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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.",[567,568,569],"blockquote",{},[563,570,571],{},[572,573,574],"em",{},"Visual pending.",[563,576,577],{},"Materials break into a few areas:",[579,580,581,589,596,602],"card-group",{},[582,583,586],"card",{"icon":584,"title":585,"to":123},"i-lucide-layers","Surface",[563,587,588],{},"Bark and branch surfaces, and the reusable Surface Resource they wear.",[582,590,593],{"icon":591,"title":592,"to":127},"i-lucide-image","Atlas",[563,594,595],{},"Leaf materials derived from atlas images, including the two-sided gotcha.",[582,597,599],{"icon":598,"title":130,"to":131},"i-lucide-sliders-horizontal",[563,600,601],{},"Editing baked and atlas maps in Houdini's COPs without leaving the app.",[582,603,605],{"icon":604,"title":329,"to":135},"i-lucide-image-down",[563,606,607],{},"Capturing scan and high-poly detail as texture maps.",[609,610,612],"h2",{"id":611},"how-materials-reach-the-engine","How materials reach the engine",[563,614,615,616,620,621,624,625,628],{},"On export, materials travel as references and the baked maps feed the engine-side material directly. After ",[617,618,619],"strong",{},"renaming"," an export, re-run ",[617,622,623],{},"Auto Fill Materials"," or the material paths break: the single most common cause of a material-less tree in Unreal. See ",[626,627,376],"a",{"href":377},".",[630,631],"hr",{},[633,634,635],"note",{},[563,636,637,640],{},[617,638,639],{},"Maturing toward 1.0."," Texture blending, per-attribute bark variation (age, damage, exposure), and strands-based vascular surfacing are in development and not shipped yet. Today the surface material covers the standard PBR channels plus displacement.",{"title":642,"searchDepth":643,"depth":643,"links":644},"",2,[645],{"id":611,"depth":643,"text":612},"How Natsura handles the surface look of a tree: bark and leaf materials, baked high-poly detail, and the Copernicus pass that ties them together.","md",{"tags":649,"sidebar":656},[650,651,652,653,654,655],"natsura","materials","surfacing","texturing","bark","baking",{"label":114},true,{"title":114,"description":646},"ILUaskbUMdn8vdlbY1g2imjFdDN8SXyDgp2AwsSccI4",[661,663],{"title":110,"path":111,"stem":112,"description":662,"children":-1},"Encoding selection in matched attributes on both sides of a placement. Natsura's mechanism for deciding which library asset goes where on a tree.",{"title":122,"path":123,"stem":124,"description":664,"children":-1},"Bark and branch surfaces: the Surface Resource that supplies colour, normal, roughness, and displacement, worn by the surface and trunk decorations.",1780555260668]