF:



It should work: