Surface Decoration

Generates skin or bark geometry for the skeleton.

The Surface Decoration node generates the skin (mesh) for the plant skeleton.

  • Meshing: Converts the line graph into a watertight tube mesh.
  • UVs: Automatically generates UV coordinates for textures.
  • Displacement: Supports noise-based displacement for bark detail.

Concept

From Lines to Tubes The simulation produces a wireframe skeleton. Surface Decoration turns this into renderable geometry by sweeping a profile along the curves, respecting the width attribute calculated during growth.


Inputs

  • Input 0 — Graph The growth graph.
  • Output — Graph The graph with surface generation instructions.

Parameters

Meshing

  • Divisions: Radial resolution of the tube.
  • Adaptive: Optimize polygon count based on curvature.

UVs

  • Scale: Tiling factor for textures.
  • Offset: Shift UVs.

Displacement

  • Texture: Path to a height map.
  • Strength: Displacement amount.

Attributes

  • Consumes: width, P, orient.
  • Generates: uv, N (normals) on the output mesh.

Workflow

  1. Connect Surface Decoration to the Decoration socket of a Grow node (usually the Trunk).
  2. Simulate the graph.
  3. The output will include the generated mesh.

NodeRelationship
Trunk DecorationSpecialized version for main trunks
SimulatePerforms the actual meshing