Surface Resource

Defines the material a Surface Decoration applies to the tree: colour, normal, roughness, displacement, and tint, packaged as a reusable resource.

Surface Resource packages a surface material (colour, normal, roughness, displacement, and a tint) into a reusable resource that a Surface Decoration applies to the meshed trunk and branches. The meshing and the look are authored independently, so the same material can be shared across trees and the same skeleton can be re-skinned with a different look. It is found under the toolbar's Import group.

The surface material system is an active area of development; it will do more in future releases. Today it covers the standard PBR channels plus displacement.

Visual pending.

Inputs

  • Input 1: Surface Material. The material to package (the shader/material network whose channels the resource exposes).
  • Input 2: Surface Cross Sections. Optional cross-section geometry used by the surface generation.

Parameters

ParameterDescription
Select InputWhich input to preview / operate on.
ScaleOverall scale for the resource.
Resource NameThe name this resource is registered under, so a Surface Decoration can reference it.

Surface Material

ParameterDescription
TintA colour tint applied over the material.
ColourBase colour map.
NormalNormal map.
RoughnessRoughness map.

Displacement

ParameterDescription
Use DisplacementToggle displacement on.
Displacement TextureHeight map driving the displacement.
ScaleDisplacement strength.
OffsetDisplacement offset.
QualityDisplacement resolution / quality.

See also: Surface Materials · Surface Decoration · Assembly Resource · Decorations (overview)