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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":175,"body":559,"description":1326,"extension":1327,"meta":1328,"navigation":1337,"path":176,"seo":1338,"stem":177,"__hash__":1339},"docs\u002F1.docs\u002F4.unreal\u002F01.tree-to-unreal.md",{"type":560,"value":561,"toc":1305},"minimark",[562,575,600,608,611,616,637,640,645,656,672,686,690,697,736,751,766,776,778,782,789,794,825,829,849,853,866,872,901,904,910,914,920,935,938,958,961,1004,1018,1026,1032,1034,1038,1049,1053,1063,1072,1089,1101,1108,1112,1139,1145,1149,1157,1173,1179,1213,1246,1250,1264,1267,1273,1277],[563,564,565,566,569,570,574],"p",{},"This picks up where ",[567,568,22],"a",{"href":23}," leaves off: you have a finished, decorated tree in Houdini, and now you'll get it into Unreal as a ",[571,572,573],"strong",{},"Nanite Skeletal Assembly"," with working wind. It's the Unreal half of the Natsura 101 walkthrough.",[576,577,578],"note",{},[563,579,580,583,584,586,587,589,590,592,593,595,596,599],{},[571,581,582],{},"Before you start."," You need a tree that came out of a ",[567,585,512],{"href":513}," (so it's rigged and skinned), decorated and shaped, the result of ",[567,588,22],{"href":23},". For the reference pages behind each step, see ",[567,591,188],{"href":189}," and ",[567,594,179],{"href":180},"; when something doesn't come across, see ",[567,597,598],{"href":193},"Nanite & Unreal troubleshooting",".",[576,601,602],{},[563,603,604,607],{},[571,605,606],{},"Early access."," Some steps below call out behaviour that is a known bug or rough edge at time of recording. They're flagged inline so you know it's the tool, not you, and some may already be fixed by the time you read this.",[609,610],"hr",{},[612,613,615],"h2",{"id":614},"_1-export-nanite-skeletal-assembly","1. Export (Nanite Skeletal Assembly)",[563,617,618,619,622,623,625,626,629,630,633,634,636],{},"From the ",[571,620,621],{},"Export"," tools, click ",[571,624,376],{},". Drag the ",[571,627,628],{},"left output (geometry)"," and the ",[571,631,632],{},"right output (rig)"," of the Simulate into it. See ",[567,635,376],{"href":377}," for the node.",[563,638,639],{},"Set the display to the export node: you should see the geometry slightly transparent overlaid with the skeleton: a combination of the procedural simulation and the assemblies stitched onto it.",[641,642,644],"h3",{"id":643},"into-solaris","Into Solaris",[563,646,647,648,651,652,655],{},"Click ",[571,649,650],{},"Enter Solaris"," on the export node. Solaris is Houdini's USD context, its home for stage management and rendering, and the bridge to Unreal. Inside the ",[571,653,654],{},"LOP network"," you'll find:",[657,658,659,666],"ul",{},[660,661,662,665],"li",{},[571,663,664],{},"SOP Create Nanite Assembly",", the export node with its settings.",[660,667,668,671],{},[571,669,670],{},"Karma Physical Sky",", turn on its display to light the tree.",[563,673,674,675,678,679,682,683],{},"To reality-check the tree, change the renderer from ",[571,676,677],{},"Houdini GL"," to ",[571,680,681],{},"Karma XPU"," (Houdini's GPU path tracer), and turn off the grid overlay. ",[571,684,685],{},"If anything looks wrong or missing here, it'll very likely be wrong in Unreal too.",[641,687,689],{"id":688},"save-the-export","Save the export",[563,691,692,693,696],{},"On ",[571,694,695],{},"Create Nanite Assembly",":",[698,699,700,706,718,731],"ol",{},[660,701,647,702,705],{},[571,703,704],{},"Auto Fill Materials"," to pull the scene's materials into Solaris.",[660,707,708,709,712,713,717],{},"Give the tree a sensible ",[571,710,711],{},"name"," (e.g. ",[714,715,716],"code",{},"101_TreeTest_01",").",[660,719,720,721,724,725,728,729,717],{},"Set the format to ",[571,722,723],{},"USD"," (the default may show ",[571,726,727],{},"USDA",", change it to ",[571,730,723],{},[660,732,733],{},[571,734,735],{},"Save to Disk.",[563,737,738,739,744,745,750],{},"Use the file-explorer button to find the output. You'll have a ",[571,740,741],{},[714,742,743],{},".usd"," file (the Nanite assembly) and a ",[571,746,747],{},[714,748,749],{},"wind.json"," sidecar. Wind import comes next.",[576,752,753],{},[563,754,755,758,759,762,763,765],{},[571,756,757],{},"Materials gotcha."," If you ",[571,760,761],{},"rename"," the tree later, the material paths break: you must click ",[571,764,704],{}," again before re-saving. Skipping this is a common cause of a material-less tree in Unreal.",[767,768,769],"blockquote",{},[563,770,771,775],{},[772,773,774],"em",{},"Visual pending."," ",[609,777],{},[612,779,781],{"id":780},"_2-import-into-unreal","2. Import into Unreal",[563,783,784,785,788],{},"Use ",[571,786,787],{},"Unreal 5.7 or later","; that's when the Nanite tools for foliage arrived.",[563,790,791],{},[571,792,793],{},"Prerequisites:",[657,795,796,813],{},[660,797,798,801,802,805,806,809,810,599],{},[571,799,800],{},"Plugins:"," enable ",[571,803,804],{},"Procedural Vegetation Editor",", ",[571,807,808],{},"USD Importer",", and ",[571,811,812],{},"USD Core",[660,814,815,818,819,592,821,824],{},[571,816,817],{},"Project Settings:"," turn on both ",[571,820,183],{},[571,822,823],{},"Nanite Foliage"," (Nanite Foliage enables voxelisation of foliage).",[641,826,828],{"id":827},"import-the-usd","Import the USD",[563,830,831,832,836,837,840,841,844,845,848],{},"Drag-and-drop the exported ",[571,833,834],{},[714,835,743],{}," into the Content browser. Accept the defaults, review the USD structure, and click ",[571,838,839],{},"Import",". You get folders for ",[571,842,843],{},"Materials, Skeletal Meshes, Textures",". Open ",[571,846,847],{},"Skeletal Meshes",", find your tree, and drag it into the viewport.",[641,850,852],{"id":851},"fix-instances-stuck-at-the-origin","Fix instances stuck at the origin",[854,855,856],"warning",{},[563,857,858,861,862,865],{},[571,859,860],{},"Known import behaviour."," On import, all the instances may be placed at the ",[571,863,864],{},"world origin",". This is a transform issue on the skinned geometry's instances, under investigation, but there's a reliable workaround.",[563,867,868,869,696],{},"Fix it in the ",[571,870,871],{},"Skeletal Mesh editor",[698,873,874,877,887,896],{},[660,875,876],{},"Open the skeletal mesh.",[660,878,879,880,883,884,599],{},"In the ",[571,881,882],{},"Asset Details"," panel, search ",[571,885,886],{},"Preserve",[660,888,889,890,678,893,599],{},"Set ",[571,891,892],{},"Shape Preservation",[571,894,895],{},"Voxelize",[660,897,898],{},[571,899,900],{},"Apply Changes.",[563,902,903],{},"The tree now reads correctly and the instances sit where they belong.",[767,905,906],{},[563,907,908,775],{},[772,909,774],{},[641,911,913],{"id":912},"apply-the-wind","Apply the wind",[563,915,916,917,919],{},"The ",[714,918,749],{}," you exported carries the wind setup:",[698,921,922],{},[660,923,924,925,928,929,932,933,599],{},"Right-click the ",[571,926,927],{},"Skeletal Mesh"," → ",[571,930,931],{},"Scripted Asset Actions → Import Dynamic Wind Data",", and pick the ",[714,934,749],{},[563,936,937],{},"You won't see wind yet, and this is the part to slow down on:",[854,939,940],{},[563,941,942,945,946,949,950,953,954,957],{},[571,943,944],{},"Wind doesn't apply to regular skeletal meshes."," The wind shipped with Nanite Foliage only applies to a new mesh type, ",[571,947,948],{},"Instance Skinned Meshes",", created via ",[571,951,952],{},"PCG"," or ",[571,955,956],{},"Blueprints",". A plain skeletal mesh in the level gets no wind.",[563,959,960],{},"For a single tree, a Blueprint is the most direct route:",[698,962,963,972,978,984,991,998],{},[660,964,965,968,969,717],{},[571,966,967],{},"Right-click → Blueprint Class → Actor",", name it (e.g. ",[714,970,971],{},"BP_101_Tree",[660,973,974,975,599],{},"Open it and ",[571,976,977],{},"add a Skinned Instanced Mesh Component",[660,979,980,981,717],{},"On that component, pick your imported tree (",[714,982,983],{},"SK_..._TreeTest",[660,985,986,987,990],{},"You still see nothing; an Instance Skinned Mesh Component ",[571,988,989],{},"needs at least one instance",". Add one. Now the tree appears.",[660,992,993,994,997],{},"Wind still needs a ",[571,995,996],{},"wind transform provider"," alongside the geometry. Add it.",[660,999,1000,1003],{},[571,1001,1002],{},"Compile and save"," the Blueprint, then drag it into the scene. You should see subtle motion.",[563,1005,1006,1007,1009,1010,1013,1014,1017],{},"To make wind more visible: in the ",[571,1008,871],{},", search ",[571,1011,1012],{},"wind",". With one simulation group present, increase ",[571,1015,1016],{},"Gust Attenuation",". This strengthens the motion, but with a single wind layer you'll only get one kind of weird motion: no bending, no secondary wind. That's what configuring wind in Houdini fixes (next section).",[563,1019,1020,1021,1023,1024,599],{},"For the engine-side reference, see ",[567,1022,188],{"href":189},"; for export\u002Fimport problems, see ",[567,1025,598],{"href":193},[767,1027,1028],{},[563,1029,1030,775],{},[772,1031,774],{},[609,1033],{},[612,1035,1037],{"id":1036},"_3-configure-wind-in-houdini","3. Configure wind in Houdini",[563,1039,1040,1041,1045,1046,1048],{},"To get layered motion (a held trunk, shaking tips) you author wind in Houdini with the ",[571,1042,1043],{},[567,1044,546],{"href":547}," node. See ",[567,1047,179],{"href":180}," for the full picture.",[641,1050,1052],{"id":1051},"first-wind-layer","First wind layer",[563,1054,1055,1056,1059,1060,1062],{},"Back in the ",[571,1057,1058],{},"Natsura"," context (click ",[571,1061,1058],{}," in the network path to leave Solaris):",[576,1064,1065],{},[563,1066,1067,1068,1071],{},"You may see a transient error and a ",[772,1069,1070],{},"\"missing wind info, will be automatically generated\""," message. It clears.",[563,1073,1074,1075,1077,1078,1081,1082,1084,1085,1088],{},"Right-click the Simulate → ",[571,1076,546],{}," (or type ",[714,1079,1080],{},"wind config","; it's also under the toolbar's ",[571,1083,621],{}," options). Wire it in and set the display to the Wind Config. The tree bends; press ",[571,1086,1087],{},"play"," for motion.",[576,1090,1091],{},[563,1092,1093,1096,1097,1100],{},[571,1094,1095],{},"Houdini wind is a guide, not a mirror."," The in-Houdini motion is a rough visual guide to where the wind layers fall; it is ",[571,1098,1099],{},"not"," one-to-one with Unreal. Unreal's wind animation is the source of truth for the final look.",[563,1102,1103,1104,1107],{},"This first config treats everything as one ",[571,1105,1106],{},"trunk"," layer.",[641,1109,1111],{"id":1110},"second-wind-layer","Second wind layer",[563,1113,1114,1115,1118,1119,1122,1123,1126,1127,1130,1131,1134,1135,1138],{},"Add a ",[571,1116,1117],{},"second Wind Config",". On it, set a ",[571,1120,1121],{},"Carve Distance",", currently carving ",[772,1124,1125],{},"up"," from the trunk; switch to ",[571,1128,1129],{},"carve down from the leaves",". As you increase the distance, a second colour spreads from the branch tips. Reduce the ",[571,1132,1133],{},"stiffness"," of those elements, press play, and you get ",[571,1136,1137],{},"secondary shake"," on the branches. (You can add more than two layers.)",[767,1140,1141],{},[563,1142,1143,775],{},[772,1144,774],{},[641,1146,1148],{"id":1147},"re-export-and-re-apply","Re-export and re-apply",[563,1150,1151,1152,592,1154,1156],{},"Wire the Wind Config output into the ",[571,1153,376],{},[571,1155,650],{}," again.",[854,1158,1159],{},[563,1160,1161,1164,1165,1168,1169,1172],{},[571,1162,1163],{},"Known Solaris hiccups."," Wind may not show, and materials can ",[571,1166,1167],{},"go missing",". Workaround: clear settings and ",[571,1170,1171],{},"unhide\u002Fre-hide"," the nodes to get things to reappear. Being worked on.",[563,1174,1175,1178],{},[571,1176,1177],{},"Save to Disk"," again. Two truths from the recording about iterating:",[657,1180,1181,1194,1203],{},[660,1182,1183,1186,1187,805,1190,1193],{},[571,1184,1185],{},"You can't simply overwrite-and-reimport to pick up changes."," Re-importing the same asset doesn't reliably pick up modifications. If you change the ",[571,1188,1189],{},"skeleton or geometry",[571,1191,1192],{},"version your tree"," (export a new name) rather than overwriting.",[660,1195,1196,1197,1199,1200,1202],{},"Because in this case only the ",[571,1198,1012],{}," changed (not skeleton\u002Fgeometry), you can re-apply the new ",[714,1201,749],{}," to the existing tree.",[660,1204,1205,1206,1209,1210,1212],{},"After ",[571,1207,1208],{},"renaming",", material paths break: click ",[571,1211,704],{}," again before saving (the same gotcha as step 1).",[563,1214,1215,1216,1221,1222,1009,1224,1226,1227,1230,1231,1233,1234,1237,1238,1241,1242,1245],{},"Back in Unreal: right-click the Skeletal Mesh → ",[571,1217,1218,1219],{},"Scripted Asset Actions → re-import the ",[714,1220,749],{},". In the ",[571,1223,871],{},[571,1225,1012],{},"; you should now see ",[571,1228,1229],{},"two simulation groups",". ",[571,1232,1016],{}," resets on re-import, so set it back (e.g. ",[714,1235,1236],{},"5","). Set both groups to intensity ",[714,1239,1240],{},"1"," and shift to ",[714,1243,1244],{},"0"," for a clean default, then eyeball the result: trunk deformation plus a secondary layer on the branches.",[641,1247,1249],{"id":1248},"two-sided-leaf-materials","Two-sided leaf materials",[563,1251,1252,1253,1255,1256,1259,1260,1263],{},"Leaves with single-sided materials look wrong. In the ",[571,1254,114],{},", set the leaf material to ",[571,1257,1258],{},"Two-Sided",", and make sure you're viewing ",[571,1261,1262],{},"with materials enabled",". If the bark material isn't showing, it's almost certainly the rename → Auto Fill gotcha: re-save, re-import, re-apply wind, set two-sided again on the new import.",[563,1265,1266],{},"That's a complete path: a tree grown, meshed, decorated, rigged, and exported from Houdini into Unreal with materials and layered wind. It's early access and rough in places, but it's a valid end-to-end pipeline.",[767,1268,1269],{},[563,1270,1271,775],{},[772,1272,774],{},[612,1274,1276],{"id":1275},"where-to-go-next","Where to go next",[657,1278,1279,1288,1295],{},[660,1280,1281,775,1284,592,1286,599],{},[571,1282,1283],{},"The Unreal side in depth.",[567,1285,188],{"href":189},[567,1287,179],{"href":180},[660,1289,1290,775,1293,599],{},[571,1291,1292],{},"When an export goes wrong.",[567,1294,598],{"href":193},[660,1296,1297,1300,1301,599],{},[571,1298,1299],{},"Send a whole forest, not one tree."," Feed seed points into the Simulate, see ",[567,1302,1304],{"href":1303},"\u002Fdocs\u002Fcore-concepts\u002Fsimulation#endless-variation-from-one-graph","Variation",{"title":1306,"searchDepth":1307,"depth":1307,"links":1308},"",2,[1309,1314,1319,1325],{"id":614,"depth":1307,"text":615,"children":1310},[1311,1313],{"id":643,"depth":1312,"text":644},3,{"id":688,"depth":1312,"text":689},{"id":780,"depth":1307,"text":781,"children":1315},[1316,1317,1318],{"id":827,"depth":1312,"text":828},{"id":851,"depth":1312,"text":852},{"id":912,"depth":1312,"text":913},{"id":1036,"depth":1307,"text":1037,"children":1320},[1321,1322,1323,1324],{"id":1051,"depth":1312,"text":1052},{"id":1110,"depth":1312,"text":1111},{"id":1147,"depth":1312,"text":1148},{"id":1248,"depth":1312,"text":1249},{"id":1275,"depth":1307,"text":1276},"The Unreal half of the Natsura 101 walkthrough: export a finished Houdini tree as a Nanite Skeletal Assembly, import it, and configure layered wind.","md",{"tags":1329,"sidebar":1336},[1330,1331,1332,1333,1012,1334,1335],"natsura","tutorial","unreal","nanite","export",101,{"label":175},true,{"title":175,"description":1326},"FXqOnBypxaYg0LZLFop5POeZzwQvyaWU7rmD2wKsrH4",[1341,1343],{"title":162,"path":167,"stem":168,"description":1342,"children":-1},"How Natsura handles hierarchies of packed instances. The structure that lets a single tree be made of many cached, instanced parts and still end up correctly meshed, rigged, and exportable.",{"title":179,"path":180,"stem":181,"description":1344,"children":-1},"How Natsura's Wind Config sets up layered wind that travels to Unreal via wind.json, and what wind currently is and isn't in Natsura.",1780555254878]