[{"data":1,"prerenderedAt":2105},["ShallowReactive",2],{"navigation":3,"\u002Fdocs\u002Fgetting-started\u002Fyour-first-tree":557,"\u002Fdocs\u002Fgetting-started\u002Fyour-first-tree-surround":2100},[4,26,51,169,195,216,261],{"title":5,"path":6,"stem":7,"children":8,"page":25},"Getting Started","\u002Fdocs\u002Fgetting-started","1.docs\u002F1.getting-started",[9,13,17,21],{"title":10,"path":11,"stem":12},"Overview","\u002Fdocs\u002Fgetting-started\u002Foverview","1.docs\u002F1.getting-started\u002F01.overview",{"title":14,"path":15,"stem":16},"Installation","\u002Fdocs\u002Fgetting-started\u002Finstallation","1.docs\u002F1.getting-started\u002F02.installation",{"title":18,"path":19,"stem":20},"Interface","\u002Fdocs\u002Fgetting-started\u002Finterface","1.docs\u002F1.getting-started\u002F03.interface",{"title":22,"path":23,"stem":24},"Your First Tree","\u002Fdocs\u002Fgetting-started\u002Fyour-first-tree","1.docs\u002F1.getting-started\u002F04.your-first-tree",false,{"title":27,"path":28,"stem":29,"children":30,"page":25},"Core Concepts","\u002Fdocs\u002Fcore-concepts","1.docs\u002F2.core-concepts",[31,35,39,43,47],{"title":32,"path":33,"stem":34},"Simulation","\u002Fdocs\u002Fcore-concepts\u002Fsimulation","1.docs\u002F2.core-concepts\u002F04.simulation",{"title":36,"path":37,"stem":38},"Shaping","\u002Fdocs\u002Fcore-concepts\u002Fshaping","1.docs\u002F2.core-concepts\u002F08.shaping",{"title":40,"path":41,"stem":42},"Trunks & Meshing","\u002Fdocs\u002Fcore-concepts\u002Ftrunks-meshing","1.docs\u002F2.core-concepts\u002F12.trunks-meshing",{"title":44,"path":45,"stem":46},"Foliage & Instancing","\u002Fdocs\u002Fcore-concepts\u002Ffoliage-instancing","1.docs\u002F2.core-concepts\u002F13.foliage-instancing",{"title":48,"path":49,"stem":50},"Glossary","\u002Fdocs\u002Fcore-concepts\u002Fglossary","1.docs\u002F2.core-concepts\u002F14.glossary",{"title":52,"path":53,"stem":54,"children":55,"page":25},"Features","\u002Fdocs\u002Ffeatures","1.docs\u002F3.features",[56,68,80,104,113,137,145,161],{"title":57,"path":58,"stem":59,"children":60,"page":25},"Mapping","\u002Fdocs\u002Ffeatures\u002Fmapping","1.docs\u002F3.features\u002F01.mapping",[61,64],{"title":57,"path":62,"stem":63},"\u002Fdocs\u002Ffeatures\u002Fmapping\u002Foverview","1.docs\u002F3.features\u002F01.mapping\u002F01.overview",{"title":65,"path":66,"stem":67},"Mapping Cookbook","\u002Fdocs\u002Ffeatures\u002Fmapping\u002Fcookbook","1.docs\u002F3.features\u002F01.mapping\u002F02.cookbook",{"title":69,"path":70,"stem":71,"children":72,"page":25},"Effectors","\u002Fdocs\u002Ffeatures\u002Feffectors","1.docs\u002F3.features\u002F02.effectors",[73,76],{"title":69,"path":74,"stem":75},"\u002Fdocs\u002Ffeatures\u002Feffectors\u002Foverview","1.docs\u002F3.features\u002F02.effectors\u002F01.overview",{"title":77,"path":78,"stem":79},"Effectors Cookbook","\u002Fdocs\u002Ffeatures\u002Feffectors\u002Fcookbook","1.docs\u002F3.features\u002F02.effectors\u002F02.cookbook",{"title":81,"path":82,"stem":83,"children":84,"page":25},"Decorations","\u002Fdocs\u002Ffeatures\u002Fdecorations","1.docs\u002F3.features\u002F03.decorations",[85,88,92,96,100],{"title":81,"path":86,"stem":87},"\u002Fdocs\u002Ffeatures\u002Fdecorations\u002Foverview","1.docs\u002F3.features\u002F03.decorations\u002F01.overview",{"title":89,"path":90,"stem":91},"Surface Decoration","\u002Fdocs\u002Ffeatures\u002Fdecorations\u002Fsurface","1.docs\u002F3.features\u002F03.decorations\u002F02.surface",{"title":93,"path":94,"stem":95},"Trunk Decoration","\u002Fdocs\u002Ffeatures\u002Fdecorations\u002Ftrunk","1.docs\u002F3.features\u002F03.decorations\u002F03.trunk",{"title":97,"path":98,"stem":99},"Assembly Decoration","\u002Fdocs\u002Ffeatures\u002Fdecorations\u002Fassembly","1.docs\u002F3.features\u002F03.decorations\u002F04.assembly",{"title":101,"path":102,"stem":103},"Cluster Decoration","\u002Fdocs\u002Ffeatures\u002Fdecorations\u002Fcluster","1.docs\u002F3.features\u002F03.decorations\u002F05.cluster",{"title":105,"path":106,"stem":107,"children":108,"page":25},"Traits","\u002Fdocs\u002Ffeatures\u002Ftraits","1.docs\u002F3.features\u002F04.traits",[109],{"title":110,"path":111,"stem":112},"Trait System","\u002Fdocs\u002Ffeatures\u002Ftraits\u002Foverview","1.docs\u002F3.features\u002F04.traits\u002F01.overview",{"title":114,"path":115,"stem":116,"children":117,"page":25},"Materials","\u002Fdocs\u002Ffeatures\u002Fmaterials","1.docs\u002F3.features\u002F05.materials",[118,121,125,129,133],{"title":114,"path":119,"stem":120},"\u002Fdocs\u002Ffeatures\u002Fmaterials\u002Foverview","1.docs\u002F3.features\u002F05.materials\u002F01.overview",{"title":122,"path":123,"stem":124},"Surface Materials","\u002Fdocs\u002Ffeatures\u002Fmaterials\u002Fsurface","1.docs\u002F3.features\u002F05.materials\u002F02.surface",{"title":126,"path":127,"stem":128},"Atlas Materials","\u002Fdocs\u002Ffeatures\u002Fmaterials\u002Fatlas","1.docs\u002F3.features\u002F05.materials\u002F03.atlas",{"title":130,"path":131,"stem":132},"Copernicus","\u002Fdocs\u002Ffeatures\u002Fmaterials\u002Fcopernicus","1.docs\u002F3.features\u002F05.materials\u002F04.copernicus",{"title":134,"path":135,"stem":136},"Baking","\u002Fdocs\u002Ffeatures\u002Fmaterials\u002Fbake","1.docs\u002F3.features\u002F05.materials\u002F05.bake",{"title":138,"defaultOpen":25,"path":139,"stem":140,"children":141,"page":25},"Atlas Workflow","\u002Fdocs\u002Ffeatures\u002Fatlases","1.docs\u002F3.features\u002F06.atlases",[142],{"title":138,"path":143,"stem":144},"\u002Fdocs\u002Ffeatures\u002Fatlases\u002Foverview","1.docs\u002F3.features\u002F06.atlases\u002F01.overview",{"title":146,"defaultOpen":25,"path":147,"stem":148,"children":149,"page":25},"Scan Workflow","\u002Fdocs\u002Ffeatures\u002Fscans","1.docs\u002F3.features\u002F07.scans",[150,153,157],{"title":146,"path":151,"stem":152},"\u002Fdocs\u002Ffeatures\u002Fscans\u002Foverview","1.docs\u002F3.features\u002F07.scans\u002F01.overview",{"title":154,"path":155,"stem":156},"Trunk Extension","\u002Fdocs\u002Ffeatures\u002Fscans\u002Fextension","1.docs\u002F3.features\u002F07.scans\u002F02.extension",{"title":158,"path":159,"stem":160},"Baking for Scans","\u002Fdocs\u002Ffeatures\u002Fscans\u002Fbaking","1.docs\u002F3.features\u002F07.scans\u002F03.baking",{"title":162,"defaultOpen":25,"path":163,"stem":164,"children":165,"page":25},"Assembly Workflow","\u002Fdocs\u002Ffeatures\u002Fassemblies","1.docs\u002F3.features\u002F08.assemblies",[166],{"title":162,"path":167,"stem":168},"\u002Fdocs\u002Ffeatures\u002Fassemblies\u002Foverview","1.docs\u002F3.features\u002F08.assemblies\u002F01.overview",{"title":170,"defaultOpen":25,"path":171,"stem":172,"children":173,"page":25},"Unreal","\u002Fdocs\u002Funreal","1.docs\u002F4.unreal",[174,178,182],{"title":175,"path":176,"stem":177},"Take Your Tree to Unreal","\u002Fdocs\u002Funreal\u002Ftree-to-unreal","1.docs\u002F4.unreal\u002F01.tree-to-unreal",{"title":179,"path":180,"stem":181},"Wind for Unreal","\u002Fdocs\u002Funreal\u002Fwind","1.docs\u002F4.unreal\u002F02.wind",{"title":183,"defaultOpen":25,"path":184,"stem":185,"children":186,"page":25},"Nanite","\u002Fdocs\u002Funreal\u002Fnanite","1.docs\u002F4.unreal\u002Fnanite",[187,191],{"title":188,"path":189,"stem":190},"Working with Assemblies in Unreal","\u002Fdocs\u002Funreal\u002Fnanite\u002Fskeletal-assemblies","1.docs\u002F4.unreal\u002Fnanite\u002F01.skeletal-assemblies",{"title":192,"path":193,"stem":194},"Nanite Assemblies & Unreal Export","\u002Fdocs\u002Funreal\u002Fnanite\u002Ftroubleshooting","1.docs\u002F4.unreal\u002Fnanite\u002F02.troubleshooting",{"title":196,"path":197,"stem":198,"children":199,"page":25},"Guru","\u002Fdocs\u002Fguru","1.docs\u002F5.guru",[200,204,208,212],{"title":201,"path":202,"stem":203},"Extend Natsura","\u002Fdocs\u002Fguru\u002Fextend-natsura","1.docs\u002F5.guru\u002F01.extend-natsura",{"title":205,"path":206,"stem":207},"Building Your Own Decorations","\u002Fdocs\u002Fguru\u002Fcustom-decorations","1.docs\u002F5.guru\u002F02.custom-decorations",{"title":209,"path":210,"stem":211},"VEX","\u002Fdocs\u002Fguru\u002Fvex","1.docs\u002F5.guru\u002F03.vex",{"title":213,"path":214,"stem":215},"Make Your Own Tools","\u002Fdocs\u002Fguru\u002Fcustom-tools","1.docs\u002F5.guru\u002F04.custom-tools",{"title":217,"path":218,"stem":219,"children":220,"page":25},"Help","\u002Fdocs\u002Fhelp","1.docs\u002F6.help",[221,225,241,245,249,253,257],{"title":222,"path":223,"stem":224},"Commercial Use","\u002Fdocs\u002Fhelp\u002Fcommercial-use","1.docs\u002F6.help\u002F01.commercial-use",{"title":226,"path":227,"stem":228,"children":229,"page":25},"Install & Upgrade","\u002Fdocs\u002Fhelp\u002Finstall-upgrade","1.docs\u002F6.help\u002F02.install-upgrade",[230,233,237],{"title":14,"path":231,"stem":232},"\u002Fdocs\u002Fhelp\u002Finstall-upgrade\u002Foverview","1.docs\u002F6.help\u002F02.install-upgrade\u002F01.overview",{"title":234,"path":235,"stem":236},"Install Natsura (Package Method)","\u002Fdocs\u002Fhelp\u002Finstall-upgrade\u002Fpackage","1.docs\u002F6.help\u002F02.install-upgrade\u002F02.package",{"title":238,"path":239,"stem":240},"Upgrading","\u002Fdocs\u002Fhelp\u002Finstall-upgrade\u002Fupgrading","1.docs\u002F6.help\u002F02.install-upgrade\u002F03.upgrading",{"title":242,"path":243,"stem":244},"Troubleshooting","\u002Fdocs\u002Fhelp\u002Ftroubleshooting","1.docs\u002F6.help\u002F03.troubleshooting",{"title":246,"path":247,"stem":248},"Common Issues","\u002Fdocs\u002Fhelp\u002Fcommon-issues","1.docs\u002F6.help\u002F04.common-issues",{"title":250,"path":251,"stem":252},"FAQ","\u002Fdocs\u002Fhelp\u002Ffaq","1.docs\u002F6.help\u002F05.faq",{"title":254,"path":255,"stem":256},"Support","\u002Fdocs\u002Fhelp\u002Fsupport","1.docs\u002F6.help\u002F06.support",{"title":258,"path":259,"stem":260},"Contact","\u002Fdocs\u002Fhelp\u002Fcontact","1.docs\u002F6.help\u002F07.contact",{"title":262,"path":263,"stem":264,"children":265,"page":25},"Node Reference","\u002Fdocs\u002Fnodes","1.docs\u002F7.Nodes",[266,269,273,276,280,284,288,292,296,300,304,308,312,316,320,324,328,332,336,340,343,347,351,355,359,363,367,371,375,379,383,387,391,395,399,403,407,411,415,419,423,427,431,435,439,443,447,451,455,459,463,467,471,475,479,483,487,491,495,499,503,507,511,515,519,522,526,530,534,538,541,545,549,553],{"title":262,"path":267,"stem":268},"\u002Fdocs\u002Fnodes\u002Fnode-reference","1.docs\u002F7.Nodes\u002F0.node-reference",{"title":270,"path":271,"stem":272},"Ancestor Effector","\u002Fdocs\u002Fnodes\u002Fancestor-effector","1.docs\u002F7.Nodes\u002Fancestor-effector",{"title":97,"path":274,"stem":275},"\u002Fdocs\u002Fnodes\u002Fassembly-decoration","1.docs\u002F7.Nodes\u002Fassembly-decoration",{"title":277,"path":278,"stem":279},"Assembly Edit","\u002Fdocs\u002Fnodes\u002Fassembly-edit","1.docs\u002F7.Nodes\u002Fassembly-edit",{"title":281,"path":282,"stem":283},"Assembly Pack","\u002Fdocs\u002Fnodes\u002Fassembly-pack","1.docs\u002F7.Nodes\u002Fassembly-pack",{"title":285,"path":286,"stem":287},"Assembly Resource","\u002Fdocs\u002Fnodes\u002Fassembly-resource","1.docs\u002F7.Nodes\u002Fassembly-resource",{"title":289,"path":290,"stem":291},"Atlas 3D","\u002Fdocs\u002Fnodes\u002Fatlas-3d","1.docs\u002F7.Nodes\u002Fatlas-3d",{"title":293,"path":294,"stem":295},"Atlas Emboss","\u002Fdocs\u002Fnodes\u002Fatlas-emboss","1.docs\u002F7.Nodes\u002Fatlas-emboss",{"title":297,"path":298,"stem":299},"Atlas Import","\u002Fdocs\u002Fnodes\u002Fatlas-import","1.docs\u002F7.Nodes\u002Fatlas-import",{"title":301,"path":302,"stem":303},"Atlas Layout","\u002Fdocs\u002Fnodes\u002Fatlas-layout","1.docs\u002F7.Nodes\u002Fatlas-layout",{"title":305,"path":306,"stem":307},"Atlas Material","\u002Fdocs\u002Fnodes\u002Fatlas-material","1.docs\u002F7.Nodes\u002Fatlas-material",{"title":309,"path":310,"stem":311},"Atlas Mesh","\u002Fdocs\u002Fnodes\u002Fatlas-mesh","1.docs\u002F7.Nodes\u002Fatlas-mesh",{"title":313,"path":314,"stem":315},"Atlas Remesh","\u002Fdocs\u002Fnodes\u002Fatlas-remesh","1.docs\u002F7.Nodes\u002Fatlas-remesh",{"title":317,"path":318,"stem":319},"Atlas Source","\u002Fdocs\u002Fnodes\u002Fatlas-source","1.docs\u002F7.Nodes\u002Fatlas-source",{"title":321,"path":322,"stem":323},"Atlas Trace","\u002Fdocs\u002Fnodes\u002Fatlas-trace","1.docs\u002F7.Nodes\u002Fatlas-trace",{"title":325,"path":326,"stem":327},"Atlas Wizard","\u002Fdocs\u002Fnodes\u002Fatlas-wizard","1.docs\u002F7.Nodes\u002Fatlas-wizard",{"title":329,"path":330,"stem":331},"Bake","\u002Fdocs\u002Fnodes\u002Fbake","1.docs\u002F7.Nodes\u002Fbake",{"title":333,"path":334,"stem":335},"Build Assembly Rig","\u002Fdocs\u002Fnodes\u002Fbuild-assembly-rig","1.docs\u002F7.Nodes\u002Fbuild-assembly-rig",{"title":337,"path":338,"stem":339},"Classify","\u002Fdocs\u002Fnodes\u002Fclassify","1.docs\u002F7.Nodes\u002Fclassify",{"title":101,"path":341,"stem":342},"\u002Fdocs\u002Fnodes\u002Fcluster-decoration","1.docs\u002F7.Nodes\u002Fcluster-decoration",{"title":344,"path":345,"stem":346},"Core Decoration","\u002Fdocs\u002Fnodes\u002Fcore-decoration","1.docs\u002F7.Nodes\u002Fcore-decoration",{"title":348,"path":349,"stem":350},"Create Proxy","\u002Fdocs\u002Fnodes\u002Fcreate-proxy","1.docs\u002F7.Nodes\u002Fcreate-proxy",{"title":352,"path":353,"stem":354},"Debug Tree Rig","\u002Fdocs\u002Fnodes\u002Fdebug-tree-rig","1.docs\u002F7.Nodes\u002Fdebug-tree-rig",{"title":356,"path":357,"stem":358},"Deflection Effector","\u002Fdocs\u002Fnodes\u002Fdeflection-effector","1.docs\u002F7.Nodes\u002Fdeflection-effector",{"title":360,"path":361,"stem":362},"Delay","\u002Fdocs\u002Fnodes\u002Fdelay","1.docs\u002F7.Nodes\u002Fdelay",{"title":364,"path":365,"stem":366},"Direction Effector","\u002Fdocs\u002Fnodes\u002Fdirection-effector","1.docs\u002F7.Nodes\u002Fdirection-effector",{"title":368,"path":369,"stem":370},"Effector (Custom Base)","\u002Fdocs\u002Fnodes\u002Feffector","1.docs\u002F7.Nodes\u002Feffector",{"title":372,"path":373,"stem":374},"Effector Template","\u002Fdocs\u002Fnodes\u002Feffector-template","1.docs\u002F7.Nodes\u002Feffector-template",{"title":376,"path":377,"stem":378},"Export Unreal Nanite Assembly","\u002Fdocs\u002Fnodes\u002Fexport-unreal-nanite-assembly","1.docs\u002F7.Nodes\u002Fexport-unreal-nanite-assembly",{"title":380,"path":381,"stem":382},"Create Graft Mesh","\u002Fdocs\u002Fnodes\u002Fgraft-mesh","1.docs\u002F7.Nodes\u002Fgraft-mesh",{"title":384,"path":385,"stem":386},"Gravity Effector","\u002Fdocs\u002Fnodes\u002Fgravity-effector","1.docs\u002F7.Nodes\u002Fgravity-effector",{"title":388,"path":389,"stem":390},"Grow","\u002Fdocs\u002Fnodes\u002Fgrow","1.docs\u002F7.Nodes\u002Fgrow",{"title":392,"path":393,"stem":394},"Grow Draw","\u002Fdocs\u002Fnodes\u002Fgrow-draw","1.docs\u002F7.Nodes\u002Fgrow-draw",{"title":396,"path":397,"stem":398},"Import Highpoly","\u002Fdocs\u002Fnodes\u002Fhighpoly-import","1.docs\u002F7.Nodes\u002Fhighpoly-import",{"title":400,"path":401,"stem":402},"Identify Shared Instances","\u002Fdocs\u002Fnodes\u002Fidentify-shared-instances","1.docs\u002F7.Nodes\u002Fidentify-shared-instances",{"title":404,"path":405,"stem":406},"Import Assembly","\u002Fdocs\u002Fnodes\u002Fimport-assembly","1.docs\u002F7.Nodes\u002Fimport-assembly",{"title":408,"path":409,"stem":410},"Import Props","\u002Fdocs\u002Fnodes\u002Fimport-props","1.docs\u002F7.Nodes\u002Fimport-props",{"title":412,"path":413,"stem":414},"Internal Nodes","\u002Fdocs\u002Fnodes\u002Finternal-nodes","1.docs\u002F7.Nodes\u002Finternal-nodes",{"title":416,"path":417,"stem":418},"Kill","\u002Fdocs\u002Fnodes\u002Fkill","1.docs\u002F7.Nodes\u002Fkill",{"title":420,"path":421,"stem":422},"Magnet Effector","\u002Fdocs\u002Fnodes\u002Fmagnet-effector","1.docs\u002F7.Nodes\u002Fmagnet-effector",{"title":424,"path":425,"stem":426},"Map","\u002Fdocs\u002Fnodes\u002Fmap","1.docs\u002F7.Nodes\u002Fmap",{"title":428,"path":429,"stem":430},"Map Attribute","\u002Fdocs\u002Fnodes\u002Fmap-attribute","1.docs\u002F7.Nodes\u002Fmap-attribute",{"title":432,"path":433,"stem":434},"Map Blend","\u002Fdocs\u002Fnodes\u002Fmap-blend","1.docs\u002F7.Nodes\u002Fmap-blend",{"title":436,"path":437,"stem":438},"Map Constant","\u002Fdocs\u002Fnodes\u002Fmap-constant","1.docs\u002F7.Nodes\u002Fmap-constant",{"title":440,"path":441,"stem":442},"Map If","\u002Fdocs\u002Fnodes\u002Fmap-if","1.docs\u002F7.Nodes\u002Fmap-if",{"title":444,"path":445,"stem":446},"Map Random","\u002Fdocs\u002Fnodes\u002Fmap-random","1.docs\u002F7.Nodes\u002Fmap-random",{"title":448,"path":449,"stem":450},"Mapping Template","\u002Fdocs\u002Fnodes\u002Fmapping-template","1.docs\u002F7.Nodes\u002Fmapping-template",{"title":452,"path":453,"stem":454},"Noise Effector","\u002Fdocs\u002Fnodes\u002Fnoise-effector","1.docs\u002F7.Nodes\u002Fnoise-effector",{"title":456,"path":457,"stem":458},"Pivot Edit","\u002Fdocs\u002Fnodes\u002Fpivot-edit","1.docs\u002F7.Nodes\u002Fpivot-edit",{"title":460,"path":461,"stem":462},"Prune","\u002Fdocs\u002Fnodes\u002Fprune","1.docs\u002F7.Nodes\u002Fprune",{"title":464,"path":465,"stem":466},"Repeat","\u002Fdocs\u002Fnodes\u002Frepeat","1.docs\u002F7.Nodes\u002Frepeat",{"title":468,"path":469,"stem":470},"Rig to Assembly","\u002Fdocs\u002Fnodes\u002Frig-to-assembly","1.docs\u002F7.Nodes\u002Frig-to-assembly",{"title":472,"path":473,"stem":474},"Scan Material","\u002Fdocs\u002Fnodes\u002Fscan-material","1.docs\u002F7.Nodes\u002Fscan-material",{"title":476,"path":477,"stem":478},"Scan Profiles","\u002Fdocs\u002Fnodes\u002Fscan-profiles","1.docs\u002F7.Nodes\u002Fscan-profiles",{"title":480,"path":481,"stem":482},"Scan Rig","\u002Fdocs\u002Fnodes\u002Fscan-rig","1.docs\u002F7.Nodes\u002Fscan-rig",{"title":484,"path":485,"stem":486},"Scan to Parts","\u002Fdocs\u002Fnodes\u002Fscan-to-parts","1.docs\u002F7.Nodes\u002Fscan-to-parts",{"title":488,"path":489,"stem":490},"Scan to Patch","\u002Fdocs\u002Fnodes\u002Fscan-to-patch","1.docs\u002F7.Nodes\u002Fscan-to-patch",{"title":492,"path":493,"stem":494},"Scan to Tube","\u002Fdocs\u002Fnodes\u002Fscan-to-tube","1.docs\u002F7.Nodes\u002Fscan-to-tube",{"title":496,"path":497,"stem":498},"Seed Points","\u002Fdocs\u002Fnodes\u002Fseed-points","1.docs\u002F7.Nodes\u002Fseed-points",{"title":500,"path":501,"stem":502},"Select Decoration","\u002Fdocs\u002Fnodes\u002Fselect-decoration","1.docs\u002F7.Nodes\u002Fselect-decoration",{"title":504,"path":505,"stem":506},"Signal","\u002Fdocs\u002Fnodes\u002Fsignal","1.docs\u002F7.Nodes\u002Fsignal",{"title":508,"path":509,"stem":510},"Simplify Tree Rig and Skin","\u002Fdocs\u002Fnodes\u002Fsimplify-tree-rig-and-skin","1.docs\u002F7.Nodes\u002Fsimplify-tree-rig-and-skin",{"title":512,"path":513,"stem":514},"Simulate","\u002Fdocs\u002Fnodes\u002Fsimulate","1.docs\u002F7.Nodes\u002Fsimulate",{"title":516,"path":517,"stem":518},"Split","\u002Fdocs\u002Fnodes\u002Fsplit","1.docs\u002F7.Nodes\u002Fsplit",{"title":89,"path":520,"stem":521},"\u002Fdocs\u002Fnodes\u002Fsurface-decoration","1.docs\u002F7.Nodes\u002Fsurface-decoration",{"title":523,"path":524,"stem":525},"Surface Resource","\u002Fdocs\u002Fnodes\u002Fsurface-resource","1.docs\u002F7.Nodes\u002Fsurface-resource",{"title":527,"path":528,"stem":529},"Surface 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":22,"body":559,"description":2087,"extension":2088,"meta":2089,"navigation":2097,"path":23,"seo":2098,"stem":24,"__hash__":2099},"docs\u002F1.docs\u002F1.getting-started\u002F04.your-first-tree.md",{"type":560,"value":561,"toc":2050},"minimark",[562,571,578,597,605,608,613,628,633,655,683,689,699,703,713,728,744,750,754,761,778,781,796,802,804,808,815,829,837,847,850,874,880,884,894,914,917,922,928,932,939,958,961,972,978,980,984,998,1005,1017,1020,1055,1064,1068,1080,1083,1106,1109,1115,1117,1121,1135,1148,1159,1171,1175,1197,1206,1236,1242,1246,1249,1275,1278,1284,1288,1307,1320,1326,1338,1344,1346,1350,1367,1371,1381,1412,1418,1424,1428,1434,1456,1466,1482,1512,1518,1522,1535,1560,1566,1568,1572,1583,1655,1661,1665,1675,1702,1713,1717,1728,1763,1770,1776,1778,1782,1791,1801,1823,1848,1854,1877,1881,1891,1909,1931,1937,1939,1943,1954,1969,1980,1983,1989,1991,1995,2003,2007],[563,564,565,566,570],"p",{},"This is the written companion to the ",[567,568,569],"strong",{},"Natsura 101"," video series. It builds one tree in Houdini from a fresh scene: grow a trunk, mesh it, decorate it with rigged foliage, build a custom branch cluster, and refine the silhouette into a finished, decorated tree.",[563,572,573,574,577],{},"Work through it in order the first time; afterwards each section stands on its own. Where a step touches a system in depth, there's a link to the reference page for it. When your tree is ready, ",[575,576,175],"a",{"href":176}," continues the walkthrough into the engine.",[579,580,581],"note",{},[563,582,583,586,587,590,591,593,594,596],{},[567,584,585],{},"Before you start."," You should have Natsura ",[575,588,589],{"href":15},"installed"," and Houdini open. If you haven't found your way around the interface yet, read ",[575,592,18],{"href":19}," first. For unfamiliar terms, keep the ",[575,595,48],{"href":49}," open.",[579,598,599],{},[563,600,601,604],{},[567,602,603],{},"Early access."," A few steps below call out behaviour that is a known bug or rough edge at time of recording. These are flagged inline so you know it's the tool, not you. They're being worked on, and some may already be fixed by the time you read this.",[606,607],"hr",{},[609,610,612],"h2",{"id":611},"_1-grow-your-first-trunk","1. Grow your first trunk",[563,614,615,616,619,620,623,624,627],{},"Natsura ships with 180+ nodes. Most are under-the-hood machinery; the ones you'll use day to day live on the toolbar. The fundamental tools, left to right, are ",[567,617,618],{},"Simulate, Grow, Split, Switch, Mapping, Effectors, Decorate",", with the newer ",[567,621,622],{},"Assembly"," and ",[567,625,626],{},"Scans"," workflows alongside them.",[629,630,632],"h3",{"id":631},"place-a-simulate","Place a Simulate",[563,634,635,636,639,640,642,643,650,651,654],{},"In Houdini you work inside ",[567,637,638],{},"contexts",". The default is the object context. Click ",[567,641,512],{}," on the toolbar and drop it down, and Natsura creates a ",[567,644,645,646],{},"geometry container called ",[647,648,649],"code",{},"Natsura"," and moves you inside it. You can step back out by clicking ",[567,652,653],{},"obj"," in the network path. You'll spend most of your Natsura time inside this geometry context.",[563,656,657,659,660,663,664,667,668,671,672,675,676,623,679,682],{},[567,658,512],{}," is the engine. It has ",[567,661,662],{},"three inputs"," (graph (leftmost), optional ",[567,665,666],{},"points",", optional ",[567,669,670],{},"environment",") and ",[567,673,674],{},"two outputs",": ",[567,677,678],{},"geometry",[567,680,681],{},"rig",". The points input is for spawning many trees at once or a field of grass; the environment input lets the plant react to what it's growing in. On its own, with nothing wired in, Simulate produces no geometry.",[563,684,685,686,688],{},"For its full parameter surface, see ",[575,687,512],{"href":513},".",[690,691,692],"blockquote",{},[563,693,694,698],{},[695,696,697],"em",{},"Visual pending."," ",[629,700,702],{"id":701},"add-a-grow","Add a Grow",[563,704,705,706,708,709,712],{},"With the Simulate selected, click ",[567,707,388],{}," on the toolbar. The first Grow you place takes a moment (extra first-time cooks). Because Simulate was selected, the Grow ",[567,710,711],{},"auto-wires"," into Simulate's first input. (If Simulate wasn't selected, place the Grow and wire it by hand.)",[563,714,715,716,719,720,723,724,727],{},"Select the Grow and set ",[567,717,718],{},"Max Growth Steps"," to about ",[647,721,722],{},"10",", then press ",[567,725,726],{},"F"," to frame. You've got a single trunk or bole.",[579,729,730],{},[563,731,732,735,736,739,740,743],{},[567,733,734],{},"Display flag vs. ephemeral view."," Clicking ",[567,737,738],{},"display"," on the Grow shows an ",[695,741,742],{},"ephemeral"," highlight; it's still reading Simulate's output and just highlighting the geometry this Grow produced (you'll see a small \"viewing output 1 simulate\" flag in the network). Set the display flag back to the Simulate to clear it.",[690,745,746],{},[563,747,748,698],{},[695,749,697],{},[629,751,753],{"id":752},"shape-the-trunk","Shape the trunk",[563,755,756,757,760],{},"Bring the ",[567,758,759],{},"Start Width Scale"," down a little to taper the base. Dragging sliders feels slow because the viewport is recomputing live.",[762,763,764],"tip",{},[563,765,766,769,770,773,774,777],{},[567,767,768],{},"Make iteration fluid."," At the bottom-right of Houdini, switch from ",[567,771,772],{},"Auto Update"," to ",[567,775,776],{},"On Mouse Up",". Now slider drags only push to the viewport when you release. (Major performance work is landing in 0.8.)",[563,779,780],{},"Two width controls do most of the shaping:",[782,783,784,790],"ul",{},[785,786,787,789],"li",{},[567,788,759],{},", scales the base of the trunk.",[785,791,792,795],{},[567,793,794],{},"Width Scale \u002F Step",", how fast thickness drops off as it grows.",[690,797,798],{},[563,799,800,698],{},[695,801,697],{},[606,803],{},[609,805,807],{"id":806},"_2-add-secondary-branches","2. Add secondary branches",[563,809,810,811,814],{},"With the trunk Grow selected, go back to the toolbar. ",[567,812,813],{},"Grow, Split, and Switch"," now show a small dropdown caret; clicking presents options. The Grow dropdown asks where to continue growth from:",[782,816,817,823],{},[785,818,819,822],{},[567,820,821],{},"Graph Terminal",", from the terminal (tip) shoot.",[785,824,825,828],{},[567,826,827],{},"Graph Lateral",", from the lateral shoots.",[830,831,832],"warning",{},[563,833,834],{},[567,835,836],{},"Graph Prune is not working at time of recording; leave it alone.",[563,838,839,840,842,843,846],{},"Pick ",[567,841,827],{},". A new Grow is created and wired into the ",[567,844,845],{},"second input"," of the first Grow. This second Grow describes the branches that emerge from the trunk; they inherit the parent's width.",[563,848,849],{},"On the secondary Grow:",[782,851,852,858,863],{},[785,853,854,857],{},[567,855,856],{},"Start Pitch",", set the branch angle.",[785,859,860,862],{},[567,861,759],{},", bring down to a fraction of the parent width.",[785,864,865,867,868,773,871,688],{},[567,866,718],{},", ",[647,869,870],{},"7",[647,872,873],{},"8",[690,875,876],{},[563,877,878,698],{},[695,879,697],{},[629,881,883],{"id":882},"drive-pitch-with-a-map","Drive pitch with a Map",[563,885,886,887,890,891,688],{},"A constant pitch looks mechanical. Click the small icon next to the ",[567,888,889],{},"Pitch"," value. You get options: promote it to an external node, set it random, map it, or open the dropdown (mapping with more options). Choose ",[567,892,893],{},"Map from Attribute",[563,895,839,896,901,902,907,908,910,911,913],{},[567,897,898],{},[647,899,900],{},"u",", the local 0→1 position along an axis (0 at the base of the branch, 1 at the tip), and specifically ",[567,903,904,905],{},"parent ",[647,906,900],{},", the ",[647,909,900],{}," value of the parent trunk each branch is attached to. A new ",[575,912,424],{"href":425}," node is created and selected; it runs from min 0 to ~60°.",[563,915,916],{},"The spread is going the wrong way (wider at the top). Flip it (change the driver, flip the ramp, or swap the min\u002Fmax values) until the angle spreads nicely from the base of the tree toward the top.",[563,918,919,920,688],{},"For the full mapping framework, see ",[575,921,57],{"href":62},[690,923,924],{},[563,925,926,698],{},[695,927,697],{},[629,929,931],{"id":930},"add-organic-forking","Add organic forking",[563,933,934,935,938],{},"For quick bifurcation, turn on the ",[567,936,937],{},"Fork"," helper on the Grow rather than building your own repeat\u002Fgrow recipe.",[782,940,941,946,952],{},[785,942,943,945],{},[567,944,937],{}," toggle, on.",[785,947,948,951],{},[567,949,950],{},"Steps",", reduce to see the structure with less bifurcation.",[785,953,954,957],{},[567,955,956],{},"Probability",", lower it to reduce how much forking occurs.",[563,959,960],{},"Tweak the pitch Map's min angle a little more once forking is in. The skeleton is now in good shape; time to think about meshing.",[579,962,963],{},[563,964,965,966,968,969,971],{},"You can always build your own granular growth engine from the ",[567,967,464],{}," blocks and the core ",[567,970,388],{}," node; the Fork helper is the fast path. The oldest Natsura material shows the hand-built approach.",[690,973,974],{},[563,975,976,698],{},[695,977,697],{},[606,979],{},[609,981,983],{"id":982},"_3-mesh-the-trunk-with-a-surface-decoration","3. Mesh the trunk with a Surface Decoration",[563,985,986,987,990,991,994,995,997],{},"Meshing in Natsura is handled by the ",[567,988,989],{},"decoration system",". Decorations are standalone meshing processes you ",[695,992,993],{},"assign"," to a Grow, instead of building a SOP graph downstream of the Simulate to post-process the result. See ",[575,996,81],{"href":86}," for the model.",[563,999,1000,1001,1004],{},"The Simulate output already looks somewhat meshed; that's because each Grow ships with a ",[567,1002,1003],{},"Trunk Preview"," meshing decoration assigned by default. It's a placeholder.",[579,1006,1007],{},[563,1008,1009,1012,1013,1016],{},[567,1010,1011],{},"See the real skeleton."," At the top of the parameter pane you can switch the Simulate's view. Set ",[567,1014,1015],{},"Output → Skeleton"," to see what the simulation actually computes before any meshing. Natsura does the simulation in one step, then applies the meshing decorations assigned to the Grows.",[563,1018,1019],{},"Now set up real meshing:",[1021,1022,1023,1032,1042],"ol",{},[785,1024,1025,623,1028,1031],{},[567,1026,1027],{},"Select both Grows",[567,1029,1030],{},"remove"," the Trunk Preview decoration from each.",[785,1033,1034,1035,1038,1039,1041],{},"Open the ",[567,1036,1037],{},"Decorate"," panel and, with both Grows still selected, click ",[567,1040,89],{},". A new node is added and assigned to both Grows.",[785,1043,1044,1045,1047,1048,623,1051,1054],{},"On the ",[575,1046,89],{"href":520},", tune ",[567,1049,1050],{},"subdivision",[567,1052,1053],{},"interpolation"," settings.",[579,1056,1057],{},[563,1058,1059,1060,1063],{},"Surface Decoration is a major focus for ",[567,1061,1062],{},"0.8",", bringing the meshing up to industry standard and making all parameters mappable. It's usable today.",[629,1065,1067],{"id":1066},"assign-a-material","Assign a material",[563,1069,1070,1071,1075,1076,1079],{},"Use a ",[567,1072,1073],{},[575,1074,523],{"href":524}," to give the tree its material. Drop a Surface Resource from the ",[567,1077,1078],{},"Import"," group into the graph and assign it. Surface resources are how Natsura handles tree materials, and will do more over time.",[563,1081,1082],{},"To see it properly in the viewport:",[782,1084,1085,1095],{},[785,1086,1044,1087,1090,1091,1094],{},[567,1088,1089],{},"display toolbar",", set colour to ",[567,1092,1093],{},"Show Geometry Color"," (raw geometry with materials\u002Fcolour).",[785,1096,1097,1098,1101,1102,1105],{},"Click the small ",[567,1099,1100],{},"blue orb"," and turn on ",[567,1103,1104],{},"Smooth Shaded"," to drop the wireframe shading.",[563,1107,1108],{},"You now have a textured trunk and branches.",[690,1110,1111],{},[563,1112,1113,698],{},[695,1114,697],{},[606,1116],{},[609,1118,1120],{"id":1119},"_4-add-foliage-with-an-assembly-decoration","4. Add foliage with an Assembly Decoration",[563,1122,1123,1124,1127,1128,1131,1132,688],{},"In Natsura 0.7, branches and clusters are handled by the new ",[567,1125,1126],{},"assembly framework",": prefabricated, ",[695,1129,1130],{},"rigged"," tree\u002Fbranch models that can be deformed and assigned to the tree. There's a dedicated assembly learning series; this is the quick version. See ",[575,1133,1134],{"href":167},"Assemblies (overview)",[563,1136,1137,1138,1140,1141,1143,1144,1147],{},"From the ",[567,1139,1037],{}," panel, pick an ",[567,1142,97],{}," and drop it into the graph. Unlike the Surface Decoration, leave it ",[567,1145,1146],{},"unassigned"," for now and work on it in isolation.",[563,1149,1150,1151,1154,1155,1158],{},"Select it. You'll see a skeleton of a tree in the viewport, one of the built-in ",[567,1152,1153],{},"preview meshes",". At the top of the display view you can switch between preview-mesh types. The ",[567,1156,1157],{},"simulate"," preview is greyed out because this decoration isn't yet assigned to any Grow.",[830,1160,1161],{},[563,1162,1163,1166,1167,1170],{},[567,1164,1165],{},"Refresh bug (at time of recording)."," You may see nothing until you toggle a parameter. Turn ",[567,1168,1169],{},"Tips"," on\u002Foff and twigs appear at the tips. This is a known bug; you have to nudge a parameter to force a result. Likely fixed soon.",[629,1172,1174],{"id":1173},"pick-parts-on-the-trait-graph","Pick parts on the trait graph",[563,1176,1177,1178,1181,1182,1185,1186,1189,1190,623,1193,1196],{},"The little branch pieces come from the decoration's own preview geometry. Click ",[567,1179,1180],{},"Launch"," (or press ",[567,1183,1184],{},"Enter","), then hold ",[567,1187,1188],{},"Alt"," and move in the viewport, and a graph loads with two axes, ",[567,1191,1192],{},"angle",[567,1194,1195],{},"size"," (the default trait dimensions; you don't have to use these).",[762,1198,1199],{},[563,1200,1201,1202,1205],{},"Set your viewport background to ",[567,1203,1204],{},"dark"," (Interface → display settings) to read the graph more easily.",[563,1207,1208,1209,1212,1213,1216,1217,1220,1221,623,1223,1225,1226,1229,1230,1232,1233,1235],{},"At the bottom, all the available pieces sit in an ",[567,1210,1211],{},"unclassified"," region. Left-click-drag a piece up onto the graph to use it. Drag a second piece to a different corner. To control ",[695,1214,1215],{},"which"," part goes ",[695,1218,1219],{},"where",", set what ",[567,1222,1195],{},[567,1224,1192],{}," mean on the source skeleton: under the ",[567,1227,1228],{},"Distribution"," panel click the axis symbol and choose, e.g., ",[567,1231,1195],{},". Drag a weight toward 0 or 1 and the part selection shifts to whichever piece is closer to that value. Set the mode to ",[567,1234,772],{}," here; in this view it's fast and interactive.",[690,1237,1238],{},[563,1239,1240,698],{},[695,1241,697],{},[629,1243,1245],{"id":1244},"assign-to-the-tree-and-map-by-height","Assign to the tree and map by height",[563,1247,1248],{},"Mapping directly on the isolated decoration warns, because the preview isn't a real simulation; it's a prefab. So assign the decoration to the actual tree first:",[1021,1250,1251,1261],{},[785,1252,1253,1254,1257,1258,1260],{},"Select both Grows and ",[567,1255,1256],{},"drag-drop"," the Assembly Decoration onto them. Branches appear immediately. Because the decoration is operating on ",[567,1259,1169],{}," only, you get branches at the tips.",[785,1262,1263,1264,1266,1267,1270,1271,1274],{},"Now ",[567,1265,893],{}," works against the tree's real attributes. Pick ",[567,1268,1269],{},"Map by Height",", and use the tree's own height (roughly ",[567,1272,1273],{},"14 m"," here) to set the range. With output mapped 0→1 you get a selection of different parts from base to top.",[563,1276,1277],{},"The variation reads more clearly with more varied decorations, and you can set up as many mappings as you want. Once assigned, you can also map against attributes that already exist on the tree.",[690,1279,1280],{},[563,1281,1282,698],{},[695,1283,697],{},[629,1285,1287],{"id":1286},"densify-and-spawn-along-the-branches","Densify and spawn along the branches",[782,1289,1290,1296],{},[785,1291,1292,1293,1295],{},"Increase ",[567,1294,956],{}," to add more branches to the main structure.",[785,1297,1298,1299,1302,1303,1306],{},"Decrease ",[567,1300,1301],{},"Length Scale \u002F Step"," to contract the tree toward the main trunk; do the same with ",[567,1304,1305],{},"Width Scale"," to taper faster.",[563,1308,1309,1310,773,1312,1315,1316,1319],{},"To spawn foliage at variable distances along each branch instead of only at the tips, switch the Assembly Decoration from ",[567,1311,1169],{},[567,1313,1314],{},"Internodes",", and branches now appear at the simulation's internodes. If that isn't dense enough, click ",[567,1317,1318],{},"Extra"," and subdivide, or set a distance between branches (also mappable).",[563,1321,1322,1323,1325],{},"Then shape the branches a little: on the Assembly Decoration, play with ",[567,1324,889],{}," to pull the branch clusters more upright.",[563,1327,1328,1329,1331,1332,1334,1335,1337],{},"To flatten leaves to a plane against gravity (taking advantage of the fact that these are ",[695,1330,1130],{}," assemblies) open the ",[567,1333,69],{}," popup and add a ",[567,1336,384],{},". (Effectors are the next section.)",[690,1339,1340],{},[563,1341,1342,698],{},[695,1343,697],{},[606,1345],{},[609,1347,1349],{"id":1348},"_5-shape-with-effectors","5. Shape with Effectors",[563,1351,1352,1354,1355,1358,1359,1361,1362,1364,1365,688],{},[567,1353,69],{}," are how you build your own controls to drive the shaping of the tree. Natsura ships a preset library (",[567,1356,1357],{},"ancestor, deflection, gravity, magnet, noise, direction",") and you can author your own. They're being rolled out across the whole toolset; right now they can be assigned to the ",[567,1360,97],{}," (to deform rigged pieces) and to the ",[567,1363,388],{},". See ",[575,1366,69],{"href":74},[629,1368,1370],{"id":1369},"gravity-on-the-grow","Gravity on the Grow",[563,1372,1373,1374,1376,1377,1380],{},"At the very bottom of the Grow's parameter interface is the same effector button used on the Assembly Decoration. Add a ",[567,1375,384],{}," here too; it pulls the tree upright. That's the opposite of what we want, so ",[567,1378,1379],{},"flip the direction",". It's a bit strong, so get granular with mapping:",[782,1382,1383,1405],{},[785,1384,1385,1386,1388,1389,1393,1394,1397,1398,1400,1401,1404],{},"Click the button again → ",[567,1387,893],{}," → ",[567,1390,1391],{},[647,1392,900],{},", this time ",[567,1395,1396],{},"self"," (your own ",[647,1399,900],{},": a gradient from the base of the ",[695,1402,1403],{},"branch"," to its tip). You get a nice arcing shape.",[785,1406,1407,1408,1411],{},"In the Map, increase the strength. Set one output ",[567,1409,1410],{},"negative"," to pull branches up near the base.",[563,1413,1414,1415,1417],{},"Because you're back in the simulation (slower), switch back to ",[567,1416,776],{}," while playing with the graph.",[690,1419,1420],{},[563,1421,1422,698],{},[695,1423,697],{},[629,1425,1427],{"id":1426},"build-a-mapping-graph","Build a mapping graph",[563,1429,1430,1431,1433],{},"A parameter isn't limited to one Map; you can build a whole mapping graph. With a Map selected, go to the toolbar ",[567,1432,424],{}," dropdown:",[782,1435,1436,1446],{},[785,1437,1438,1441,1442,1445],{},[567,1439,1440],{},"Append Left",", places the new Map ",[695,1443,1444],{},"before"," the selected one.",[785,1447,1448,1451,1452,1455],{},[567,1449,1450],{},"Insert Right \u002F Splice",", splices it into the graph ",[695,1453,1454],{},"after"," the current Map.",[563,1457,1458,1459,1388,1462,1465],{},"Splice in a new Map (e.g. ",[647,1460,1461],{},"map 3",[647,1463,1464],{},"map 4","). The Grow's reference updates to the new tail Map automatically.",[762,1467,1468],{},[563,1469,1470,1473,1474,1477,1478,1481],{},[567,1471,1472],{},"See the wiring."," On the display toolbar, ",[567,1475,1476],{},"Interface → Show Dependency Links"," reveals non-direct links between nodes. ",[567,1479,1480],{},"Show for Selected Nodes"," keeps it from getting crowded.",[563,1483,1484,1485,773,1488,1491,1492,1495,1496,1500,1501,1503,1504,1507,1508,1511],{},"Set the new Map's blend mode from ",[567,1486,1487],{},"Replace",[567,1489,1490],{},"Add"," so you get the ",[695,1493,1494],{},"combined"," effect of both Maps. Set it to operate on ",[567,1497,904,1498],{},[647,1499,900],{}," rather than local ",[647,1502,900],{},". Now you have two kinds of gravity control: a ",[567,1505,1506],{},"local"," one shaping each branch, and one that varies the shape according to ",[567,1509,1510],{},"where you are on the parent trunk",". Combining Maps and blend modes gives a wide range of shaping.",[690,1513,1514],{},[563,1515,1516,698],{},[695,1517,697],{},[629,1519,1521],{"id":1520},"refine-the-clusters-on-the-assembly-decoration","Refine the clusters on the Assembly Decoration",[563,1523,1524,1525,1528,1529,1534],{},"Back on the Assembly Decoration, change the gravity effector's behaviour to ",[567,1526,1527],{},"Flatten"," so the leaves sit on a plane to the sky (push it above 1 to force it stronger). Right now it's uniform across the whole assembly. Because assemblies are rigged, they carry a ",[567,1530,1531,1533],{},[647,1532,900],{}," value across the skeleton","; use it to affect different parts of each piece without breaking instancing:",[782,1536,1537,1553],{},[785,1538,1539,1545,1546,1549,1550,1552],{},[567,1540,1541,1542,1544],{},"Map → Map from Attribute → ",[647,1543,900],{}," (self)",". Now the effector only flattens the ",[695,1547,1548],{},"ends"," of the branches (where ",[647,1551,900],{}," is high), not the whole cluster.",[785,1554,1555,1556,1559],{},"Set the value at ",[647,1557,1558],{},"u = 0"," higher to flatten the whole branch again, or leave it at 0 so only the leafy tips flatten, a nice result.",[690,1561,1562],{},[563,1563,1564,698],{},[695,1565,697],{},[606,1567],{},[609,1569,1571],{"id":1570},"_6-build-a-bigger-branch-cluster","6. Build a bigger branch cluster",[563,1573,1574,1575,1578,1579,1582],{},"The canopy looks sparse. Build a separate, larger branch ",[567,1576,1577],{},"module"," out of the same assemblies, then use ",[695,1580,1581],{},"that"," to decorate the tree. Splitting work across multiple parts keeps the workflow clean.",[1021,1584,1585,1603,1620,1633,1640],{},[785,1586,1587,1588,1591,1592,1594,1595],{},"Drop a ",[567,1589,1590],{},"new Simulate"," in the network, then click ",[567,1593,388],{},".\n",[579,1596,1597],{},[563,1598,1599,1602],{},[567,1600,1601],{},"Placement bug (at time of recording)."," The new Grow may land in a weird spot. May be fixed by the time you watch.",[785,1604,1605,1606,1609,1610,1613,1614,623,1617,1619],{},"On the new Grow: ",[567,1607,1608],{},"Start Pitch = 90°"," (grow horizontally), ",[567,1611,1612],{},"Max Growth Steps ≈ 10",". Decrease ",[567,1615,1616],{},"Start Length Scale",[567,1618,759],{}," so it reads as a branch.",[785,1621,1622,1623,1625,1626,1629,1630,1632],{},"Add a little ",[567,1624,937],{},"; if it's too much, drop ",[567,1627,1628],{},"Fork Probability"," right down. Decrease ",[567,1631,1305],{}," so it tapers off.",[785,1634,1635,1636,1639],{},"Rather than a fresh decoration, ",[567,1637,1638],{},"copy-paste"," the Assembly Decoration you already tuned, and drag-drop it onto this Grow (into the black field below the Trunk Preview). You get a load of branches\u002Fleaves.",[785,1641,1642,1643,1646,1647,1650,1651,1654],{},"That copied decoration's size is driven by your height Map (",[647,1644,1645],{},"map 2","), which is meaningless here; ",[567,1648,1649],{},"unlink"," that map and set selection to ",[567,1652,1653],{},"Random"," to pick randomly from the available parts.",[690,1656,1657],{},[563,1658,1659,698],{},[695,1660,697],{},[629,1662,1664],{"id":1663},"lay-parts-out-and-avoid-the-overlay-trap","Lay parts out and avoid the overlay trap",[563,1666,1667,1668,1670,1671,1674],{},"To pick from a wider range, press ",[567,1669,1180],{}," (or the enter-state icon → ",[567,1672,1673],{},"Edit on Geometry",") to enter the state.",[830,1676,1677],{},[563,1678,1679,1682,1683,1686,1687,1689,1690,1693,1694,1697,1698,1701],{},[567,1680,1681],{},"Display-flag overlay trap."," If your display flag is on the Simulate while you enter the decoration's state, you get a confusing geometry overlay (you're seeing the branch output ",[695,1684,1685],{},"and"," the state geometry). Fix it by setting the display flag onto the ",[567,1688,97],{},", or, to edit against the ",[695,1691,1692],{},"real"," simulation, set the display toolbar to ",[567,1695,1696],{},"Simulate 2"," (this is no longer greyed out because the decoration is assigned to that simulation; ",[567,1699,1700],{},"Simulate 1"," stays greyed because it isn't in use there).",[563,1703,1704,1705,1708,1709,1712],{},"In the state, ",[567,1706,1707],{},"Shift + left-click-drag"," to select all parts, then ",[567,1710,1711],{},"middle-mouse-drag"," to lay them out; a rough diagonal\u002Frandom spread is fine.",[629,1714,1716],{"id":1715},"control-where-branches-appear-and-shape-them","Control where branches appear, and shape them",[563,1718,1719,1720,1723,1724,1727],{},"Use ",[567,1721,1722],{},"masking"," or ",[567,1725,1726],{},"pruning"," to control where branches start on the parent module. Pruning removes over-dense areas; for a branch, near the base makes sense. Then switch back to the Simulate to see it in context and play with the Assembly Decoration:",[782,1729,1730,1739,1757],{},[785,1731,1732,1735,1736,1738],{},[567,1733,1734],{},"Scale"," the branches (this affects pruning, which runs ",[695,1737,1454],{}," placement).",[785,1740,1741,1742,1723,1745,1748,1749,1751,1752,1756],{},"Try a gravity ",[567,1743,1744],{},"attract",[567,1746,1747],{},"repel"," effector. If it's too strong, ",[567,1750,1649],{}," the shared map and map it yourself with ",[567,1753,1754,1544],{},[647,1755,900],{},". A negative value droops the leaves; or pull up near the base and droop at the ends.",[785,1758,1759,1760,1762],{},"Add a ",[567,1761,452],{}," to break things up, and ease off the pruning.",[563,1764,1765,1766,1769],{},"Playing across the Grow and the Assembly Decoration settings lets you generate a wide variety of branch types fast. (Later you can plug ",[567,1767,1768],{},"seed points"," into the Simulate to spawn many branches at once.)",[690,1771,1772],{},[563,1773,1774,698],{},[695,1775,697],{},[606,1777],{},[609,1779,1781],{"id":1780},"_7-turn-the-cluster-into-an-assembly-rig-to-assembly","7. Turn the cluster into an assembly (Rig to Assembly)",[563,1783,1784,1785,1788,1789,688],{},"You've built a branch module from procedural geometry plus prefab instances. Now convert it into an ",[567,1786,1787],{},"assembly"," you can use to decorate the main tree, with ",[575,1790,468],{"href":469},[563,1792,1793,1794,1797,1798,1800],{},"Wire ",[567,1795,1796],{},"both outputs of the new Simulate"," (geometry ",[567,1799,1685],{}," rig) into Rig to Assembly. It shows a breakdown:",[782,1802,1803,1810,1817],{},[785,1804,1805,1806,1809],{},"The ",[567,1807,1808],{},"instances"," that make up the assembly.",[785,1811,1812,1813,1816],{},"A ",[567,1814,1815],{},"new instance",", the procedural geometry that was created.",[785,1818,1805,1819,1822],{},[567,1820,1821],{},"rigged output"," geometry.",[563,1824,1825,1826,1829,1830,1833,1834,1839,1840,1843,1844,1847],{},"Toggle ",[567,1827,1828],{},"display rig",", turn on ",[567,1831,1832],{},"pivots",", or turn geometry off to inspect just pivots + rig. View the ",[567,1835,1836,1838],{},[647,1837,900],{}," value"," (encoded into the geometry, like a simulation); this is how deformation works in the Assembly Decoration with respect to the hierarchy. You can also see the ",[567,1841,1842],{},"unique assemblies"," (each becomes a reusable assembly) and the ",[567,1845,1846],{},"individual instances",", with shared colour lining up instances by their location in the assembly.",[563,1849,1850,1853],{},[567,1851,1852],{},"Press play"," on the timeline to watch them animate. If they animate correctly, the assemblies are configured properly and will respond well to deformation in the Assembly Decoration and to wind in Unreal.",[579,1855,1856],{},[563,1857,1858,1859,1862,1863,867,1866,867,1869,1872,1873,1876],{},"Rig to Assembly is ",[567,1860,1861],{},"brand new and likely to change",". The grouping controls (",[567,1864,1865],{},"Carve",[567,1867,1868],{},"Fuse Threshold",[567,1870,1871],{},"Max Modules",") let you build ",[695,1874,1875],{},"larger"," instances out of the small ones; increasing Fuse Threshold generates larger pieces while keeping the small library too. For this walkthrough, leave it on defaults; we'll work with the single module.",[629,1878,1880],{"id":1879},"use-it-on-the-main-tree","Use it on the main tree",[563,1882,1883,1884,1887,1888,1890],{},"Go to the ",[567,1885,1886],{},"final tree"," (the first cook takes a while). Wire Rig to Assembly's output into the main tree's ",[567,1889,97],{},". You'll see the small components again, because you still need to pick which modules go where:",[1021,1892,1893,1900,1903],{},[785,1894,1895,1896,1899],{},"On the Assembly Decoration, click ",[567,1897,1898],{},"Reset"," to snap everything back to the origin.",[785,1901,1902],{},"Place only the large module you built.",[785,1904,1905,1906,1908],{},"The view is still on prototype geometry; on the display toolbar switch to ",[567,1907,1700],{}," (the real tree).",[563,1910,1911,1912,1915,1916,1919,1920,1923,1924,1927,1928,1930],{},"Because the new clusters are larger, the tree now looks over-dense; ",[567,1913,1914],{},"decrease the scale",". Then refine with the gravity effector map: flatten sooner, or dial in a bit of ",[567,1917,1918],{},"droop"," toward the ends with a touch of inverse droop near the base. For more nuance, ",[567,1921,1922],{},"duplicate the effector"," and set it to ",[567,1925,1926],{},"Level Up"," (strong) so branch up-vectors point skyward; duplicate again to mix in ",[567,1929,1527],{},". Mixing gravitational influences gives you the canopy shape.",[690,1932,1933],{},[563,1934,1935,698],{},[695,1936,697],{},[606,1938],{},[609,1940,1942],{"id":1941},"_8-refine-the-silhouette-switch-terminal-shoot","8. Refine the silhouette (Switch + terminal shoot)",[563,1944,1945,1946,1950,1951,688],{},"Back on the main simulation, control where growth happens. To keep branches off the lower trunk, place a ",[567,1947,1948],{},[575,1949,531],{"href":532}," node and wire it so the secondary Grow only takes effect ",[567,1952,1953],{},"above ~2 m",[563,1955,1956,1957,1960,1961,1964,1965,1968],{},"When you do, the lower branches disappear, but they've been ",[567,1958,1959],{},"replaced by assemblies",", because ",[567,1962,1963],{},"Grow 1"," still has the Assembly Decoration assigned and is spawning on all unused internodes. Keep it if you like it; otherwise select Grow 1 and ",[567,1966,1967],{},"Remove"," the decoration.",[563,1970,1971,1972,1975,1976,1979],{},"Also make sure ",[567,1973,1974],{},"Grow 2"," extends off the ",[567,1977,1978],{},"terminal shoot"," of the trunk, so the trunk doesn't terminate in an ugly stub.",[563,1981,1982],{},"That's your first tree: grown, meshed, decorated, shaped, and refined, a finished Natsura tree in Houdini.",[690,1984,1985],{},[563,1986,1987,698],{},[695,1988,697],{},[606,1990],{},[609,1992,1994],{"id":1993},"take-it-to-unreal","Take it to Unreal",[563,1996,1997,1998,2002],{},"Ready to see it in a game engine? ",[567,1999,2000],{},[575,2001,175],{"href":176}," continues the 101 walkthrough: export the tree as a Nanite Skeletal Assembly, import it, and set up layered wind in Houdini.",[609,2004,2006],{"id":2005},"where-to-go-next","Where to go next",[782,2008,2009,2018,2026,2036,2043],{},[785,2010,2011,698,2014,623,2016,688],{},[567,2012,2013],{},"Go deeper on assemblies.",[575,2015,1134],{"href":167},[575,2017,97],{"href":274},[785,2019,2020,698,2023,2025],{},[567,2021,2022],{},"Shape it deliberately.",[575,2024,36],{"href":37},", gravity, self-similar rhythm, magnets, and the response modes that bend growth.",[785,2027,2028,698,2031,2035],{},[567,2029,2030],{},"Make a stand of trees, all different.",[575,2032,2034],{"href":2033},"\u002Fdocs\u002Fcore-concepts\u002Fsimulation#endless-variation-from-one-graph","Variation",", and feed seed points into the Simulate.",[785,2037,2038,698,2041,688],{},[567,2039,2040],{},"Use a real scanned trunk as the base.",[575,2042,154],{"href":155},[785,2044,2045,698,2048,688],{},[567,2046,2047],{},"Take it into Unreal.",[575,2049,175],{"href":176},{"title":2051,"searchDepth":2052,"depth":2052,"links":2053},"",2,[2054,2060,2064,2067,2072,2077,2081,2084,2085,2086],{"id":611,"depth":2052,"text":612,"children":2055},[2056,2058,2059],{"id":631,"depth":2057,"text":632},3,{"id":701,"depth":2057,"text":702},{"id":752,"depth":2057,"text":753},{"id":806,"depth":2052,"text":807,"children":2061},[2062,2063],{"id":882,"depth":2057,"text":883},{"id":930,"depth":2057,"text":931},{"id":982,"depth":2052,"text":983,"children":2065},[2066],{"id":1066,"depth":2057,"text":1067},{"id":1119,"depth":2052,"text":1120,"children":2068},[2069,2070,2071],{"id":1173,"depth":2057,"text":1174},{"id":1244,"depth":2057,"text":1245},{"id":1286,"depth":2057,"text":1287},{"id":1348,"depth":2052,"text":1349,"children":2073},[2074,2075,2076],{"id":1369,"depth":2057,"text":1370},{"id":1426,"depth":2057,"text":1427},{"id":1520,"depth":2057,"text":1521},{"id":1570,"depth":2052,"text":1571,"children":2078},[2079,2080],{"id":1663,"depth":2057,"text":1664},{"id":1715,"depth":2057,"text":1716},{"id":1780,"depth":2052,"text":1781,"children":2082},[2083],{"id":1879,"depth":2057,"text":1880},{"id":1941,"depth":2052,"text":1942},{"id":1993,"depth":2052,"text":1994},{"id":2005,"depth":2052,"text":2006},"The Natsura 101 walkthrough: grow your first tree in Houdini: trunk, foliage, effectors, a custom branch cluster, and a finished decorated tree ready to take to Unreal.","md",{"tags":2090,"sidebar":2096},[2091,2092,2093,2094,2095],"natsura","tutorial","getting-started","first-tree",101,{"label":22},true,{"title":22,"description":2087},"P-EeAoUMWWAYZamBJHSkhd5P3xNbiuj3fh-8oQUgIUI",[2101,2103],{"title":18,"path":19,"stem":20,"description":2102,"children":-1},"Get your bearings in the Natsura desktop: first-run choices, the workspace and guide panel, the display toolbar, and where the Natsura panels and menu live.",{"title":32,"path":33,"stem":34,"description":2104,"children":-1},"How Natsura grows a plant. The graph you build is a grammar of core verbs that generates an Apex graph; the simulation compiles and evaluates that graph to grow a skeleton, decorate it, and produce endless variation from one recipe.",1780555254870]