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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":262,"body":559,"description":1412,"extension":1413,"meta":1414,"navigation":1417,"path":267,"seo":1418,"stem":268,"__hash__":1419},"docs\u002F1.docs\u002F7.Nodes\u002F0.node-reference.md",{"type":560,"value":561,"toc":1408},"minimark",[562,566,581,584],[563,564,565],"p",{},"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.",[563,567,568,569,572,573,572,575,572,577,572,579],{},"For categorized overviews, see the topic pages:\n",[570,571,81],"a",{"href":86}," ·\n",[570,574,69],{"href":74},[570,576,57],{"href":62},[570,578,105],{"href":111},[570,580,412],{"href":413},[582,583],"hr",{},[585,586,587,603],"table",{},[588,589,590],"thead",{},[591,592,593,597,600],"tr",{},[594,595,596],"th",{},"Node",[594,598,599],{},"Category",[594,601,602],{},"Summary",[604,605,606,619,631,643,654,665,677,688,699,710,721,732,743,754,765,776,788,799,810,821,832,844,855,866,877,888,899,910,921,933,944,956,967,978,989,1000,1011,1022,1033,1044,1055,1066,1077,1088,1099,1110,1121,1132,1143,1154,1165,1176,1187,1198,1209,1220,1231,1242,1253,1264,1275,1287,1298,1309,1320,1331,1342,1353,1364,1375,1386,1397],"tbody",{},[591,607,608,613,616],{},[609,610,611],"td",{},[570,612,270],{"href":271},[609,614,615],{},"Effector",[609,617,618],{},"Reads a direction attribute from an ancestor (parent, grandparent, etc.) in the growth hierarchy.",[591,620,621,625,628],{},[609,622,623],{},[570,624,97],{"href":274},[609,626,627],{},"Decoration",[609,629,630],{},"Places pre-rigged library assemblies at points on a tree using trait matching. The default tool for foliage placement.",[591,632,633,637,640],{},[609,634,635],{},[570,636,277],{"href":278},[609,638,639],{},"Assembly",[609,641,642],{},"Interactive state for rotating, deforming, and fixing rigged assemblies after auto-rigging.",[591,644,645,649,651],{},[609,646,647],{},[570,648,281],{"href":282},[609,650,639],{},[609,652,653],{},"Packs rigged assemblies into the canonical packed-primitive form downstream nodes consume.",[591,655,656,660,662],{},[609,657,658],{},[570,659,285],{"href":286},[609,661,639],{},[609,663,664],{},"Wrapper that prepares a library of rigged assemblies for an Assembly Decoration.",[591,666,667,671,674],{},[609,668,669],{},[570,670,289],{"href":290},[609,672,673],{},"Atlas",[609,675,676],{},"Lifts flat atlas cards into 3D where geometric thickness is wanted.",[591,678,679,683,685],{},[609,680,681],{},[570,682,293],{"href":294},[609,684,673],{},[609,686,687],{},"Uses the height channel to emboss border, spine, and vein shapes on lifted cards.",[591,689,690,694,696],{},[609,691,692],{},[570,693,297],{"href":298},[609,695,673],{},[609,697,698],{},"First step of the atlas pipeline. Brings atlas source images into the workflow.",[591,700,701,705,707],{},[609,702,703],{},[570,704,301],{"href":302},[609,706,673],{},[609,708,709],{},"Identifies the individual cards in an atlas image and prepares per-card controls.",[591,711,712,716,718],{},[609,713,714],{},[570,715,305],{"href":306},[609,717,673],{},[609,719,720],{},"Derives per-channel material outputs (colour, alpha, roughness, height, normal, subsurface) from an atlas.",[591,722,723,727,729],{},[609,724,725],{},[570,726,309],{"href":310},[609,728,673],{},[609,730,731],{},"Mesh construction, subdivision, and per-region shaping for atlas cards.",[591,733,734,738,740],{},[609,735,736],{},[570,737,313],{"href":314},[609,739,673],{},[609,741,742],{},"Cleans traced and lifted atlas geometry into uniform polygonal output.",[591,744,745,749,751],{},[609,746,747],{},[570,748,317],{"href":318},[609,750,673],{},[609,752,753],{},"Provides a source surface and merge-threshold control for combining nearby atlas regions.",[591,755,756,760,762],{},[609,757,758],{},[570,759,321],{"href":322},[609,761,673],{},[609,763,764],{},"Converts a 2D atlas image into a traced outline mesh whose silhouette follows the alpha.",[591,766,767,771,773],{},[609,768,769],{},[570,770,325],{"href":326},[609,772,673],{},[609,774,775],{},"Guided high-level entry to the atlas pipeline in a few clicks.",[591,777,778,782,785],{},[609,779,780],{},[570,781,329],{"href":330},[609,783,784],{},"Utility",[609,786,787],{},"COPs-based texture baker. Converts high-poly geometry into colour, height, and normal maps.",[591,789,790,794,796],{},[609,791,792],{},[570,793,333],{"href":334},[609,795,639],{},[609,797,798],{},"Auto-rigging step that produces Natsura's assembly rig, preserving instancing through placement.",[591,800,801,805,807],{},[609,802,803],{},[570,804,337],{"href":338},[609,806,639],{},[609,808,809],{},"Standalone node exposing trait-based classification of assembly library entries.",[591,811,812,816,818],{},[609,813,814],{},[570,815,101],{"href":341},[609,817,627],{},[609,819,820],{},"Attaches and deforms external meshes (leaves, flowers, fruit) along the skeleton.",[591,822,823,827,829],{},[609,824,825],{},[570,826,344],{"href":345},[609,828,627],{},[609,830,831],{},"Base node for creating custom decorations.",[591,833,834,838,841],{},[609,835,836],{},[570,837,380],{"href":381},[609,839,840],{},"Trunks",[609,842,843],{},"Remeshes imported high-poly geometry and prepares the region where procedural extensions attach.",[591,845,846,850,852],{},[609,847,848],{},[570,849,348],{"href":349},[609,851,784],{},[609,853,854],{},"Generates a clustered proxy of a tree for LOD, collision, and lightweight viewport stand-ins.",[591,856,857,861,863],{},[609,858,859],{},[570,860,352],{"href":353},[609,862,784],{},[609,864,865],{},"Inspects the rig, skin, joints, and bone-capture state of a tree before export.",[591,867,868,872,874],{},[609,869,870],{},[570,871,356],{"href":357},[609,873,615],{},[609,875,876],{},"Reacts to the tree's own shape so branches stay aware of each other and avoid overcrowding.",[591,878,879,883,885],{},[609,880,881],{},[570,882,360],{"href":361},[609,884,784],{},[609,886,887],{},"Pauses growth on selected branches for a set number of iterations, staggering development.",[591,889,890,894,896],{},[609,891,892],{},[570,893,364],{"href":365},[609,895,615],{},[609,897,898],{},"Outputs a constant directional vector as an effector growth nodes can read.",[591,900,901,905,907],{},[609,902,903],{},[570,904,368],{"href":369},[609,906,615],{},[609,908,909],{},"The core effector node. Base for authoring custom effectors in VEX.",[591,911,912,916,918],{},[609,913,914],{},[570,915,372],{"href":373},[609,917,615],{},[609,919,920],{},"Authoring node for defining a custom effector surface on a target HDA.",[591,922,923,927,930],{},[609,924,925],{},[570,926,376],{"href":377},[609,928,929],{},"Export",[609,931,932],{},"Exports assemblies to Unreal as Nanite Skeletal Assemblies: USD plus a wind.json.",[591,934,935,939,941],{},[609,936,937],{},[570,938,384],{"href":385},[609,940,615],{},[609,942,943],{},"A uniform up-vector across the tree. Drives the gravitropic response.",[591,945,946,950,953],{},[609,947,948],{},[570,949,388],{"href":389},[609,951,952],{},"Growth",[609,954,955],{},"The fundamental building block. Extends structure from current endpoints with control over length, angle, and width.",[591,957,958,962,964],{},[609,959,960],{},[570,961,392],{"href":393},[609,963,952],{},[609,965,966],{},"Draw growth by hand and let the simulator pick up from your input and fill in the rest.",[591,968,969,973,975],{},[609,970,971],{},[570,972,400],{"href":401},[609,974,784],{},[609,976,977],{},"Tags geometry so instance relationships survive downstream processing and export.",[591,979,980,984,986],{},[609,981,982],{},[570,983,404],{"href":405},[609,985,639],{},[609,987,988],{},"Brings source geometry (SOPs, USD, BGEO) into the assembly workflow for auto-rigging.",[591,990,991,995,997],{},[609,992,993],{},[570,994,396],{"href":397},[609,996,840],{},[609,998,999],{},"Loads high-resolution scanned or photogrammetry meshes for trunk extraction and reference.",[591,1001,1002,1006,1008],{},[609,1003,1004],{},[570,1005,408],{"href":409},[609,1007,784],{},[609,1009,1010],{},"Loads external meshes (leaves, flowers, rocks) as props for cluster decoration workflows.",[591,1012,1013,1017,1019],{},[609,1014,1015],{},[570,1016,416],{"href":417},[609,1018,952],{},[609,1020,1021],{},"Immediately halts future growth on branches that meet conditions. Distinct from Prune.",[591,1023,1024,1028,1030],{},[609,1025,1026],{},[570,1027,420],{"href":421},[609,1029,615],{},[609,1031,1032],{},"User-placed sphere of influence that pulls or pushes branches within its radius.",[591,1034,1035,1039,1041],{},[609,1036,1037],{},[570,1038,424],{"href":425},[609,1040,57],{},[609,1042,1043],{},"The building block for parameter control. Applies one operation and blends the result.",[591,1045,1046,1050,1052],{},[609,1047,1048],{},[570,1049,428],{"href":429},[609,1051,57],{},[609,1053,1054],{},"Reads a per-internode attribute into a Map chain: the \"read u to drive taper\" step.",[591,1056,1057,1061,1063],{},[609,1058,1059],{},[570,1060,432],{"href":433},[609,1062,57],{},[609,1064,1065],{},"Blends two mapping chains together based on a weight.",[591,1067,1068,1072,1074],{},[609,1069,1070],{},[570,1071,436],{"href":437},[609,1073,57],{},[609,1075,1076],{},"Emits a fixed value into a Map chain: the base-value step at the head of a chain.",[591,1078,1079,1083,1085],{},[609,1080,1081],{},[570,1082,440],{"href":441},[609,1084,57],{},[609,1086,1087],{},"Applies a map chain only if a condition is met.",[591,1089,1090,1094,1096],{},[609,1091,1092],{},[570,1093,444],{"href":445},[609,1095,57],{},[609,1097,1098],{},"Emits a stable per-internode random value into a Map chain.",[591,1100,1101,1105,1107],{},[609,1102,1103],{},[570,1104,448],{"href":449},[609,1106,57],{},[609,1108,1109],{},"Authoring node for defining mappable parameters on a target HDA.",[591,1111,1112,1116,1118],{},[609,1113,1114],{},[570,1115,452],{"href":453},[609,1117,615],{},[609,1119,1120],{},"Generates a 3D noise vector field to influence growth direction.",[591,1122,1123,1127,1129],{},[609,1124,1125],{},[570,1126,456],{"href":457},[609,1128,639],{},[609,1130,1131],{},"Interactive state for placing pivots on assembly geometry when auto-rigging fails.",[591,1133,1134,1138,1140],{},[609,1135,1136],{},[570,1137,460],{"href":461},[609,1139,952],{},[609,1141,1142],{},"Removes branches during growth by re-testing conditions, simulating die-back and self-pruning.",[591,1144,1145,1149,1151],{},[609,1146,1147],{},[570,1148,464],{"href":465},[609,1150,952],{},[609,1152,1153],{},"A looping block: encapsulates a subgraph and re-evaluates it N times with time-varying attributes.",[591,1155,1156,1160,1162],{},[609,1157,1158],{},[570,1159,468],{"href":469},[609,1161,639],{},[609,1163,1164],{},"Converts a Simulate's output into a reusable assembly library to decorate another tree.",[591,1166,1167,1171,1173],{},[609,1168,1169],{},[570,1170,472],{"href":473},[609,1172,840],{},[609,1174,1175],{},"Assigns a material to a scanned mesh inside the high-poly import and graft workflows.",[591,1177,1178,1182,1184],{},[609,1179,1180],{},[570,1181,476],{"href":477},[609,1183,840],{},[609,1185,1186],{},"Interactive picker for selecting end-tube points on a scanned trunk.",[591,1188,1189,1193,1195],{},[609,1190,1191],{},[570,1192,480],{"href":481},[609,1194,840],{},[609,1196,1197],{},"Creates rigged tubular sections from scanned geometry for tiling-texture extraction.",[591,1199,1200,1204,1206],{},[609,1201,1202],{},[570,1203,484],{"href":485},[609,1205,840],{},[609,1207,1208],{},"Filters a scanned mesh to a selected region via interactive viewport selection.",[591,1210,1211,1215,1217],{},[609,1212,1213],{},[570,1214,488],{"href":489},[609,1216,840],{},[609,1218,1219],{},"Identifies a smaller square region within a tube section for patch-style tiling textures.",[591,1221,1222,1226,1228],{},[609,1223,1224],{},[570,1225,492],{"href":493},[609,1227,840],{},[609,1229,1230],{},"Turns a rigged tubular section into a cleanly-UVed tube for use as a tiling-texture source.",[591,1232,1233,1237,1239],{},[609,1234,1235],{},[570,1236,496],{"href":497},[609,1238,784],{},[609,1240,1241],{},"Generates a scatter of input points with per-point seed, age, and species attributes for stands and forests.",[591,1243,1244,1248,1250],{},[609,1245,1246],{},[570,1247,500],{"href":501},[609,1249,627],{},[609,1251,1252],{},"(Deprecated, expected to return.) Gating layer controlling which parts of a tree get which mesh.",[591,1254,1255,1259,1261],{},[609,1256,1257],{},[570,1258,504],{"href":505},[609,1260,784],{},[609,1262,1263],{},"Integrates environmental signals (proximity, vector fields) to guide growth dynamically.",[591,1265,1266,1270,1272],{},[609,1267,1268],{},[570,1269,508],{"href":509},[609,1271,784],{},[609,1273,1274],{},"Reduces joint count and skin complexity before export. The standard pre-export step.",[591,1276,1277,1281,1284],{},[609,1278,1279],{},[570,1280,512],{"href":513},[609,1282,1283],{},"Core",[609,1285,1286],{},"The solver. Traverses the graph, executes growth, resolves mappings, generates geometry.",[591,1288,1289,1293,1295],{},[609,1290,1291],{},[570,1292,516],{"href":517},[609,1294,952],{},[609,1296,1297],{},"Creates explicit parallel branches in the graph topology, distinct from innate forking.",[591,1299,1300,1304,1306],{},[609,1301,1302],{},[570,1303,89],{"href":520},[609,1305,627],{},[609,1307,1308],{},"Generates skin or bark geometry for the skeleton.",[591,1310,1311,1315,1317],{},[609,1312,1313],{},[570,1314,523],{"href":524},[609,1316,627],{},[609,1318,1319],{},"Defines the material a Surface Decoration applies: colour, normal, roughness, displacement, tint.",[591,1321,1322,1326,1328],{},[609,1323,1324],{},[570,1325,527],{"href":528},[609,1327,627],{},[609,1329,1330],{},"High-level wrapper that prepares surface-decoration input geometry in one node.",[591,1332,1333,1337,1339],{},[609,1334,1335],{},[570,1336,531],{"href":532},[609,1338,952],{},[609,1340,1341],{},"Routes growth to different subgraphs based on attributes, thresholds, or mappings.",[591,1343,1344,1348,1350],{},[609,1345,1346],{},[570,1347,535],{"href":536},[609,1349,784],{},[609,1351,1352],{},"Resamples and parameterises imported tree geometry into the form Natsura's nodes expect.",[591,1354,1355,1359,1361],{},[609,1356,1357],{},[570,1358,93],{"href":539},[609,1360,627],{},[609,1362,1363],{},"Specialised surface decoration for trunks, with enhanced UV\u002Fdisplacement and trunk-extension support.",[591,1365,1366,1370,1372],{},[609,1367,1368],{},[570,1369,542],{"href":543},[609,1371,929],{},[609,1373,1374],{},"Deprecated. Use the Nanite Skeletal Assembly export workflow instead.",[591,1376,1377,1381,1383],{},[609,1378,1379],{},[570,1380,546],{"href":547},[609,1382,784],{},[609,1384,1385],{},"Assigns layered wind classes to the skeleton for motion in game engines.",[591,1387,1388,1392,1394],{},[609,1389,1390],{},[570,1391,550],{"href":551},[609,1393,784],{},[609,1395,1396],{},"In-Houdini preview of a Wind Config chain. Not one-for-one with the engine-side wind.",[591,1398,1399,1403,1405],{},[609,1400,1401],{},[570,1402,554],{"href":555},[609,1404,952],{},[609,1406,1407],{},"Advanced VEX interface. Emit attributes, define gates, or prototype effectors.",{"title":1409,"searchDepth":1410,"depth":1410,"links":1411},"",2,[],"Alphabetized quick-reference of every Natsura node that currently has a documentation page.","md",{"sidebar":1415},{"label":262,"order":1416},10,true,{"title":262,"description":1412},"5oy2JLGCxf5AEYbD7EloW_OaIJ2EzOQzZsleBuY2KQo",[1421,1423],{"title":258,"path":259,"stem":260,"description":1422,"children":-1},"How to reach the Natsura team for questions the documentation and the other help pages don't answer.",{"title":270,"path":271,"stem":272,"description":618,"children":-1},1780555257674]