Copernicus
Natsura's texture work happens inside Houdini, which means the maps are available to Copernicus (Houdini's COPs) for a material-editing pass without leaving the application. The baked maps from a scan, or the per-channel outputs of an atlas material, can be colour-graded, have their normals adjusted, or have channels blended, then flow on to the decoration or the export.
The bake itself runs on Natsura's COPs-based texture baker, so intercepting and adjusting the result in Copernicus is a natural continuation of the same pass rather than a separate round trip.
Detailed walkthrough pending.
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.
Baking
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.