Atlas Materials
Leaf materials from the atlas pipeline: per-channel outputs derived from an atlas image, and the two-sided gotcha that hides leaves from behind.
Leaf materials come from the atlas pipeline: the Atlas Material node derives per-channel outputs (colour, alpha, roughness, height, normal, subsurface) from an atlas image, which the foliage geometry then wears.
One gotcha worth knowing up front: leaves usually need a two-sided material, or they vanish when viewed from the back. See the leaf-material note in Working with Assemblies in Unreal.
Visual pending.
Related
- Atlas Material, the node that derives the channels.
- Atlases, the pipeline that turns leaf images into geometry and these maps.
- Foliage & Instancing, the foliage these materials surface.
Surface Materials
Bark and branch surfaces: the Surface Resource that supplies colour, normal, roughness, and displacement, worn by the surface and trunk decorations.
Copernicus
Editing baked and atlas maps inside Houdini's Copernicus (COPs): colour grading, normal adjustment, and channel blending without leaving Houdini.