{"type":"video","version":"1.0","html":"<iframe src=\"https://www.loom.com/embed/8453692da51347a6aee50ecf5a629451\" frameborder=\"0\" width=\"2560\" height=\"1920\" webkitallowfullscreen mozallowfullscreen allowfullscreen></iframe>","height":1920,"width":2560,"provider_name":"Loom","provider_url":"https://www.loom.com","thumbnail_height":1920,"thumbnail_width":2560,"thumbnail_url":"https://cdn.loom.com/sessions/thumbnails/8453692da51347a6aee50ecf5a629451-3ab7c2c281ea1d0a.gif","duration":504.19,"title":"Enable Nanite Displacement on Aziel Arts Landscape Material","description":"This Loom explains how to enable Nanite Displacement for the ASIO Arts landscape material in Unreal Engine. It starts by overriding material property overrides to enable tessellation, then updating the landscape by enabling Nanite and building the data so displacement works correctly. After confirming displacement, the author focuses on tuning displacement strength and per-layer height controls, noting that each height map can have different aggressiveness and the displacement range may vary. Global displacement scaling adjusts the overall magnitude, while layer controls like midpoint and strength fine tune height map behavior, including snow sitting on top by shifting its midpoint. The video also covers using individual displacement maps versus packed ORD textures, where displacement information is stored in the blue channel for efficiency."}