Surface Decoration

Skin the grown skeleton into watertight trunk and branch surfaces, layered with bark detail and wearing a reusable Surface Resource.

A Surface Decoration turns the grown skeleton into watertight trunk and branch geometry. It reads the internode attributes (generation, radius, height, tags) and generates the surfaces, then layers detail on top: scan-based bark, heightmaps, or procedural noise. The material it wears is a Surface Resource, so the same surfaces can be re-skinned without re-meshing.

Using it

  1. Get a skeleton you are happy with.
  2. Attach a surface decoration to the relevant Grow.
  3. Tune thickness, profile, and branch blending.
  4. Assign a Surface Resource for the material.

Because the decoration is post-process, you can iterate the surface without re-running growth. For the hero parts of the tree (trunk and major boughs), reach for the Trunk Decoration, which adds enhanced UV and displacement control.

For the node parameters, see Surface Decoration.