I think the best way to describe what I'm looking for, is when you use a heightfield from a map, white equals the peaks, black the valley. So you extrude out from a flat plane.
With PFs you have this plane, but it evolves through y, so each plane slightly changes as you reference it against a new y position.
You can see this when you stick a PF or DF into a cloud node. What you get are blobs of noise. Clouds.
But when we apply displacement on the ground, we don't see sperated blobs as we apply displacement through y. To prove this, your displacement value as you change it always keeps the same form, but in relative scale to the displacement.
What I need is a noise I can apply to the clouds, that has no change in pattern through y.