Overview

What Natsura is, who it is for, and where to start in the docs.
This page is still being worked on. Images and clips are coming soon.

Natsura is a toolkit for growing trees, shrubs, grasses and other plants inside Houdini. It is a general growing system, so it can be used for more than plants.

You build a graph that describes how a plant grows, and Natsura grows it in a simulation, from the point of view of a bud that elongates and splits. You are not modelling a skeleton and scattering geometry on it. Alongside the simulation there are parametric controls, mapping and effectors for shaping, and direct controls in the viewport.

The graph is not the usual Houdini chain where each node changes some geometry. It only becomes geometry at the end, in a Simulate. Because the whole plant grows together, branches appear at the right time and can respond to each other, instead of each layer seeing only the layers made before it.

New here? Install Natsura, find your way around the Interface, then grow Your First Tree.

Who it's for

Natsura is for artists who want to model foliage procedurally without leaving Houdini, working in the viewport and on parameters; for technical artists who want to compose the underlying nodes and VEX into new growth behaviour; and for studios building libraries of plants for game engines.

Core concepts

Most people start with simulation and shaping and pick up the rest as they need it.

Simulation

The growth graph, the core nodes, and variation.

Shaping

Mapping, effectors, the environment, and the interactive tools for shaping by hand.

Trunks & Meshing

Turning the grown skeleton into geometry with decorations, bark and scans.

Foliage & Instancing

Leaves, canopies, and the instanced assemblies they are built from.

Getting started

Installation

Install Natsura on Windows, Linux or macOS with the bundled setup script.

Interface

The first-run questions, the Natsura desktop, the Guide, the toolbars and the Natsura menu.

Your First Tree

Grow, mesh, decorate and shape a tree from an empty scene.

Features

Mapping

Drive a parameter from an attribute, so it varies across the tree.

Effectors

Directional influences, such as gravity, magnets and noise, that steer growth and pose parts.

Decorations

Meshing processes you assign to parts of the tree.

Trait System

How Natsura picks which library part goes where, by matching traits.

Materials

Bark and leaf surfaces, baked high-poly detail, and the Copernicus pass.

Atlas Workflow

Turn 2D leaf and texture atlases into parts for meshing.

Scan Workflow

Start from scanned or sculpted geometry and extend it procedurally.

Assembly Workflow

Libraries of rigged, instanced parts that still mesh, rig and export correctly.

Going further

Take Your Tree to Unreal covers the Nanite Skeletal Assembly export and wind.

Extend Natsura is for technical artists: your own decorations, VEX effectors and maps, and your own tools built from the core nodes.

Install & Upgrade covers the ways to install and how upgrading works. For problems, start with Common Issues and Troubleshooting. The FAQ covers what Natsura needs and how licensing works, Commercial Use covers paid work, and Support says how to reach us.

The Node Reference lists every documented node.