Materials are built with Cycles nodes.
Locate the Armory Render Path - Renderer - Displacement property:
Off- No displacement performedVertex- Mesh vertices are displacedTessellation- Mesh is first tessellated for more detail and then displaced
With Tessellation selected, the level of tessellation can be set using the Mesh and Shadow property.
Note: Vertices are displaced in normals direction. Use smooth shading (Space - Shade Smooth) for meshes with displacement to prevent gabs.
When using a height texture map, you can place an Armory PBR node and connect the height map to the Height socket. Make sure to also connect the Displacement sockects.
Examples:
- https://github.com/armory3d/armory_examples/tree/master/material_displace
- https://github.com/armory3d/armory_examples/tree/master/material_tessellation
To enable additive blending for specific material, set Armory Render Path - Blending to On and check the Blending property in Material - Armory Props.
Examples:
RGB, Value and Image Texture material nodes can be controlled at run-time using script or logic nodes. To expose material node, enable Parameter property in Node Editor - Properties - Armory Material Node.
Examples:

