Natsura Surface Decoration
Generates skin or bark geometry for the skeleton.
This node is deprecated. It may be removed in a future release.
- Meshing: Converts the line graph into a watertight tube mesh.
- UVs: Automatically generates UV coordinates for textures.
- Displacement: Supports noise-based displacement for bark detail.
width attribute calculated during growth.Inputs
Graph: The growth graph.Parameters
Meshing
Divisions : Radial resolution of the tube. Higher values produce smoother cross-sections at the cost of polygon count.Adaptive : Optimize polygon count based on curvature. Reduces geometry on straight sections while preserving detail on curves.UVs
Scale : Tiling factor for textures. Controls how many times the texture repeats along the branch.Offset : Shift UVs. Use this to offset the texture position on the mesh.Displacement
Texture : Path to a height map. The texture is used to displace the surface for bark-like detail.Strength : Displacement amount. Controls how strongly the height map affects the surface geometry.Related
- Trunk Decoration Node — Specialized version for main trunks with enhanced UV and displacement controls.
- Cluster Decoration Node — Attaches external meshes (leaves, flowers) rather than skinning the branch.
- Core Decoration Node — Base decoration node for custom decoration logic.
- Simulate Node — Performs the actual meshing by executing decoration instructions.
- Grow Node — Defines where decorations are applied via Decoration sockets.
- Connect Surface Decoration to the Decoration socket of a Grow node (usually the Trunk).
- Simulate the graph.
- The output will include the generated mesh with UVs and normals.
- Consumes:
width,P,orientattributes from the skeleton. - Generates:
uv,N(normals) on the output mesh. - For the main trunk where texture fidelity and silhouette are most critical, consider using the specialized Trunk Decoration instead.