# 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:** 1\
**Showing post:** 3

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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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