Overview

What Natsura is, what it's for, and where to go next. A high-level map of the procedural foliage toolkit for Houdini and its main workflows.

Natsura is a procedural foliage toolkit that runs inside Houdini. You can use it to grow trees, shrubs, grasses, ivy, and other growing things, and because it's a flexible growing system it can do more than just plants.

It grows a plant from a graph you build, through a growth-cycle simulation rather than step-by-step procedural modelling: you're not deforming a skeleton or scattering geometry on top of one, you're growing the plant from the perspective of a bud that elongates and splits. The goal is to pair that growth with the responsiveness of a parametric modelling tool and plenty of direct controls in the viewport.

New here? Start with Your First Tree. Otherwise jump straight to the area you need below.

Visual pending.


Who it's for

  • Artists who want to model foliage procedurally without leaving Houdini, working in the viewport and on parameters.
  • Technical artists and programmers who want to go deeper, composing the underlying verbs and VEX into new growth behaviour.
  • Studios and pipelines building libraries of plants to ship into engines.

The core concepts

Natsura is built on the growth simulation, and shaping is the other side of it: reaching into that growth to control the form. From there, the meshing tools turn the grown skeleton into geometry, and the foliage and instancing tools build out leaves and canopies. Most people start with simulation and shaping, and drill into the rest as they need it.

Simulation

The growth simulation: the graph and its core verbs, how a plant is grown, and the endless variation one recipe produces.

Shaping

Controlling the form: mapping, effectors, the environment a tree responds to, and the interactive tools for reaching in by hand.

Trunks & Meshing

Turning the grown skeleton into geometry: decorations as the contact point, trunks and bark, scans and high-poly, and how it is meshed.

Foliage & Instancing

Leaves, canopies, and the instanced assemblies that build them, placed by trait and posed without breaking instancing.

For getting a finished plant into engine, see Unreal.


Getting started

Installation

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

Interface

Find your bearings: the workspace, guide panel, display toolbar, and where the Natsura panels and menu live.

Your First Tree

Grow a tree end to end: trunk, foliage, effectors, and a finished decorated tree ready for Unreal.


Features

Mapping

Drive any parameter by attribute, and build your own behaviours instead of relying on fixed UIs.

Effectors

Per-point vector attributes that steer growth with directional and environmental influence.

Decorations

Assign meshing processes to parts of the skeleton without splitting streams or cluttering the graph.

Trait System

How Natsura decides which library asset goes where, through matched attributes on both sides of a placement.

Materials

Bark and leaf surfaces, baked high-poly detail, and the Copernicus pass that ties them together.

Atlas Workflow

Import 2D leaf and texture atlases and turn them into ingredients for the meshing system.

Scan Workflow

Bring scanned or sculpted hero geometry into Natsura as a starting point for procedural extension.

Assembly Workflow

Hierarchies of packed instances: many cached, instanced parts that still mesh, rig, and export correctly.


Going further

Pointers into the rest of the docs. Each goes to the place to start in that area, not to every page.

Unreal

Take your tree to Unreal: export a Nanite Skeletal Assembly, import it, and set up layered wind.

Extend Natsura

For technical artists and programmers composing the core verbs into their own behaviour.

Extend Natsura: what's open to author, and how it fits together.
Building your own decorations: the constraints, data model, and design principles.
VEX: the common language for custom effectors, wrangles, and mappable parameters.
Make your own tools: wrap a recipe of grows, repeat blocks, and switches into a reusable node.

Help

Install & Upgrade: the two ways to install, and how upgrading works.
Common Issues: the problems that come up most often, with quick fixes.
Troubleshooting: how to diagnose a problem, read the log, and what to send support.
FAQ: what Natsura needs, how it relates to Houdini, and licensing.
Commercial Use: what you need to use Natsura on paid work.
Support: where to get help, and what to gather before you reach out.

Node reference

An alphabetised quick-reference of every documented Natsura node.