Cycles procedural material displacement is different (up/down) on different faces I've been creating a procedural material (white a bit glossy paint with rusty dents). I've created most of it without problems, but when I connect output of noise node (after few modifications) to displacement socket of material output, some of the dents are correct (downwards) and some of them are upwards. Is there a way to force it to be directed always in the opposite side of normal? (Make it always go downwards into the face)
You could use a color ramp and set the black value to a grey to add a plateau:


Node setup: