Infinite Displacement is a Geometry Nodes system designed to apply high-resolution displacement maps to large-scale objects with minimal memory usage. It functions by tessellating a single tile and distributing instances of it across a targeted box or plane, significantly reducing the GPU load compared to subdividing a single massive mesh. Use this tool to generate detailed grounds, blocks, or walls based entirely on geometry rather than normal maps.
The system includes viewport optimization settings, allowing users to keep the interface responsive while reserving heavy polygonal calculations for render time. It also features scattering capabilities, enabling users to distribute collections of instances across the displaced surface to break up repetitive patterns. Additional features include random tile rotation and an integrated water layer with an included animated procedural water shader. Texture mapping is handled by referencing the "UVMap" attribute in the Shader Editor.