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Export folders and naming with optional versions, materials you can rename or link to ones already in Unreal.  Assembly Decoration has had part picking reworked. Ongoing work to improve backwards compatability.",{"type":574,"value":575,"toc":1120},"minimark",[576,581,586,590,593,597,600,603,607,614,617,620,623,626,630,633,636,639,642,648,652,655,661,664,668,671,675,678,681,684,687,690,693,696,699,703,706,709,719,723,729,815,818,822,848,852,860,865,876,880,885,932,936,950,954,959,970,973,978,986,990,995,1006,1010,1021,1025,1045,1049,1069,1073],[577,578,580],"h2",{"id":579},"workflow-changes","Workflow Changes",[582,583,585],"h3",{"id":584},"houdini-22","Houdini 22",[587,588,589],"p",{},"The Unreal Nanite export now works in Houdini 22. Houdini 22 replaced the Instancer LOP the export is built on with its new Copy to Points LOP, and exports made there lost their instanced parts, so trees reached Unreal without their leaves. They now come through complete, and the export works the same way in Houdini 20.5, 21 and 22.",[587,591,592],{},"Clicking a project in the Project Browser no longer errors in Houdini 22 either.",[582,594,596],{"id":595},"unreal-nanite-export","Unreal Nanite Export",[587,598,599],{},"As of 0.7.3, the Unreal Nanite assembly pipeline is no longer experimental and is feature complete, at least until Epic makes us fix it again.",[587,601,602],{},"The export node now has a Simplified mode that shows what every export needs and leaves the rest on defaults. Advanced shows everything else. Output Preview lists the files and the Unreal assets you will get, before you save.",[604,605],"video-player",{"src":606},"https:\u002F\u002Fmedia.natsura.com\u002Fcb9a1f40-c410-42bb-89be-f6f98545498e.mp4",[587,608,609],{},[610,611],"img",{"alt":612,"src":613},"Output Preview on the export node, listing the files on disk and the Unreal assets for the oak","https:\u002F\u002Fmedia.natsura.com\u002F2d783230-3ab6-4afe-b51d-aaa8f17d46eb.png",[587,615,616],{},"Each export gets its own folder, named after its Name, with an optional Version so a new version never overwrites the last. The files, meshes, skeletons and materials are all named from it too.",[587,618,619],{},"Materials used to come through as an automatic principled shader. Now you can rename them, or link to a material that already exists in your Unreal project.",[587,621,622],{},"Save to Disk now checks the export first. Anything that would break the import in Unreal stops the save and tells you which joint or part is at fault, and smaller things, like a default name or a missing texture, ask before saving anyway.",[587,624,625],{},"Bones now point along their branches, which is what Unreal's Dynamic Wind expects. Before, branches on opposite sides of a tree could bend in opposite directions in the same wind. Thanks to the member of our Discord who tracked this down and shared it with us. Parts also no longer float away from their branches.",[582,627,629],{"id":628},"wind","Wind",[587,631,632],{},"Wind Config gives you more control over how each layer moves. You set Stiffness, and how much each joint moves comes from its stiffness and the width of its branch, so thin twigs move and thick limbs hold. You can carve each layer by width, or by distance from the root or the tips.",[604,634],{"src":635},"https:\u002F\u002Fmedia.natsura.com\u002Fbfbbfd54-a2df-421d-aea8-367ac33bccb9.mp4",[604,637],{"src":638},"https:\u002F\u002Fmedia.natsura.com\u002F4c8952d0-27cd-40ce-bf46-a582ee387db6.mp4",[587,640,641],{},"It is all translated to Unreal automatically, and you can override it per layer on the export node if you want to. The Wind Config preview now uses the Wind Environment.",[587,643,644],{},[610,645],{"alt":646,"src":647},"The export node's Wind section, with Override on and the values Unreal receives for each layer","https:\u002F\u002Fmedia.natsura.com\u002F04beeb14-ac7d-448f-8430-c3283f161a17.jpg",[582,649,651],{"id":650},"assembly-decoration-traits","Assembly Decoration Traits",[587,653,654],{},"The trait chart has been reworked. Add Selection Trait picks any attribute on the tree or makes a new trait, and each trait row has a menu to classify parts, put the trait on the chart, or replace it.",[587,656,657],{},[610,658],{"alt":659,"src":660},"Add Selection Trait, listing the skeleton attributes a trait can come from","https:\u002F\u002Fmedia.natsura.com\u002Ff9cb237e-909d-465c-8997-d26b6a26376a.png",[604,662],{"src":663},"https:\u002F\u002Fmedia.natsura.com\u002Ff1397b63-b34d-46de-b185-4298f803579e.mp4",[582,665,667],{"id":666},"older-scenes","Older Scenes",[587,669,670],{},"Scenes from 0.5 and 0.6 now upgrade much closer to how they looked when they were made. Older scenes keep the random numbers they grew with, effectors and assembly libraries carry over, and scan trunks sit on their extensions again.",[577,672,674],{"id":673},"the-path-to-08","The Path to 0.8",[587,676,677],{},"Our focus is now on Trunk Meshing, which will be unveiled soon. We've been building geometry processing utilities for it, such as our own sweep and resample.",[587,679,680],{},"The path to 0.8 also includes new meshing features, better branch joints, scatters and decals.",[587,682,683],{},"Beyond meshing, we're working on two new core nodes, Select and Bud, to sit alongside Switch, Split, Grow and Repeat, as well as new mappings and effectors, improvements to the existing ones, and a few speed-ups along the way ;)",[587,685,686],{},"Also on the way: vertex colours and extra UV channels in the Unreal export, and much more learning content and examples.",[587,688,689],{},"We're making sure old scenes back to 0.5 open cleanly, so if you need help upgrading one, let us know. We're still tuning wind in Unreal, especially strong wind, and will keep adjusting the defaults.",[587,691,692],{},"The full list of changes is below. As always, please keep the feedback coming.",[587,694,695],{},"George",[697,698],"hr",{},[577,700,702],{"id":701},"full-changelog","Full Changelog",[587,704,705],{},"Scenes from older versions upgrade when they open, and the console lists what changed. Installing has not changed.",[582,707,585],{"id":708},"houdini-22-1",[710,711,712,716],"ul",{},[713,714,715],"li",{},"Unreal Nanite exports made in Houdini 22 keep their leaves and other instanced parts",[713,717,718],{},"Clicking a project in the Project Browser no longer errors",[582,720,722],{"id":721},"export-to-unreal","Export To Unreal",[587,724,725],{},[726,727,728],"strong",{},"Natsura Export Unreal Nanite Assembly",[710,730,731,734,737,740,743,746,749,752,755,758,761,764,767,770,773,776,779,782,785,788,791,794,797,800,803,806,809,812],{},[713,732,733],{},"A Simplified mode with only what every export needs, and an Advanced mode for the rest",[713,735,736],{},"An Output Preview of the files on disk, the Unreal assets, and the joint, instance and polygon counts",[713,738,739],{},"Name, and an optional Version, Prefix and Suffix, which name the folder, the files and every Unreal asset",[713,741,742],{},"A folder per export, named after its Name and optional Version, so a new version never overwrites the last",[713,744,745],{},"Parts named from an attribute, from one name numbered in order, or typed one by one",[713,747,748],{},"Each part comes into Unreal as its own skeletal mesh, with its own skeleton and physics asset",[713,750,751],{},"Materials you can create from the Surface Resource or the material, rename, or link to one already in Unreal",[713,753,754],{},"An optional material prefix and suffix",[713,756,757],{},"Each material shows how many parts use it and which textures it reads",[713,759,760],{},"Checks before every save: anything that would break the import stops Save to Disk and names the joint or part",[713,762,763],{},"Warnings before saving, such as a default name, an unused material or a missing texture",[713,765,766],{},"Save Wind Only, to rewrite just the wind files",[713,768,769],{},"A button beside Save to Disk that opens the export folder",[713,771,772],{},"Edit Wind Config on each wind layer",[713,774,775],{},"Return to Editing (SOPs), a Help button, and a tooltip on every parameter",[713,777,778],{},"Export (Solaris), which replaces Enter Solaris and shows the export's files and counts on the node",[713,780,781],{},"The Wind section shows what Unreal receives for each layer, with one Override for your own values",[713,783,784],{},"One wind file per tree, named after the export",[713,786,787],{},"The material, part and wind lists refresh by themselves",[713,789,790],{},"Bones run along their branches, as Unreal's Dynamic Wind expects",[713,792,793],{},"Parts no longer float in Unreal or fan out from the root",[713,795,796],{},"Joint names no longer start with a digit, which Unreal renamed",[713,798,799],{},"Part bindings are written correctly",[713,801,802],{},"A typed material name applies straight away",[713,804,805],{},"Material usage counts are correct",[713,807,808],{},"Houdini no longer crashes with the export's parameters open",[713,810,811],{},"Long labels no longer push buttons off the parameter pane",[713,813,814],{},"No more load warnings about unrecognised parameters",[582,816,629],{"id":817},"wind-1",[587,819,820],{},[726,821,555],{},[710,823,824,827,830,833,836,839,842,845],{},[713,825,826],{},"Influence comes from Stiffness and branch width, so thin twigs move and thick limbs hold",[713,828,829],{},"Carve by Width (the default), Root Distance or Tip Distance",[713,831,832],{},"Snap, to move a cut to the nearest fork",[713,834,835],{},"Response: Stiffness + Width, or Stiffness Only",[713,837,838],{},"Layer names, which the export lists and lets you override",[713,840,841],{},"Is Anchor is a toggle",[713,843,844],{},"The preview follows the Wind Environment, and Static holds the first frame",[713,846,847],{},"Tip Distance no longer pulls trunk joints into later layers",[587,849,850],{},[726,851,559],{},[710,853,854,857],{},[713,855,856],{},"Rebuilt: branches sway together, and only the thin tips flutter",[713,858,859],{},"Strength comes from the Wind Environment",[587,861,862],{},[726,863,864],{},"Wind In Unreal",[710,866,867,870,873],{},[713,868,869],{},"Each layer's influence comes from its joints, from the thick end to the thin end",[713,871,872],{},"Shift Top comes from how soft and thin each layer is",[713,874,875],{},"Stiffness below 1 now has an effect; trees exported with the earlier 0.7.3 previews should be exported again",[582,877,879],{"id":878},"assemblies-and-assembly-decoration","Assemblies And Assembly Decoration",[587,881,882],{},[726,883,884],{},"Natsura Assembly Decoration",[710,886,887,890,893,896,899,902,905,908,911,914,917,920,923,926,929],{},[713,888,889],{},"Add Selection Trait, to pick a skeleton attribute or create your own trait",[713,891,892],{},"A menu on each trait row, to classify parts, set the chart axes, update the range, rename, replace or remove",[713,894,895],{},"An editable range on skeleton traits, which the chart follows",[713,897,898],{},"New decorations start with an empty chart, and the first two traits you add fill it",[713,900,901],{},"New custom traits start at 1",[713,903,904],{},"Divisions has its own toggle, and 1 adds the midpoint",[713,906,907],{},"Maps on a decoration count levels from the part: Self is the part, Parent is the tree where it sits, and new maps start at Parent",[713,909,910],{},"Internodes spawn on trees without internode joints",[713,912,913],{},"Parent level maps read their values",[713,915,916],{},"Parent+1 and higher levels read the right branch on trees with more than one decoration",[713,918,919],{},"Mask no longer draws twice, which left some parts copied without their orientation",[713,921,922],{},"A part's random value no longer changes when the selection changes",[713,924,925],{},"Assemblies stay in the view when Mask spawns nothing",[713,927,928],{},"Pruning removes the right parts and leaves nothing floating",[713,930,931],{},"Picking an effector map no longer errors",[587,933,934],{},[726,935,344],{},[710,937,938,941,944,947],{},[713,939,940],{},"Normalize Scale for the chart display, toggled with N",[713,942,943],{},"An empty axis no longer collapses every part to 0",[713,945,946],{},"The classify state explains how to add a trait when there are none",[713,948,949],{},"The trait picker leaves out attributes that cannot be matched",[582,951,953],{"id":952},"growth-and-simulation","Growth And Simulation",[587,955,956],{},[726,957,958],{},"Natsura Simulate",[710,960,961,964,967],{},[713,962,963],{},"A Random setting: 1 (legacy) for scenes made before 0.6.1, 2 (current) for everything since",[713,965,966],{},"Parts stay on their joints after pruning with Export Rig",[713,968,969],{},"Joint names that start with a digit now stop with a clear error",[582,971,82],{"id":972},"decorations",[587,974,975],{},[726,976,977],{},"Decoration Previews",[710,979,980,983],{},[713,981,982],{},"Preview trees no longer arrive empty",[713,984,985],{},"Previews list the curated attributes",[582,987,989],{"id":988},"mapping-and-effectors","Mapping And Effectors",[587,991,992],{},[726,993,994],{},"Natsura Map",[710,996,997,1000,1003],{},[713,998,999],{},"Map from Attribute on a decoration lists the tree attributes, then the placed parts' own",[713,1001,1002],{},"The attribute menu is shorter and opens much faster",[713,1004,1005],{},"Maps on a decoration have a preview and an attribute list",[582,1007,1009],{"id":1008},"help-and-guides","Help And Guides",[710,1011,1012,1015,1018],{},[713,1013,1014],{},"A rewritten guide for Export Unreal Nanite Assembly",[713,1016,1017],{},"Updated guides for Wind Config and Assembly Decoration",[713,1019,1020],{},"Updated help pages for Wind Config, Wind Previs, the export, Assembly Decoration and Classify",[582,1022,1024],{"id":1023},"scene-upgrades","Scene Upgrades",[710,1026,1027,1030,1033,1036,1039,1042],{},[713,1028,1029],{},"Scenes made before 0.6.1 open with Random set to 1, so their trees branch as they did",[713,1031,1032],{},"0.6 scenes keep their look: Grow maps are adjusted for how 0.7 counts modules, and Simulate post-processing is off, as it was in 0.6",[713,1034,1035],{},"Grow's Spawn Offset is set to 0 where it was left at the old default",[713,1037,1038],{},"Effector rows that followed an effector by name, such as a Deflection Effector, carry over",[713,1040,1041],{},"Old assembly libraries are re-packed in the current format, with their traits",[713,1043,1044],{},"Settings on the export node and Wind Config move to their new places",[582,1046,1048],{"id":1047},"regressions-fixed","Regressions Fixed",[710,1050,1051,1054,1057,1060,1063,1066],{},[713,1052,1053],{},"Scan trunks were turned 90 degrees since 0.7.2, so the extension sat beside the scan",[713,1055,1056],{},"Scenes opened while Houdini was starting up could lose their Grow settings",[713,1058,1059],{},"A Grow wired straight into a Simulate produced nothing",[713,1061,1062],{},"Upgrading old scenes in a batch session, such as on a render farm, could fail",[713,1064,1065],{},"The wind file was not always written when exporting a Nanite assembly",[713,1067,1068],{},"Pivot Edit, Assembly Resource and the other assembly tools could error when used before a Simulate had cooked",[582,1070,1072],{"id":1071},"known-issues","Known Issues",[710,1074,1075,1078,1081,1084,1087,1090,1093,1096,1099,1102,1105,1108,1111,1114,1117],{},[713,1076,1077],{},"Wind at strong settings still needs tuning in Unreal; if branches curl, lower the Wind Environment's Strength",[713,1079,1080],{},"Wind Config: Snap treats parts as forks, so it can stop early near parts",[713,1082,1083],{},"Wind Config: scenes saved in the 0.7.3 previews with Carve set to Width may open on Tip Distance",[713,1085,1086],{},"Export: changing Name or Version is slow on big trees",[713,1088,1089],{},"Export: extra UV sets and vertex colours are not exported yet",[713,1091,1092],{},"Unreal: if materials come in unassigned, import into an empty folder or untick Reuse Existing Materials",[713,1094,1095],{},"Unreal: materials made from the default USD material have no two-sided foliage or subsurface, so set one up in Unreal and link it",[713,1097,1098],{},"Unreal: some parts can float off after an import, and restarting Unreal usually fixes it",[713,1100,1101],{},"Unreal: several imports in a row can crash Unreal, so restart it between batches",[713,1103,1104],{},"Surface Decoration: Spiral Inherit and None can look the same",[713,1106,1107],{},"Classify: a Classify on its own can error on its default links",[713,1109,1110],{},"Assembly Decoration: after Replace With, the chart axis can keep the old trait",[713,1112,1113],{},"Parts on the chart or in the view sometimes display wrongly, and toggling the display flag fixes it",[713,1115,1116],{},"Grow: mapping Growth Percentage from its own U reads the parent's U",[713,1118,1119],{},"The wind preview can stop after Simplify Tree Rig and Skin, and restarting Houdini may fix it",{"title":1121,"searchDepth":1122,"depth":1122,"links":1123},"",2,[1124,1132,1133],{"id":579,"depth":1122,"text":580,"children":1125},[1126,1128,1129,1130,1131],{"id":584,"depth":1127,"text":585},3,{"id":595,"depth":1127,"text":596},{"id":628,"depth":1127,"text":629},{"id":650,"depth":1127,"text":651},{"id":666,"depth":1127,"text":667},{"id":673,"depth":1122,"text":674},{"id":701,"depth":1122,"text":702,"children":1134},[1135,1136,1137,1138,1139,1140,1141,1142,1143,1144,1145],{"id":708,"depth":1127,"text":585},{"id":721,"depth":1127,"text":722},{"id":817,"depth":1127,"text":629},{"id":878,"depth":1127,"text":879},{"id":952,"depth":1127,"text":953},{"id":972,"depth":1127,"text":82},{"id":988,"depth":1127,"text":989},{"id":1008,"depth":1127,"text":1009},{"id":1023,"depth":1127,"text":1024},{"id":1047,"depth":1127,"text":1048},{"id":1071,"depth":1127,"text":1072},"2026-10-12","v0.7.3.0","0.7.3.0",{"src":1150},"https:\u002F\u002Fmedia.natsura.com\u002F3a5894d7-a752-4610-bce7-f6a769d0ead6.png",{},true,{"title":571,"description":572},{"loc":568},[1156,1161],{"title":1157,"path":1158,"stem":1159,"description":1160},"Natsura  0.7.2.2","\u002Fchangelog\u002F0-7-2-2","changelog\u002F0-7-2-2","Natsura 0.7.2.2 is a bug fix release. The Edit Pivots tool opens again in Pivot Edit, Assembly Resource and Import Assembly. Pivot Edit no longer errors when a scene is first opened, and Import Props and Seed Points work again.",null,1791823853389]