To the right is the modifier panel. Instance the map you want into the “Texmap” slot under “Common params” by simply dragging the noodle from the slate editor to here.
Here is a brief explanation on some of the parameters:
2D Mapping: Displacement is based on an object that has been UV mapped. This cannot be used with procedurals or textures that use object or world coordinates.
3D Mapping: Does not need UV coordinates to work. It can use the displacement map in an object’s material.
Subdivision: Similar to 3D mapping, the difference is it applies a subdivision scheme to edges (like a Turbosmooth).
Texmap: Your displacement map. This is ignored if “Use object mtl” is checked.
Texture chan: UVW channel the displacement will use (must be set in map as well)
Filter blur: Softens the displacement map to smooth out extreme differences in contrast to produce cleaner transitions between highs and lows in geometry.
Amount: Strength of displacement effect. Positive values raise geometry, negative values push geometry down into the object.
Shift: Specifies a constant flat area in the displacement. If you set the amount to 5” you can set the shift to -5” to keep the geometry from moving up to the amount level. Useful if you find seams splitting where edges meet.
Water level: Clips the geometry at the areas below the set threshold.