Surface Decoration
Generates skin or bark geometry for the skeleton.
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
- Input 0 — Graph The growth graph.
- Output — Graph The graph with surface generation instructions.
Parameters
Meshing
- Divisions: Radial resolution of the tube.
- Adaptive: Optimize polygon count based on curvature.
UVs
- Scale: Tiling factor for textures.
- Offset: Shift UVs.
Displacement
- Texture: Path to a height map.
- Strength: Displacement amount.
Attributes
- Consumes:
width,P,orient. - Generates:
uv,N(normals) on the output mesh.
Workflow
- Connect Surface Decoration to the Decoration socket of a Grow node (usually the Trunk).
- Simulate the graph.
- The output will include the generated mesh.
Related Nodes
| Node | Relationship |
|---|---|
| Trunk Decoration | Specialized version for main trunks |
| Simulate | Performs the actual meshing |