I can't get mesh displacement to work on a population of, in this case, peat blocks. In fact I can, but the mesh is deformed on the base object, and even with a transform shader set to world, it won't spread the displacement across the pop in world space. Too bad, as I wanted to have all slightly different blocks.
So, here's my feature request; please, make this possible. It would be very handy, just like world opacity, to have world mesh displacement.
In fact this would be very cool. You could also create a large area of windblown grass for example, that would look much more realistic than with each instance moving on its own.
Didn't even think of that, but it would indeed! But I think Matt is too busy doing other secret stuff 8)