Working in a material deformation system, I was issued with a problem regarding Nanite displacement when working on non-uniform Landscape scales.
Playing with the Z scale of the Landscape is encouraged through the documentation to tweak the scale span of the Landscape, but doing so seems to mess up the displacement when there’s some relief in the terrain. When displacement is applied in zones of small bumps, Nanite seems to not take the non-uniform scaling into account and apply the displacement along the normal pre-scaling. So it thinks that the slope is huge though it’s not visually speaking.
Steps to Reproduce
You must have a Nanite landscape to apply the displacement, do a non-uniform scaling with a different Z scale, let’s say x=100, y=100 and z=25, add some relief on to your landscape, small bumps are going to mess up the Nanite normals due to the non uniform scaling and the displacement will be torn, it will not follow the visible normal of the slope.
If I’m not mistaken the issue should be that Nanite, when applying the displacement, doesn’t take into account the non-uniform scaling and applies the displacement with the surface normal “pre scaled”.
Maybe multiplying the normal by the inverse scale before applying the displacement could do the trick ?