Create Graft Mesh
Create Graft Mesh turns an imported scan into the mesh that procedural growth attaches to. It remeshes the scan (or keeps its own mesh), rounds off the open ends you picked, and thins the polygons towards those ends so the procedural branches start at a matching density. It's on the Natsura toolbar under Scans, and sits between Import Highpoly and Bake in the scan workflow.
Wiring
Wire Import Highpoly's Proxy output into the first input and its Profiles output into the second. Then wire Create Graft Mesh's first two outputs into the first two inputs of Bake, and Bake into the Mesh input of a Trunk Decoration. The Simple Scan Extension example is wired this way.
Remesh
Mode is Remesh by default, which rebuilds the whole trunk from the scan. Use Existing Mesh keeps the scan's own mesh and UVs and only works on the ends, which suits a scan that's already clean.
Mesh Graft
Flatten Ends (on by default) gives each open end a clean, round start for the procedural tube. Graft Seam % Polys sets how far the polygon count drops towards the ends; the density at the end sets the density of the procedural extension. Graft Blend Region sets the distance over which the reduction and the texture blend happen: a longer region gives a smoother drop in polygons and stretches the blended texture over a larger area.
UVs
UV Unwrap (off by default) gives the mesh new UVs with Natsura's auto UV, which groups the surface into clusters and makes one UV island per cluster. The defaults work in most cases; clusters is the setting you'll most often change.
Graft Textures
The ends of the graft mesh get the same tiling bark texture as the procedural branches, baked into the scan's own texture so the join doesn't show. This saves a blending shader in the engine. Texture Mode picks where the tiling texture comes from: Textures takes colour, roughness, normal and height images, and Resource points at a Surface Resource instead. Use the same bark as the procedural trunk.
Status
Graft Mode is fixed on Baked Blend for now; Shader Blend and Mesh Blend are not built yet.
Export Unreal Nanite Assembly
Export Unreal Nanite Assembly sends one tree, or a whole library of trees, to Unreal as Nanite Skeletal Assemblies: a USD folder with shared parts, one layer per tree, and a wind file per tree.
Gravity Effector
Gravity Effector is one direction, the same everywhere on the tree, for growth with or against gravity. Experimental.