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A scanned or sculpted trunk carries its detail in the mesh; baking moves that detail onto texture maps so the geometry can stay lean and so procedural growth can stitch onto it cleanly. This page is the workflow side: how to use the baker for the common scan tasks. For the bake reference (the channels, the ray-cast method, resolution, and gotchas), see ",[567,568,134],"a",{"href":135},".",[571,572,574],"h2",{"id":573},"bake-tiling-textures","Bake tiling textures",[563,576,577,578,580,581,583,584,586],{},"When the input is a tubular section from ",[567,579,492],{"href":493}," or a square patch from ",[567,582,488],{"href":489},", the ",[567,585,329],{"href":330}," node's tiling mode produces textures that wrap or tile cleanly. These are used for the boundary blend at the procedural-extension stitch, and as general material inputs for surfaces that need to repeat.",[588,589,590],"blockquote",{},[563,591,592],{},[593,594,595],"em",{},"Step-by-step pending.",[571,597,599],{"id":598},"bake-high-poly-meshes","Bake high-poly meshes",[563,601,602,603,605],{},"Before procedural extension or game-engine export, the high-poly scan or sculpt is baked onto a leaner target: the bake captures colour, normal (in MikkT space), height, and ambient occlusion onto the target's UVs. The target is usually the trunk-extension graft mesh from ",[567,604,380],{"href":381},", or a purpose-built low-poly for export.",[588,607,608],{},[563,609,610],{},[593,611,595],{},[571,613,615],{"id":614},"injecting-tiling-textures","Injecting tiling textures",[563,617,618],{},"At the boundary where procedural growth meets the static scanned base, the tiling textures are injected so the seam is invisible: the procedural surface and the scanned surface share a blended, tiling material across the stitch. This is the step that makes a scan-plus-growth trunk read as one continuous piece.",[588,620,621],{},[563,622,623],{},[593,624,595],{},[571,626,628],{"id":627},"related","Related",[630,631,632,638,643],"ul",{},[633,634,635,637],"li",{},[567,636,134],{"href":135},", the bake reference (channels, method, gotchas).",[633,639,640,642],{},[567,641,154],{"href":155},", the flagship workflow this baking feeds.",[633,644,645,647,648,647,650,647,652,654],{},[567,646,329],{"href":330},", ",[567,649,492],{"href":493},[567,651,488],{"href":489},[567,653,380],{"href":381},", the nodes involved.",{"title":656,"searchDepth":657,"depth":657,"links":658},"",2,[659,660,661,662],{"id":573,"depth":657,"text":574},{"id":598,"depth":657,"text":599},{"id":614,"depth":657,"text":615},{"id":627,"depth":657,"text":628},"Using the baker in the scan and high-poly pipeline: baking tiling textures, baking high-poly meshes onto lean targets, and injecting tiling textures at the trunk-extension boundary.","md",{"tags":666,"sidebar":673},[667,668,669,670,671,672],"natsura","scans","baking","tiling","highpoly","workflow",{"label":134},true,{"title":158,"description":663},"wDGqlEI_vpm3l1nSAN65Qz_IS7aGZh-KzqTQ6FFOeSE",[678,680],{"title":154,"path":155,"stem":156,"description":679,"children":-1},"Extend scanned, sculpted, or otherwise hand-crafted hero trunks with procedurally-generated branches and roots.",{"title":162,"path":167,"stem":168,"description":681,"children":-1},"How Natsura handles hierarchies of packed instances. The structure that lets a single tree be made of many cached, instanced parts and still end up correctly meshed, rigged, and exportable.",1780555291895]