I’m trying to figure out how to get this shape with shader displacement only:
(precursor to figuring out how to do the same in geometry nodes later)
I can’t figure it out.
I thought I could use the z position of the geometry as input and then float curve adjust the z value.
Where z is zero, scale to zero. Where z is 1 scale to zero. Leave the middle values alone.
This approach does not seem capable of giving me the desired shape.