Node Reference

Alphabetized quick-reference of every Natsura node that currently has a documentation page.

An alphabetized index of every Natsura node that currently has a documentation page, with a one-line summary and its category. Natsura ships roughly 180 nodes in total (most are internal machinery); this table lists the user-facing ones that are documented today and grows as more pages are written.

For categorized overviews, see the topic pages: Decorations · Effectors · Mapping · Traits · Internal Nodes


NodeCategorySummary
Ancestor EffectorEffectorReads a direction attribute from an ancestor (parent, grandparent, etc.) in the growth hierarchy.
Assembly DecorationDecorationPlaces pre-rigged library assemblies at points on a tree using trait matching. The default tool for foliage placement.
Assembly EditAssemblyInteractive state for rotating, deforming, and fixing rigged assemblies after auto-rigging.
Assembly PackAssemblyPacks rigged assemblies into the canonical packed-primitive form downstream nodes consume.
Assembly ResourceAssemblyWrapper that prepares a library of rigged assemblies for an Assembly Decoration.
Atlas 3DAtlasLifts flat atlas cards into 3D where geometric thickness is wanted.
Atlas EmbossAtlasUses the height channel to emboss border, spine, and vein shapes on lifted cards.
Atlas ImportAtlasFirst step of the atlas pipeline. Brings atlas source images into the workflow.
Atlas LayoutAtlasIdentifies the individual cards in an atlas image and prepares per-card controls.
Atlas MaterialAtlasDerives per-channel material outputs (colour, alpha, roughness, height, normal, subsurface) from an atlas.
Atlas MeshAtlasMesh construction, subdivision, and per-region shaping for atlas cards.
Atlas RemeshAtlasCleans traced and lifted atlas geometry into uniform polygonal output.
Atlas SourceAtlasProvides a source surface and merge-threshold control for combining nearby atlas regions.
Atlas TraceAtlasConverts a 2D atlas image into a traced outline mesh whose silhouette follows the alpha.
Atlas WizardAtlasGuided high-level entry to the atlas pipeline in a few clicks.
BakeUtilityCOPs-based texture baker. Converts high-poly geometry into colour, height, and normal maps.
Build Assembly RigAssemblyAuto-rigging step that produces Natsura's assembly rig, preserving instancing through placement.
ClassifyAssemblyStandalone node exposing trait-based classification of assembly library entries.
Cluster DecorationDecorationAttaches and deforms external meshes (leaves, flowers, fruit) along the skeleton.
Core DecorationDecorationBase node for creating custom decorations.
Create Graft MeshTrunksRemeshes imported high-poly geometry and prepares the region where procedural extensions attach.
Create ProxyUtilityGenerates a clustered proxy of a tree for LOD, collision, and lightweight viewport stand-ins.
Debug Tree RigUtilityInspects the rig, skin, joints, and bone-capture state of a tree before export.
Deflection EffectorEffectorReacts to the tree's own shape so branches stay aware of each other and avoid overcrowding.
DelayUtilityPauses growth on selected branches for a set number of iterations, staggering development.
Direction EffectorEffectorOutputs a constant directional vector as an effector growth nodes can read.
Effector (Custom Base)EffectorThe core effector node. Base for authoring custom effectors in VEX.
Effector TemplateEffectorAuthoring node for defining a custom effector surface on a target HDA.
Export Unreal Nanite AssemblyExportExports assemblies to Unreal as Nanite Skeletal Assemblies: USD plus a wind.json.
Gravity EffectorEffectorA uniform up-vector across the tree. Drives the gravitropic response.
GrowGrowthThe fundamental building block. Extends structure from current endpoints with control over length, angle, and width.
Grow DrawGrowthDraw growth by hand and let the simulator pick up from your input and fill in the rest.
Identify Shared InstancesUtilityTags geometry so instance relationships survive downstream processing and export.
Import AssemblyAssemblyBrings source geometry (SOPs, USD, BGEO) into the assembly workflow for auto-rigging.
Import HighpolyTrunksLoads high-resolution scanned or photogrammetry meshes for trunk extraction and reference.
Import PropsUtilityLoads external meshes (leaves, flowers, rocks) as props for cluster decoration workflows.
KillGrowthImmediately halts future growth on branches that meet conditions. Distinct from Prune.
Magnet EffectorEffectorUser-placed sphere of influence that pulls or pushes branches within its radius.
MapMappingThe building block for parameter control. Applies one operation and blends the result.
Map AttributeMappingReads a per-internode attribute into a Map chain: the "read u to drive taper" step.
Map BlendMappingBlends two mapping chains together based on a weight.
Map ConstantMappingEmits a fixed value into a Map chain: the base-value step at the head of a chain.
Map IfMappingApplies a map chain only if a condition is met.
Map RandomMappingEmits a stable per-internode random value into a Map chain.
Mapping TemplateMappingAuthoring node for defining mappable parameters on a target HDA.
Noise EffectorEffectorGenerates a 3D noise vector field to influence growth direction.
Pivot EditAssemblyInteractive state for placing pivots on assembly geometry when auto-rigging fails.
PruneGrowthRemoves branches during growth by re-testing conditions, simulating die-back and self-pruning.
RepeatGrowthA looping block: encapsulates a subgraph and re-evaluates it N times with time-varying attributes.
Rig to AssemblyAssemblyConverts a Simulate's output into a reusable assembly library to decorate another tree.
Scan MaterialTrunksAssigns a material to a scanned mesh inside the high-poly import and graft workflows.
Scan ProfilesTrunksInteractive picker for selecting end-tube points on a scanned trunk.
Scan RigTrunksCreates rigged tubular sections from scanned geometry for tiling-texture extraction.
Scan to PartsTrunksFilters a scanned mesh to a selected region via interactive viewport selection.
Scan to PatchTrunksIdentifies a smaller square region within a tube section for patch-style tiling textures.
Scan to TubeTrunksTurns a rigged tubular section into a cleanly-UVed tube for use as a tiling-texture source.
Seed PointsUtilityGenerates a scatter of input points with per-point seed, age, and species attributes for stands and forests.
Select DecorationDecoration(Deprecated, expected to return.) Gating layer controlling which parts of a tree get which mesh.
SignalUtilityIntegrates environmental signals (proximity, vector fields) to guide growth dynamically.
Simplify Tree Rig and SkinUtilityReduces joint count and skin complexity before export. The standard pre-export step.
SimulateCoreThe solver. Traverses the graph, executes growth, resolves mappings, generates geometry.
SplitGrowthCreates explicit parallel branches in the graph topology, distinct from innate forking.
Surface DecorationDecorationGenerates skin or bark geometry for the skeleton.
Surface ResourceDecorationDefines the material a Surface Decoration applies: colour, normal, roughness, displacement, tint.
Surface WizardDecorationHigh-level wrapper that prepares surface-decoration input geometry in one node.
SwitchGrowthRoutes growth to different subgraphs based on attributes, thresholds, or mappings.
TreeparameterizeUtilityResamples and parameterises imported tree geometry into the form Natsura's nodes expect.
Trunk DecorationDecorationSpecialised surface decoration for trunks, with enhanced UV/displacement and trunk-extension support.
Unreal Wizard (Deprecated)ExportDeprecated. Use the Nanite Skeletal Assembly export workflow instead.
Wind ConfigUtilityAssigns layered wind classes to the skeleton for motion in game engines.
Wind PrevisUtilityIn-Houdini preview of a Wind Config chain. Not one-for-one with the engine-side wind.
WrangleGrowthAdvanced VEX interface. Emit attributes, define gates, or prototype effectors.