Scan Material

Scan Material assigns textures to a scan and lets you edit them in Copernicus before they're baked.

Scan Material assigns textures to a scan and lets you edit them in Copernicus. Import Highpoly uses it inside (its Material folder is this node's textures), and so does Create Graft Mesh, for the graft textures. Place it yourself to change a scan's material later in the chain.

Textures

Source Textures takes a Colour, Roughness, Normal and Height image. Edit Textures takes you into the Copernicus network inside the node, where you can grade the colour, adjust the normals and so on; double-clicking the node does the same. Reload Textures picks up changed files.

Each channel has a Source or Output switch. Source uses the image as it is. Output uses your edited version, which the channel's Render button writes to disk, to the Render Directory with the Render Name and Render Format under Render Settings.

visualize, under Display Settings, switches the viewport between the point cloud proxy and the full mesh.

Copernicus covers editing materials in Copernicus, and Scans the workflow the node belongs to.

Status

Scan Material is experimental.