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Wizard","\u002Fdocs\u002Fnodes\u002Fsurface-wizard","1.docs\u002F7.Nodes\u002Fsurface-wizard",{"title":531,"path":532,"stem":533},"Switch","\u002Fdocs\u002Fnodes\u002Fswitch","1.docs\u002F7.Nodes\u002Fswitch",{"title":535,"path":536,"stem":537},"Treeparameterize","\u002Fdocs\u002Fnodes\u002Ftreeparameterize","1.docs\u002F7.Nodes\u002Ftreeparameterize",{"title":93,"path":539,"stem":540},"\u002Fdocs\u002Fnodes\u002Ftrunk-decoration","1.docs\u002F7.Nodes\u002Ftrunk-decoration",{"title":542,"path":543,"stem":544},"Unreal Wizard (Deprecated)","\u002Fdocs\u002Fnodes\u002Funreal-wizard","1.docs\u002F7.Nodes\u002Funreal-wizard",{"title":546,"path":547,"stem":548},"Wind Config","\u002Fdocs\u002Fnodes\u002Fwind-config","1.docs\u002F7.Nodes\u002Fwind-config",{"title":550,"path":551,"stem":552},"Wind Previs","\u002Fdocs\u002Fnodes\u002Fwind-previs","1.docs\u002F7.Nodes\u002Fwind-previs",{"title":554,"path":555,"stem":556},"Wrangle","\u002Fdocs\u002Fnodes\u002Fwrangle","1.docs\u002F7.Nodes\u002Fwrangle",{"id":558,"title":81,"body":559,"description":1282,"extension":1283,"meta":1284,"navigation":1285,"path":86,"seo":1286,"stem":87,"__hash__":1287},"docs\u002F1.docs\u002F3.features\u002F03.decorations\u002F01.overview.md",{"type":560,"value":561,"toc":1262},"minimark",[562,567,576,579,592,599,602,606,613,616,634,641,643,647,650,662,668,670,674,727,730,732,736,739,765,768,779,781,785,788,820,822,826,829,856,862,865,867,871,877,880,888,891,899,901,905,908,957,963,965,968,973,976,990,993,1011,1018,1021,1023,1027,1029,1040,1043,1055,1061,1063,1067,1070,1089,1092,1115,1125,1127,1131,1137,1139,1143,1146,1153,1161,1164,1175,1178,1180,1184,1249,1251,1255],[563,564,566],"h2",{"id":565},"what-decorations-do","What Decorations Do",[568,569,570,571,575],"p",{},"A decoration is a self-contained meshing process you ",[572,573,574],"strong",{},"assign directly to parts of the skeleton",", using the same UI that defines growth. Assign a surface decoration to a Grow and it skins those branches; assign an assembly decoration and it places foliage on them. The meshing travels with the structure, instead of living in SOPs wired downstream of the Simulate.",[568,577,578],{},"Working this way gives you:",[580,581,582,586,589],"ul",{},[583,584,585],"li",{},"Cleaner growth graphs that stay about structure.",[583,587,588],{},"A layered view: structure → meshing → LOD\u002Fvariants.",[583,590,591],{},"Controlled, optimised execution handled by Natsura.",[568,593,594],{},[595,596],"img",{"alt":597,"src":598},"Drag-and-drop foliage meshing workflow in the Natsura Houdini foliage tool","\u002Ffeatures\u002Fgifs\u002Fdraganddrop_a.gif",[600,601],"hr",{},[563,603,605],{"id":604},"what-decorations-are","What Decorations Are",[568,607,608,609,612],{},"Decorations are Natsura's ",[572,610,611],{},"meshing layer"," built on compiled SOP graphs.",[568,614,615],{},"Each decoration is:",[580,617,618,621,628],{},[583,619,620],{},"A SOP network that turns internodes + attributes into geometry.",[583,622,623,624,627],{},"Compiled and wrapped so ",[625,626,512],"a",{"href":513}," can invoke it efficiently.",[583,629,630,631,633],{},"Assigned from nodes like ",[572,632,388],{},", rather than via ad-hoc SOP branches.",[568,635,636,637,640],{},"They don't affect how plants grow.",[638,639],"br",{},"\nThey decide how that growth is represented: trunks, clusters, shells, proxies, LODs, etc.",[600,642],{},[563,644,646],{"id":645},"where-decorations-fit","Where Decorations Fit",[568,648,649],{},"Typical flow:",[651,652,653,656,659],"ol",{},[583,654,655],{},"Build a growth graph with Grow \u002F Split \u002F Repeat \u002F Switch \u002F Wrangle.",[583,657,658],{},"Run Simulate to get a skeleton and attributes.",[583,660,661],{},"Let Decorations run as post-processes inside the same Simulate pass.",[568,663,664,665,667],{},"You can still export the skeleton and mesh it manually with SOPs when needed.",[638,666],{},"\nDecorations are for reusable, shareable, predictable meshing.",[600,669],{},[563,671,673],{"id":672},"using-decorations","Using Decorations",[651,675,676,684,703,711,719],{},[583,677,678,681,683],{},[572,679,680],{},"Finish growth",[638,682],{},"\nGet a skeleton you're happy with.",[583,685,686,689,691,692],{},[572,687,688],{},"Attach decorations",[638,690],{},"\nOn relevant nodes:",[580,693,694,697,700],{},[583,695,696],{},"Trunk \u002F surface decoration for the woody structure.",[583,698,699],{},"Assembly decoration for foliage (the default); cluster decoration for mesh-deformation cases.",[583,701,702],{},"Optional collision \u002F LOD \u002F proxy decorations.",[583,704,705,708,710],{},[572,706,707],{},"Adjust parameters",[638,709],{},"\nUse decorator UIs for thickness, noise, density, asset choice, etc.",[583,712,713,716,718],{},[572,714,715],{},"Layer and swap",[638,717],{},"\nStack multiple decorators on the same skeleton, or swap them for different looks \u002F pipelines.",[583,720,721,724,726],{},[572,722,723],{},"Export or iterate",[638,725],{},"\nExport meshes, or refine growth and decorations independently.",[568,728,729],{},"You think in terms of layers on a structure, not in terms of streams and groups.",[600,731],{},[563,733,735],{"id":734},"what-decorations-enable","What Decorations Enable",[568,737,738],{},"Decorations let you:",[580,740,741,748,751],{},[583,742,743,744,747],{},"Keep growth graphs about ",[572,745,746],{},"structure and logic",".",[583,749,750],{},"Reuse meshing setups across assets and projects.",[583,752,753,754],{},"Swap styles and representations without touching growth:\n",[580,755,756,759,762],{},[583,757,758],{},"Different bark styles.",[583,760,761],{},"Different cluster sets \u002F atlases.",[583,763,764],{},"Different LOD and proxy stacks.",[568,766,767],{},"Evaluation stays:",[580,769,770,773,776],{},[583,771,772],{},"Deferred.",[583,774,775],{},"Partial.",[583,777,778],{},"As independent as possible between decorations.",[600,780],{},[563,782,784],{"id":783},"the-decoration-types","The decoration types",[568,786,787],{},"Each decoration family has its own page covering how it is used. Follow through to the node from each for the parameters.",[789,790,791,799,806,813],"card-group",{},[792,793,796],"card",{"icon":794,"title":795,"to":90},"i-lucide-layers","Surface",[568,797,798],{},"Skin the skeleton into trunk and branch surfaces.",[792,800,803],{"icon":801,"title":802,"to":94},"i-lucide-tree-pine","Trunk",[568,804,805],{},"Hero trunk surfacing, baked bark, and feedback into growth.",[792,807,810],{"icon":808,"title":809,"to":98},"i-lucide-leaf","Assembly",[568,811,812],{},"Place pre-rigged library pieces by trait. The default for foliage.",[792,814,817],{"icon":815,"title":816,"to":102},"i-lucide-layers-2","Cluster",[568,818,819],{},"Deform flat cluster assets along the skeleton.",[600,821],{},[563,823,825],{"id":824},"lods-and-variants","LODs and Variants",[568,827,828],{},"With decorators as modules, you can:",[580,830,831,845],{},[583,832,833,834],{},"Build separate stacks for:",[580,835,836,839,842],{},[583,837,838],{},"High-detail render output.",[583,840,841],{},"Simplified LODs (cards, reduced clusters, cheaper surfaces).",[583,843,844],{},"Gameplay proxies \u002F collisions.",[583,846,847,848],{},"Drive selection via:",[580,849,850,853],{},[583,851,852],{},"Attributes on the skeleton (LOD index, tags).",[583,854,855],{},"Export context or downstream tools.",[568,857,858],{},[595,859],{"alt":860,"src":861},"Optimized foliage mesh with even polygon distribution for games","\u002Foptimized.png",[568,863,864],{},"One growth graph, multiple representations.",[600,866],{},[563,868,870],{"id":869},"selection-and-routing","Selection and Routing",[568,872,873,874,876],{},"Decorations don't know \"species\" or \"biomes\".",[638,875],{},"\nThey run where they're told.",[568,878,879],{},"Routing is driven by:",[580,881,882,885],{},[583,883,884],{},"Attributes created in the growth graph (regions, generations, LOD ids, tags).",[583,886,887],{},"Logic that decides which decorator stack to use for which parts.",[568,889,890],{},"Short version:",[580,892,893,896],{},[583,894,895],{},"Growth decides where and what.",[583,897,898],{},"Decorations decide how it's meshed there.",[600,900],{},[563,902,904],{"id":903},"workflow","Workflow",[568,906,907],{},"A typical workflow:",[651,909,910,917,925,933,941,949],{},[583,911,912,914,916],{},[572,913,388],{},[638,915],{},"\nBuild and simulate until structure and silhouette work.",[583,918,919,922,924],{},[572,920,921],{},"Decorate structure",[638,923],{},"\nAdd a surface \u002F trunk decorator, tune bark and branch blending.",[583,926,927,930,932],{},[572,928,929],{},"Decorate foliage",[638,931],{},"\nAdd a cluster decorator, pick assets, tune density and variation.",[583,934,935,938,940],{},[572,936,937],{},"Add utilities",[638,939],{},"\nAdd collision \u002F proxy stacks and simplified LOD stacks if needed.",[583,942,943,946,948],{},[572,944,945],{},"Wire selection",[638,947],{},"\nUse attributes to choose which decorations run in which context.",[583,950,951,954,956],{},[572,952,953],{},"Export or loop back",[638,955],{},"\nExport meshes, or feed decorated results back into Natsura (roots, ivy, secondary growth).",[568,958,959],{},[595,960],{"alt":961,"src":962},"Large-scale forest generated with Natsura for Unreal Engine 5","\u002Fcoolant\u002Fcoolant_scale_example.gif",[600,964],{},[563,966,344],{"id":967},"core-decoration",[568,969,970,971,747],{},"All decorators are built on ",[572,972,344],{},[568,974,975],{},"Internally:",[580,977,978],{},[583,979,980,981,984,985],{},"On the growth side, an ",[572,982,983],{},"info stream"," is assigned to nodes like Grow.\n",[580,986,987],{},[583,988,989],{},"It holds paths to decoration graphs and metadata about where they apply.",[568,991,992],{},"Later, during Simulate, those paths are used to build several internal streams, such as:",[580,994,995,1002,1008],{},[583,996,997,998,1001],{},"A ",[572,999,1000],{},"graph stream"," containing the compiled meshing SOP network as geometry.",[583,1003,997,1004,1007],{},[572,1005,1006],{},"parms stream"," with primitives encoding parameter values.",[583,1009,1010],{},"Additional control streams.",[568,1012,1013,1014,1017],{},"These streams are then passed to an ",[572,1015,1016],{},"APEX graph"," and evaluated.",[568,1019,1020],{},"Stream splitting and merging still happens, but inside this framework instead of all over your scene.",[600,1022],{},[563,1024,1026],{"id":1025},"compiled-graphs","Compiled Graphs",[568,1028,615],{},[580,1030,1031,1037],{},[583,1032,997,1033,1036],{},[572,1034,1035],{},"compiled SOP graph"," stored as geometry so it can be invoked later.",[583,1038,1039],{},"Portable: the \"geo graph\" can be saved (e.g. bgeo) and loaded in another scene and still evaluate.",[568,1041,1042],{},"To keep this working:",[580,1044,1045,1048],{},[583,1046,1047],{},"No relative channel references to regular SOP nodes inside the compiled graph.",[583,1049,1050,1051,1054],{},"Networks should be ",[572,1052,1053],{},"attribute-driven",", not tied to node paths.",[568,1056,1057,1058,1060],{},"Changing the compiled network structure forces a recompile and reattachment.",[638,1059],{},"\nParameter changes are treated as data and avoid this.",[600,1062],{},[563,1064,1066],{"id":1065},"parameters-and-attributes","Parameters and Attributes",[568,1068,1069],{},"To avoid recompiling for every parameter tweak:",[580,1071,1072,1081],{},[583,1073,1074,1075,1078,1079,747],{},"Decoration parameters are passed in as ",[572,1076,1077],{},"geometry primitives",", similar in spirit to ",[625,1080,57],{"href":62},[583,1082,1083,1084,1088],{},"VEX in the decorator reads those primitives (via ",[1085,1086,1087],"code",{},"primuv()"," or parameter dictionaries) and turns them into attributes that drive verbs (Sweep, Copy, Deform, etc.).",[568,1090,1091],{},"This gives:",[580,1093,1094,1097],{},[583,1095,1096],{},"Cheap re-evaluation: change primitives, keep compiled graph.",[583,1098,1099,1100,1103,1104],{},"A strong bias toward ",[572,1101,1102],{},"attribute-centric"," networks:\n",[580,1105,1106,1109,1112],{},[583,1107,1108],{},"Read primitive data in VEX.",[583,1110,1111],{},"Write attributes.",[583,1113,1114],{},"Use attributes to drive verbs.",[568,1116,1117,1118,1120,1121,1124],{},"Many native verbs can be controlled this way; non-verbs and non-compilable nodes are less cooperative.",[638,1119],{},"\nIn practice: work with ",[572,1122,1123],{},"verbs and VEX"," inside decorators where possible.",[600,1126],{},[563,1128,1130],{"id":1129},"custom-decorations","Custom Decorations",[568,1132,1133,1134,747],{},"Building your own decoration on top of Core Decoration is a technical workflow: a compiled SOP network that consumes the skeleton and attributes and outputs the meshes you need, driven by attributes and VEX rather than node-path references. The full walkthrough lives in ",[625,1135,1136],{"href":206},"Build Your Own Decorations",[600,1138],{},[563,1140,1142],{"id":1141},"feedback-into-simulation","Feedback into Simulation",[568,1144,1145],{},"Most decorations are pure post-process.",[568,1147,1148,1149,1152],{},"Some, like certain trunk decorators, can ",[572,1150,1151],{},"push information back"," into the growth side, such as:",[580,1154,1155,1158],{},[583,1156,1157],{},"Trunk width curves.",[583,1159,1160],{},"Trunk shape and origin.",[568,1162,1163],{},"That enables flows like:",[651,1165,1166,1169,1172],{},[583,1167,1168],{},"Decorate a trunk (maybe from a scan).",[583,1170,1171],{},"Use its shape to guide further growth (roots, branches, vines).",[583,1173,1174],{},"Decorate again.",[568,1176,1177],{},"Powerful, but easy to overcomplicate; dedicated guides will cover these cases.",[600,1179],{},[563,1181,1183],{"id":1182},"decorator-reference","Decorator Reference",[1185,1186,1187,1200],"table",{},[1188,1189,1190],"thead",{},[1191,1192,1193,1197],"tr",{},[1194,1195,1196],"th",{},"Node",[1194,1198,1199],{},"Summary",[1201,1202,1203,1213,1222,1231,1240],"tbody",{},[1191,1204,1205,1210],{},[1206,1207,1208],"td",{},[625,1209,344],{"href":345},[1206,1211,1212],{},"Base interface; foundation for all decorators and custom meshing assets.",[1191,1214,1215,1219],{},[1206,1216,1217],{},[625,1218,89],{"href":520},[1206,1220,1221],{},"Generates trunk and bark surfaces from the skeleton.",[1191,1223,1224,1228],{},[1206,1225,1226],{},[625,1227,97],{"href":274},[1206,1229,1230],{},"Places pre-rigged library assemblies onto points of the tree using trait matching. The default tool for foliage placement.",[1191,1232,1233,1237],{},[1206,1234,1235],{},[625,1236,101],{"href":341},[1206,1238,1239],{},"Attaches and deforms cluster assets (branches, leaves) along the skeleton. Suited to mesh-deformation cases.",[1191,1241,1242,1246],{},[1206,1243,1244],{},[625,1245,93],{"href":539},[1206,1247,1248],{},"Trunk surface generation with scan\u002Fheightmap support and optional feedback into growth.",[600,1250],{},[563,1252,1254],{"id":1253},"mental-model","Mental Model",[568,1256,1257,1258,1261],{},"Decorations are ",[572,1259,1260],{},"compiled, portable SOP meshing graphs"," that you assign directly to parts of the skeleton, so you can think in layers and structure instead of geometry streams, groups, and node spaghetti.",{"title":1263,"searchDepth":1264,"depth":1264,"links":1265},"",2,[1266,1267,1268,1269,1270,1271,1272,1273,1274,1275,1276,1277,1278,1279,1280,1281],{"id":565,"depth":1264,"text":566},{"id":604,"depth":1264,"text":605},{"id":645,"depth":1264,"text":646},{"id":672,"depth":1264,"text":673},{"id":734,"depth":1264,"text":735},{"id":783,"depth":1264,"text":784},{"id":824,"depth":1264,"text":825},{"id":869,"depth":1264,"text":870},{"id":903,"depth":1264,"text":904},{"id":967,"depth":1264,"text":344},{"id":1025,"depth":1264,"text":1026},{"id":1065,"depth":1264,"text":1066},{"id":1129,"depth":1264,"text":1130},{"id":1141,"depth":1264,"text":1142},{"id":1182,"depth":1264,"text":1183},{"id":1253,"depth":1264,"text":1254},"Assign meshing processes to parts of the skeleton without stream-splitting, group spaghetti, or cluttering your growth graphs.","md",{},true,{"title":81,"description":1282},"v7zgdno_-Tsxqr8cOZb3oGThawy34HRvwX5kfdO2Txc",[1289,1291],{"title":77,"path":78,"stem":79,"description":1290,"children":-1},"A growing collection of practical effector recipes: common force combinations and the response modes and mapped strengths that produce them.",{"title":89,"path":90,"stem":91,"description":1292,"children":-1},"Skin the grown skeleton into watertight trunk and branch surfaces, layered with bark detail and wearing a reusable Surface Resource.",1780555259730]