Hi, sorry for the late answer, I have been working all day today.
You need to go to the scene tab in the properties window and at the very bottom open the custom properties drop down.
Hit the “New” button.
Then click the “cog” Icon to set the minimum and maximum value for the displacement strength. You can always change these values later on if you want.
You can leave the “type” and “property name” as it is.
Hit OK.
Now you have a custom property in the scene that you can access all the time (you do not have to select any objects etc.)
Hover your mouse over the property value and Right click, select “copy as new driver”.
Now in all the objects you want to displace go to the displacement modifier and hover your mouse over the “strength” value Right Click and choose “paste driver”.
Unfortunately even if you “link” the modifiers the driver will not link, so you will have to do this for every object.
All the objects will have the same displacement value, so to make them different (not really random) you also have to manually give the objects a different value in the “mid level” of the displacement modifier.
This method does have disadvantages:
If you have loads of objects it would be tedious to paste the driver and change the mid-levels for each one.
It will only change the strength of the displacement not the mapping.
The values are not random, they depend directly on the different mid-level values (that you have to set manually for each object.
…
I agree with Debuk that it is better to use geometry nodes for this, as there are many more possibilities.
With the geometry nodes method it is easy to change the mapping as-well so you can get different “rock shapes” from a noise texture (not only different strength of displacement).
Here is a more complex GN, these spheres have different displacement strength and different shapes (because the mapping also changes.) I used a noise texture as the texture. You could also change the noise scale randomly if you want.
here is the file as the node group is not very readable.
seed2.blend (294.5 KB)
You do not have to paste drivers or change individual values “per object”, simply link the modifier (geometry nodes are modifiers) to all the objects.
With the geometry nodes method anything you change “inside” the node group will effect all the objects have that GN modifier. To edit the effect you select any object that has the Geometry node and change the values in the geometry node editor. (there is no need for a “custom property”).
this also has one disadvantage, I used the objects location to drive the random seed.
This means if you plan to animate the objects moving around their displacement will change as you move them.