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Wizard","\u002Fdocs\u002Fnodes\u002Fsurface-wizard","1.docs\u002F7.Nodes\u002Fsurface-wizard",{"title":531,"path":532,"stem":533},"Switch","\u002Fdocs\u002Fnodes\u002Fswitch","1.docs\u002F7.Nodes\u002Fswitch",{"title":535,"path":536,"stem":537},"Treeparameterize","\u002Fdocs\u002Fnodes\u002Ftreeparameterize","1.docs\u002F7.Nodes\u002Ftreeparameterize",{"title":93,"path":539,"stem":540},"\u002Fdocs\u002Fnodes\u002Ftrunk-decoration","1.docs\u002F7.Nodes\u002Ftrunk-decoration",{"title":542,"path":543,"stem":544},"Unreal Wizard (Deprecated)","\u002Fdocs\u002Fnodes\u002Funreal-wizard","1.docs\u002F7.Nodes\u002Funreal-wizard",{"title":546,"path":547,"stem":548},"Wind Config","\u002Fdocs\u002Fnodes\u002Fwind-config","1.docs\u002F7.Nodes\u002Fwind-config",{"title":550,"path":551,"stem":552},"Wind Previs","\u002Fdocs\u002Fnodes\u002Fwind-previs","1.docs\u002F7.Nodes\u002Fwind-previs",{"title":554,"path":555,"stem":556},"Wrangle","\u002Fdocs\u002Fnodes\u002Fwrangle","1.docs\u002F7.Nodes\u002Fwrangle",{"id":558,"title":134,"body":559,"description":743,"extension":744,"meta":745,"navigation":753,"path":135,"seo":754,"stem":136,"__hash__":755},"docs\u002F1.docs\u002F3.features\u002F05.materials\u002F05.bake.md",{"type":560,"value":561,"toc":733},"minimark",[562,571,581,586,589,592,596,599,628,631,635,638,653,656,660,665,669,703,707],[563,564,565,566,570],"p",{},"Baking converts procedural simulation output and high-poly source geometry into static, game-ready geometry plus baked texture maps. The procedural detail (or scan detail) lives on the texture; the geometry stays lean. Baking is how Natsura captures high-poly detail as the maps a ",[567,568,569],"a",{"href":123},"surface"," wears, and it is the standard path for getting Natsura output into game engines.",[563,572,573,574,577,578,580],{},"For using the baker inside the scan and high-poly pipeline (tiling textures, high-poly capture, injecting tiling textures at the extension boundary), see the ",[567,575,576],{"href":159},"Scans baking guide",". For the node that performs the bake, see ",[567,579,329],{"href":330},".",[582,583,585],"h2",{"id":584},"why-bake","Why bake",[563,587,588],{},"High-poly geometry (a scanned trunk, a sculpted hero piece, a fully-decorated Natsura tree) carries its detail in the polygon mesh. That's fine for renders that can afford the polygon count, but game engines need the detail captured as texture data on a leaner mesh. The bake step is the bridge: it projects the high-poly surface data onto the low-poly target's UVs and writes it out as texture maps.",[563,590,591],{},"The Natsura bake is also used inside the high-poly pipeline itself, where it produces the tiling textures that blend at the boundary between a scanned trunk and the procedurally-grown extension. Same machinery, different consumer.",[582,593,595],{"id":594},"what-gets-baked","What gets baked",[563,597,598],{},"The Bake node currently produces four output channels:",[600,601,602,610,616,622],"ul",{},[603,604,605,609],"li",{},[606,607,608],"strong",{},"Colour."," Sampled from the high-poly material textures.",[603,611,612,615],{},[606,613,614],{},"Normal."," Tangent-space normals derived from the high-poly geometry, baked in MikkT space for clean transfer to engines such as Unreal.",[603,617,618,621],{},[606,619,620],{},"Height."," Surface displacement, useful for downstream parallax or material-shader effects.",[603,623,624,627],{},[606,625,626],{},"Ambient occlusion."," Cast-ray AO with configurable view radius, step scale, and sample count.",[563,629,630],{},"Each channel can be toggled, named, and routed to its own output path. Per-channel overrides allow the source texture to come from somewhere other than the default attached material.",[582,632,634],{"id":633},"how-the-bake-works","How the bake works",[563,636,637],{},"The bake projects from the low-poly target's surface back onto the high-poly source along the target's normal direction. Per-pixel:",[639,640,641,644,647,650],"ol",{},[603,642,643],{},"Cast rays from the target surface outward (or inward) into the high-poly geometry.",[603,645,646],{},"Sample whatever the rays hit, channel by channel.",[603,648,649],{},"Composite the result onto the target's UV space.",[603,651,652],{},"Extrapolate boundaries (extending colour outward from UV island edges) to prevent seam artifacts at island boundaries.",[563,654,655],{},"The result is a watertight texture per channel that carries the high-poly information without the polygon cost. Up to 8k resolution is supported before memory becomes the limiting factor. Super-sampling is available for higher quality at the cost of bake time.",[582,657,659],{"id":658},"editing-in-copernicus","Editing in Copernicus",[563,661,662,663,580],{},"Double-click the Bake node to enter Copernicus and intercept the baked texture maps before they output. This enables a full material-editing workflow inside Houdini: colour grading, normal-map adjustment, blending colour information into specular and normal maps, and similar operations. The intent is a Substance-Designer-style material suite without leaving Houdini. See ",[567,664,130],{"href":131},[582,666,668],{"id":667},"gotchas","Gotchas",[600,670,671,685,691,697],{},[603,672,673,676,677,680,681,684],{},[606,674,675],{},"Ray distance and direction."," If the bake comes out blank or partial, the ray distance is probably too short to reach the source geometry, or the ray direction is wrong for the target's orientation. Adjust ",[606,678,679],{},"Ray Dist"," and ",[606,682,683],{},"Ray Direction"," on the Bake node.",[603,686,687,690],{},[606,688,689],{},"Smoothing."," Heavy smoothing on either target or source can flatten surface detail. Use the per-side smoothing steps sparingly.",[603,692,693,696],{},[606,694,695],{},"Seam matching across UV islands."," Extrapolate Boundaries should be on for most bakes; turn it off only when a specific reason calls for it. Cross-shell seam stitching (where shells share 3D topology) is handled automatically.",[603,698,699,702],{},[606,700,701],{},"Tri-junction seams."," Three-way UV island meetings remain a known edge case; check these visually after a bake.",[582,704,706],{"id":705},"related","Related",[600,708,709,715,720,728],{},[603,710,711,714],{},[567,712,713],{"href":330},"Bake (node)",", full parameter reference.",[603,716,717,719],{},[567,718,576],{"href":159},", using the baker in the scan and high-poly pipeline.",[603,721,722,680,725,727],{},[567,723,724],{"href":123},"Surface",[567,726,130],{"href":131},", where the baked maps are worn and edited.",[603,729,730,732],{},[567,731,188],{"href":189},", the engine-side path that consumes baked Natsura output.",{"title":734,"searchDepth":735,"depth":735,"links":736},"",2,[737,738,739,740,741,742],{"id":584,"depth":735,"text":585},{"id":594,"depth":735,"text":595},{"id":633,"depth":735,"text":634},{"id":658,"depth":735,"text":659},{"id":667,"depth":735,"text":668},{"id":705,"depth":735,"text":706},"Texture baking in Natsura: capturing high-resolution detail as texture data on lower-polygon geometry for game-engine workflows and tiling-texture extraction. The detail reference; for the scan-pipeline how-tos see the Scans baking guide.","md",{"tags":746,"sidebar":752},[747,748,749,750,751],"natsura","materials","baking","lowpoly","game-export",{"label":329},true,{"title":134,"description":743},"A87u1k65LQq8MroCddWBJl_pZtEZpaWH_1RrDFGc1oo",[757,759],{"title":130,"path":131,"stem":132,"description":758,"children":-1},"Editing baked and atlas maps inside Houdini's Copernicus (COPs): colour grading, normal adjustment, and channel blending without leaving Houdini.",{"title":138,"path":143,"stem":144,"description":760,"children":-1},"The atlas pipeline. Importing 2D leaf and texture atlases and turning them into ingredients for Natsura's meshing system. Less time has gone into this pipeline than into the core ones, so the surface is rougher and the documentation is still filling in.",1780555283153]