Object displacement - ocean of hexagon tiles I want to make an ocean of cubes / hexagon tiles with varying  z locations. There was this guy with extrusion images and I wonder how he made it. 

Like this... 

however, in the process, mine looks more like this:


I used a cloud map and joined all hexagon cylinders into one object. Then i wanted to displace only each element from the object along the z axis..... 

That was the plan at least. Could you point towards a solution? Maybe you got a better idea how to do that? 

Thanks a lot.
Just scale all of the individual parts down to a size of 0 in the UVmap (using individual origins as scaling center). That way, each part will stay intact, but will be displaced as a whole according to the value of your noise where that UV island resides.

UV Map:



Result:



Edit: if you use a displacement modifier instead of shader displacement, it's easier to control the axis of displacement: