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Today it covers the standard PBR channels plus displacement.",[584,585,586],"blockquote",{},[563,587,588,592],{},[589,590,591],"em",{},"Visual pending."," ",[594,595,597],"h2",{"id":596},"inputs","Inputs",[599,600,601,608],"ul",{},[602,603,604,607],"li",{},[566,605,606],{},"Input 1: Surface Material."," The material to package (the shader\u002Fmaterial network whose channels the resource exposes).",[602,609,610,613],{},[566,611,612],{},"Input 2: Surface Cross Sections."," Optional cross-section geometry used by the surface generation.",[594,615,617],{"id":616},"parameters","Parameters",[619,620,621,634],"table",{},[622,623,624],"thead",{},[625,626,627,631],"tr",{},[628,629,630],"th",{},"Parameter",[628,632,633],{},"Description",[635,636,637,646,654],"tbody",{},[625,638,639,643],{},[640,641,642],"td",{},"Select Input",[640,644,645],{},"Which input to preview \u002F operate on.",[625,647,648,651],{},[640,649,650],{},"Scale",[640,652,653],{},"Overall scale for the resource.",[625,655,656,659],{},[640,657,658],{},"Resource Name",[640,660,661],{},"The name this resource is registered under, so a Surface Decoration can reference it.",[663,664,666],"h3",{"id":665},"surface-material","Surface Material",[619,668,669,677],{},[622,670,671],{},[625,672,673,675],{},[628,674,630],{},[628,676,633],{},[635,678,679,687,695,703],{},[625,680,681,684],{},[640,682,683],{},"Tint",[640,685,686],{},"A colour tint applied over the material.",[625,688,689,692],{},[640,690,691],{},"Colour",[640,693,694],{},"Base colour map.",[625,696,697,700],{},[640,698,699],{},"Normal",[640,701,702],{},"Normal map.",[625,704,705,708],{},[640,706,707],{},"Roughness",[640,709,710],{},"Roughness map.",[663,712,714],{"id":713},"displacement","Displacement",[619,716,717,725],{},[622,718,719],{},[625,720,721,723],{},[628,722,630],{},[628,724,633],{},[635,726,727,735,743,750,758],{},[625,728,729,732],{},[640,730,731],{},"Use Displacement",[640,733,734],{},"Toggle displacement on.",[625,736,737,740],{},[640,738,739],{},"Displacement Texture",[640,741,742],{},"Height map driving the displacement.",[625,744,745,747],{},[640,746,650],{},[640,748,749],{},"Displacement strength.",[625,751,752,755],{},[640,753,754],{},"Offset",[640,756,757],{},"Displacement offset.",[625,759,760,763],{},[640,761,762],{},"Quality",[640,764,765],{},"Displacement resolution \u002F quality.",[563,767,768,769,771,772,771,774,771,776],{},"See also: ",[570,770,122],{"href":123}," · ",[570,773,89],{"href":520},[570,775,285],{"href":286},[570,777,778],{"href":86},"Decorations (overview)",{"title":780,"searchDepth":781,"depth":781,"links":782},"",2,[783,784],{"id":596,"depth":781,"text":597},{"id":616,"depth":781,"text":617,"children":785},[786,788],{"id":665,"depth":787,"text":666},3,{"id":713,"depth":787,"text":714},"Defines the material a Surface Decoration applies to the tree: colour, normal, roughness, displacement, and tint, packaged as a reusable resource.","md",{"context":792,"internal":793,"since":794,"tags":795,"sidebar":801,"category":802},"sop","natsura::surface_resource::1.0","20.5",[796,797,798,799,800],"natsura","decoration","surface","material","resource",{"label":523},"Decoration",true,{"title":523,"description":789},"j9Z-2ddc-1u2IijpIf9Kw49P-qefFRkQUlRYWWCfFN0",[807,809],{"title":89,"path":520,"stem":521,"description":808,"children":-1},"Generates skin or bark geometry for the skeleton.",{"title":527,"path":528,"stem":529,"description":810,"children":-1},"High-level wrapper for preparing surface-decoration input geometry. Handles resampling, simplification, subdivision, decimation, width smoothing, and end-cap treatment in one node.",1780555278590]