Natsura Surface Decoration

Generates skin or bark geometry for the skeleton.
This node is deprecated. It may be removed in a future release.
The Surface Decoration node generates the skin (mesh) for the plant skeleton.
  • 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.
== Concept ===== From Lines to Tubes ===The simulation produces a wireframe skeleton. Surface Decoration turns this into renderable geometry by sweeping a profile along the curves, respecting the 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.
  • 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.
@workflow== Workflow ==
  1. Connect Surface Decoration to the Decoration socket of a Grow node (usually the Trunk).
  2. Simulate the graph.
  3. The output will include the generated mesh with UVs and normals.
@notes
  • Consumes: width, P, orient attributes 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.