Surface Resource
Surface Resource holds the material for a surface: Colour, Normal and Roughness textures, a Tint, and optional displacement. Wire it into a Surface Decoration's first input to texture the trunk and branches, or drag it onto a row under Materials on an Assembly Resource (Material on Import Assembly) to texture a kit. Create Graft Mesh can also take one, with Texture Mode set to Resource. Keeping the material apart from the meshing means one Surface Resource can serve several trees. Place one from the toolbar's Import menu.
Resource Name defaults to the node's name. The Unreal export names the materials it creates after the Surface Resource unless you rename them; see Export Unreal Nanite Assembly. Select Input previews the material on a Grid or a Tube.
Displacement
Turn on Use Displacement, then set Displacement Texture, Scale, Offset and Quality. Displacement moves the mesh rather than shading it, so it shows only where the Surface Decoration gives the mesh enough resolution.
Editing the textures
Double-click the Surface Resource to go inside, to a Copernicus network that takes your textures in. See Copernicus.
Surface Decoration
Surface Decoration meshes the trunk and branches by sweeping a profile along each strand, sized by its width, with UVs, displacement and the material from a Surface Resource.
Surface Wizard
Surface Wizard is the meshing step inside the older Surface Decoration 1.0. It is hidden from the Tab menu and kept for older scenes.