Surface Decoration

Generates skin or bark geometry for the skeleton.

The Surface Decoration node skins the plant skeleton. It takes the growth graph, sweeps a tube profile along the curves (respecting the width attribute), and produces a watertight mesh with UVs and displacement carried to the Simulate.

Inputs

InputDescription
Input 0: GraphThe growth graph.

Attributes

AttributeDescription
widthConsumed to drive the swept tube radius.
PConsumed position along the curves.
orientConsumed orientation along the curves.

Outputs

OutputDescription
Output: GraphThe graph with surface generation instructions.

Intrinsics

AttributeDescription
uvUVs on the output mesh.
NNormals on the output mesh.

Parameters

Meshing

ParameterDescription
DivisionsRadial resolution of the tube. Higher values produce smoother cross-sections at the cost of polygon count.
AdaptiveOptimise polygon count based on curvature. Reduces geometry on straight sections while preserving detail on curves.

UVs

ParameterDescription
ScaleTiling factor for textures. Controls how many times the texture repeats along the branch.
OffsetShift UVs. Use this to offset the texture position on the mesh.

Displacement

ParameterDescription
TexturePath to a height map. The texture is used to displace the surface for bark-like detail.
StrengthDisplacement amount. Controls how strongly the height map affects the surface geometry.

Notes

  • For the main trunk, where texture fidelity and silhouette matter most, use the specialised Trunk Decoration instead.

See also: Surface decoration (feature) · Trunk Decoration · Cluster Decoration · Core Decoration