How to add a displacement map on a plane using procedural textures with a layer mask I have mixed two textures together using black and white values from a noise texture which is connected to a color ramp.
How can I apply a displacement map on a plane so that either the texture &quot;A&quot; or &quot;B&quot; is the limiting factor that determines
which parts are affected by the displacement modifier within a plane? I want to use a mask layer to adjust the intensity
of the displacement with a noise texture, but at the same time limit it to only some parts of the texture combination.
I have applied a rough displacement on my scene which covers the whole plane, but I'm asking this beacuse I want to
add some fine details with two (displacement) modifiers. I know you can assign vertex groups to mark off the affected area,
but in my case that's not possible, for you can't see any textures in a vertex select mode and it forces you to select them
randomly.
There's a link below to give you a better idea about the problem. Areas which I want to add some extra displacement to are
marked as red.
Link: https://drive.google.com/file/d/0B4NHszZHPR_1OVFEWEt2UkdON28/view?pli=1
A solution not using the Displace Modifier:

In Cycles, using the Displacement Input Socket on the material Output, you can control the displacement with a combination of texture nodes.

In this example of a simple (subdivided and UV unwrapped) plane, the wave texture is combined with a voronoi texture using an image texture of the letter A as the mix factor. In other words: the voronoi texture will only displace the parts with the letter A.





Note that this is a true 3D displacement of the geometry, not just a bump map:



As of version 2.75, this is only possible using the Experimental Feature set in the Render controls

 

and enabling True as the Displacement Method for the mesh.