Noise-driven IDistort warp with optional mask, animated speed, and a switch to output the UV map instead of the distorted image.
Surface Distortion builds a two-channel UV offset from procedural Noise, then applies it through IDistort so the input image warps along soft, organic vectors. Noise is sampled with small positional offsets, differenced, scaled, and blurred to form the forward U/V field.
Use it when you need living surface motion—heat haze, subtle fabric crawl, water shimmer, or general non-rigid warp—without painting a custom STMap. Drive temporal change with speed (noise z-offset over frame), shape the field with noise translate, rotate, scale, size, gain, and gamma, and soften vectors with blur.
A second input masks the distortion via Keymix (invertible). UV scale and the IDistort filter control sampling strength and quality. Enable output UV to pass the warp field downstream instead of the warped RGBA.