Simulate

The solver node. Traverses the Natsura graph, executes growth logic, resolves mappings, and generates the final geometry.

The Simulate node is the engine of Natsura. It takes the abstract graph recipe built from Grow, Split, Repeat, and the rest of the node set, then executes it to generate geometry: traversing the graph, resolving all mappings, effectors, and conditions, and producing the final skeleton and decoration geometry. It runs a feedback loop where, in each step, active tips grow, conditions are checked, attributes are updated, and new tips are spawned.

Inputs

InputDescription
Input 0: GraphThe Natsura graph to simulate.
Input 1: Parms (optional)Global parameter dictionary.
Input 2: Points (optional)Source points for "Grow from Points" mode.

Outputs

OutputDescription
Output: GeometryThe generated skeleton and / or decoration geometry.

Intrinsics

AttributeDescription
idUnique identifier per internode.
parent_idParent internode.
generationRecursive depth from the root.
uNormalised progress along the growth section.
ageTime / step counter.
widthBranch thickness.
radiusBranch radius derived from width.
orientOrientation quaternion on decorations.
scaleScale factor on decorations.
variantVariant index on decorations.

Parameters

Globals

ParameterDescription
GenerationBy default, the current frame number is used; the frame number can be set using the playbar at the bottom of the interface.
Max StepsSafety limit for the simulation loop. Prevents runaway growth.
SeedGlobal random seed for the simulation.

Output

ParameterDescription
Output SkeletonGenerates the line graph representing the branch structure.
Output DecorationsGenerates instanced geometry (leaves, flowers, etc.) attached via decoration sockets.
Point AttributesSpecify which attributes (N, width, Cd, and so on) to retain for points.
Primitive AttributesSpecify which attributes to retain for primitives.
Keep Dead StuffEnable to preserve parts of the geometry marked as inactive.

Modes / States

Three display modes control what the node shows in the viewport:

  • Skeleton. The line graph only; fastest for iteration.
  • Preview. Lightweight shading.
  • Output. Final decorated geometry; the most expensive mode.

Notes

  • Reduce Max Steps or use simpler graphs when iterating. Full decoration output is the most expensive mode.
  • Simulate is the mandatory final step; no geometry is produced without it.
  • Feed a scatter into Input 2 to grow many instances from different root positions. See Variation.

See also: Simulation concept · Variation · Grow · Seed Points