Bring in a plane into the scene, and subdivide it as much as you like it. For this tutorial, I’ll be sub-dividing my plane by 100.

The next step is throwing a displace modifier into the mixture, but before doing so, make sure of that you applied all properties (Location, Rotation and Scale) of the mesh (Ctrl A + All) so the mesh does not float when we apply the displace modifier.

Create a new texture within displacement modifier and name your texture however you like. Now, we’ll go to the texture properties tab and set the texture type to distorted noise to create some real life bump aka noise in digital world.

My plane became bumpier than I wanted, so to give it a smoother appearance, I placed another subdivision surface modifier after the displacement modifier.

(Optional Read): The reason why the contrast value creating such drastic changes is that because the displacement texture we created is color coded in black/gray/white scale. Making the transition from black to white sharper or smoother affects the reflected image towards the plane.
