Surface Materials
A Surface Decoration meshes the skeleton into trunk and branch geometry; a Surface Resource supplies the material it wears: colour, normal, roughness, displacement, and a tint, packaged as a reusable resource. Swap the resource and the tree re-skins without re-meshing.
For the hero parts of the tree (trunk and major boughs), the Trunk Decoration adds enhanced UV and displacement control and can mount baked high-poly bark. The detail for those hero surfaces usually comes from a bake.
Visual pending.
Related
- Surface Resource, the bark/branch material unit.
- Surface Decoration and Trunk Decoration, what wears the material.
- Trunks & Meshing, where the surface is meshed.
Materials
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.
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.