Copernicus
Natsura's texture nodes are built on Copernicus, Houdini's image network (COPs). Double-click one and you are inside its Copernicus network, where you can see the input maps and change them before they become the node's output: grade the colour, adjust the normal map, blend colour information into roughness or normal, and so on, without leaving Houdini.
Nodes you can edit this way
- Scan Material, and the material step inside Import Highpoly: the textures of a scan. Edit Textures takes you to the same place.
- Bake: the baked maps, before they are written. See Baking.
- Atlas Material and Atlas Trace: the atlas channels.
Your edits are saved with that node in the scene.
Writing the edited maps
To write the edited maps to files, use the node's write button. On Bake, Bake All writes the colour, height and normal maps. On Scan Material, set a channel from Source to Output and press its Render button; the files go to the Render Directory. On Atlas Material, Render All writes to the Cache Directory.
Atlas Materials
Leaf materials from atlas images: putting a store atlas on assemblies through a Surface Resource, deriving channels with Atlas Material, and making leaves two-sided in Unreal.
Baking
The Bake node: capturing high-poly detail as colour, height and normal maps on a lighter mesh. What it writes, how it projects, and what to check when a bake comes out wrong.