# Using Groom and nDisplay

**URL:** <https://forums.unrealengine.com/t/using-groom-and-ndisplay/2509803>\
**Category:** Virtual Production\
**Tags:** ndisplay, hairworks, unreal-engine, question\
**Created:** [May 14, 2025, 12:25pm UTC](https://forums.unrealengine.com/t/using-groom-and-ndisplay/2509803 "2025-05-14T12:25:53Z")\
**Posts on this page:** 6\
**Page:** 1

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**Author:** ![IAmTimbo](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@IAmTimbo](https://forums.unrealengine.com/u/IAmTimbo)\
**Post date:** [May 14, 2025, 12:25pm UTC](https://forums.unrealengine.com/t/using-groom-and-ndisplay/2509803/1 "2025-05-14T12:25:53Z")

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I currently have a project where i have a lion that is using groom to add on the fur for the mane and whiskers. If i render out my animation using MRQ and a Cinecamera then the fur and hair looks perfect. As soon as i view it through the nDisplay or try and render it through MRQ and nDisplay rendering the quality of the hair drops significantly, is there a reason for this or a way i can get around this. The reason I am using nDisplay as this is for a large corner screen so i need the animation ‘projected’ onto the screen from a certain perspective. Any suggestions?

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**Author:** ![IAmTimbo](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@IAmTimbo](https://forums.unrealengine.com/u/IAmTimbo)\
**Post date:** [May 16, 2025, 8:12am UTC](https://forums.unrealengine.com/t/using-groom-and-ndisplay/2509803/2 "2025-05-16T08:12:16Z")

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The top is the export from the nDisplay, the bottom is an export through the cine camera. Can anyone explain why the groom suddenly drops quality when using the ndisplay export settings

 ![Lion_Unreal_Seq_NDisplay.0735](https://d3kjluh73b9h9o.cloudfront.net/original/4X/6/4/a/64a6f63ef47b36dc787d7f1a56589cbf24ebd73a.jpeg)  
 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/5/5/3/553378caccd1dd0f0f60a9dbfbc96eda7387f1b9.jpeg)

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**Author:** ![tukigase](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@tukigase](https://forums.unrealengine.com/u/tukigase)\
**Post date:** [July 3, 2025, 9:01am UTC](https://forums.unrealengine.com/t/using-groom-and-ndisplay/2509803/3 "2025-07-03T09:01:10Z")

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Hello. I have the same problem as you. I think the thickness of the hair is being ignored when rendering.  
Here’s what I tried  
-Set the thickness of HairTips etc. on the BP Groom component  
-Execute the commands in [[RESOLVED] Metahuman Hair renders on top of translucent materials - #5 by Ant\_tekk](https://forums.unrealengine.com/t/resolved-metahuman-hair-renders-on-top-of-translucent-materials/694745/5) with Execute Command  
“r.HairStrands.ComposeAfterTranslucency - 0”  
-Turn off Lumen

…It seems to have improved a little, but I’ll let you know that it has almost no effect.

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**Author:** ![tukigase](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@tukigase](https://forums.unrealengine.com/u/tukigase)\
**Post date:** [July 11, 2025, 2:54am UTC](https://forums.unrealengine.com/t/using-groom-and-ndisplay/2509803/4 "2025-07-11T02:54:47Z")

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![GroomLod](https://d3kjluh73b9h9o.cloudfront.net/original/4X/9/c/b/9cbabfc795727cf7877fe62bca421fa06c3749dc.jpeg)  
This is a comparison of NDC\_Bacis’s ViewPoint at different distances from the monitor.  
It seems that a system like LOD is involved in this problem to some extent.  
There is a clear difference in the quality of the hair depending on the distance.

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**Author:** ![comlys](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/comlys/32/998665_2.png) [@comlys](https://forums.unrealengine.com/u/comlys)\
**Post date:** [July 16, 2025, 6:35pm UTC](https://forums.unrealengine.com/t/using-groom-and-ndisplay/2509803/5 "2025-07-16T18:35:31Z")

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Is this all with the groom locked to LOD0? You can get visual LOD issues with long lenses since it’s technically farther away from the camera than it appears in 3D space.

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**Author:** ![tukigase](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@tukigase](https://forums.unrealengine.com/u/tukigase)\
**Post date:** [July 25, 2025, 6:48am UTC](https://forums.unrealengine.com/t/using-groom-and-ndisplay/2509803/6 "2025-07-25T06:48:48Z")

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Sorry for the late reply.  
Yes, the LOD is definitely fixed at 0. Only LOD 0 has been created, the LODSync in the Blueprint is set to 0, and the LOD is forced to 0 rather than set to automatic.

Also, as I mentioned in the following forum post:

> [@\[nDisplay\] Groom Hair Thickness Changes with Camera Distance and Object Size](https://forums.unrealengine.com/t/ndisplay-groom-hair-thickness-changes-with-camera-distance-and-object-size/2600329):
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> I was trying to capture high-quality groomed hair using Groom, but I observed a strange phenomenon. This difference occurred when using the same nDisplayConfig, while gradually moving the DefaultViewPoint away from the display screen (effectively narrowing the field of view). For comparison, I also resized the groomed cat, the screen, and the viewpoint while maintaining the same relative proportions between them. The results were as follows: ・At the same size, the farther the distance, the t…

It appears that the object is affected by its size even without changing the FOV.
