Materials
Material is the surface look of a tree: the colour, roughness, and relief of bark, and the colour and translucency of leaves. In Natsura the look is authored separately from the meshing, so the same skeleton can be re-skinned with a different material and the same material reused across trees. This is an active development area; it covers the standard surfacing channels today and will do more as the surfacing system matures toward 1.0.
Visual pending.
Materials break into a few areas:
How materials reach the engine
On export, materials travel as references and the baked maps feed the engine-side material directly. After renaming an export, re-run Auto Fill Materials or the material paths break: the single most common cause of a material-less tree in Unreal. See Export Unreal Nanite Assembly.
Trait System
Encoding selection in matched attributes on both sides of a placement. Natsura's mechanism for deciding which library asset goes where on a tree.
Surface Materials
Bark and branch surfaces: the Surface Resource that supplies colour, normal, roughness, and displacement, worn by the surface and trunk decorations.