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Explore each one in depth below.","Features Overview",{},true,{"title":577,"description":578},"Natsura Features - Houdini Foliage Tool for UE5 Nanite Trees","Natsura is a Houdini-based procedural foliage and vegetation toolset for creating game-ready trees, plants, and Nanite foliage for Unreal Engine 5 and other real-time engines.",[580,591,601,611,621],{"title":32,"description":581,"icon":582,"image":583,"links":586},"The growth simulation: the graph and its core verbs, how a plant is grown, and the endless variation one recipe produces.","i-lucide-sprout",{"src":584,"alt":585},"https:\u002F\u002Fmedia.natsura.com\u002F29b1f58e-8430-4b62-9763-cb1b9cb76f37.gif","Procedural plant growth simulation reacting to light and shade",[587],{"label":588,"to":589,"icon":590},"Explore Simulation","\u002Ffeatures\u002Fsimulation","i-lucide-arrow-right",{"title":36,"description":592,"icon":593,"image":594,"links":597},"Controlling the form: mapping, effectors, the environment a tree responds to, and the interactive tools for reaching in by hand.","i-lucide-spline",{"src":595,"alt":596},"https:\u002F\u002Fmedia.natsura.com\u002F2bb3a8fa-fad1-4c8d-a8f7-a7bed705f9ad.gif","Branch simulation and interactive posing in the Natsura Houdini foliage tool",[598],{"label":599,"to":600,"icon":590},"Explore Shaping","\u002Ffeatures\u002Fshaping",{"title":40,"description":602,"icon":603,"image":604,"links":607},"Turning the grown skeleton into geometry: decorations as the contact point, trunks and bark, scans and high-poly, and how it is meshed.","i-lucide-box",{"src":605,"alt":606},"https:\u002F\u002Fmedia.natsura.com\u002F728a3fc0-379b-48f5-96b9-48ccc77b7d69.gif","Drag-and-drop foliage meshing workflow in the Natsura Houdini foliage tool",[608],{"label":609,"to":610,"icon":590},"Explore Trunks & Meshing","\u002Ffeatures\u002Ftrunks-meshing",{"title":44,"description":612,"icon":613,"image":614,"links":617},"Leaves, canopies, and the instanced assemblies that build them, placed by trait and posed without breaking instancing.","i-lucide-trees",{"src":615,"alt":616},"https:\u002F\u002Fmedia.natsura.com\u002F7e91b1d6-949f-4ffc-ad98-eb7030e69a32.gif","Branch and leaf clusters being deformed interactively for dense foliage",[618],{"label":619,"to":620,"icon":590},"Explore Foliage & Instancing","\u002Ffeatures\u002Ffoliage-instancing",{"title":622,"description":623,"icon":624,"image":625,"links":628},"Export to Unreal","Every workflow ends in an engine-ready asset. Natsura was built with Unreal in mind from the start, with a dedicated path to UE5 Nanite foliage, skeletal mesh assemblies, and tools that run live in-engine.","i-lucide-gamepad-2",{"src":626,"alt":627},"https:\u002F\u002Fmedia.natsura.com\u002F20f54aba-f3b4-46bc-bbc9-99f1d2fc6243.gif","Exporting UE5 Nanite foliage assets from Houdini to Unreal Engine 5",[629,632],{"label":630,"to":631,"icon":590},"Explore Export to Unreal","\u002Ffeatures\u002Funreal",{"label":633,"to":634,"icon":635},"Nanite Assemblies","\u002Flearning\u002Fnanite-assemblies","i-lucide-circle-play",[637,638,639,640,641],{"title":32,"path":589,"icon":582,"description":581},{"title":36,"path":600,"icon":593,"description":592},{"title":40,"path":610,"icon":603,"description":602},{"title":44,"path":620,"icon":613,"description":612},{"title":622,"path":631,"icon":624,"description":623},{"id":567,"path":643,"stem":644,"extension":570,"title":645,"description":646,"links":647,"testimonials":658,"meta":718,"navigation":575,"seo":719},"\u002Fcta","cta","Sign up for Natsura and start creating stunning foliage today","Join the Natsura community and join other artists and developers in the conversation.",[648,654],{"label":649,"to":650,"icon":651,"color":652,"variant":653},"Try Natsura","\u002Flogin","i-lucide-download","primary","subtle",{"label":655,"to":656,"icon":590,"trailing":575,"color":657,"variant":653},"Pricing","\u002Fpricing","neutral",[659,664,669,677,685,693,701,709,714],{"title":660,"user":661},"My experience with Natsura so far has been great, coming form SpeedTree and having absolutely zero previous experience with Houdini I have to say that the transition has been very smooth.",{"name":662,"description":663},"Aranabel","3D Artist",{"title":665,"user":666},"You guys have made a really great tool, and I’m really enjoying using it. At first, I thought it would be similar to PVE because I’ve used it before, but this tool is quite different",{"name":667,"description":668},"Abdul Razzaq","Senior Vegetation Artist",{"title":670,"image":671,"user":674},"Natsura is a tool ready for future developments, breaking with conventions and limitations of the past. The way simulation and guided control is mixed is unique to any other tool I worked with, and allows for modelling plants true to reality like it wasn't possible before. Even if that comes with a bit of a learning curve, I'm convinced it'll be the future of vegetation making!",{"src":672,"alt":673},"https:\u002F\u002Fmedia.natsura.com\u002F3172c05a-67e1-4666-8b50-1f26e5eedb3a.png","a picture of a patch of pine trees",{"name":675,"description":676},"Tilman Mielsch","Technical Vegetation Artist",{"title":678,"image":679,"user":682},"Natsura is a groundbreaking new approach to an age old problem in video games and film- how do artists create non-cookie cutter realistic foliage that doesn't compromise. To me?  Natsura is to technical artists what C was to programmers, and personally, I am excited to see it grow.",{"src":680,"alt":681},"https:\u002F\u002Fmedia.natsura.com\u002F7c05c091-ddf5-4061-99be-c769c1319914.png","a picture of Roots",{"name":683,"description":684},"Lillian Salehi","Environment Artist",{"title":686,"image":687,"user":690},"i love that we can make all kinds of trees with the tools",{"src":688,"alt":689},"https:\u002F\u002Fmedia.natsura.com\u002Fd0f16c7b-0278-4de1-b6f3-adb46f3e3451.png","a picture of a stylized tree sketch using the natsura unreal plugin",{"name":691,"description":692},"Lea Kronenberger","3D Art Lead - Frictional Games",{"title":694,"user":695},"Where creativity meets control — a fresh approach to vegetation assets, built by passionate developers.",{"name":696,"description":697,"avatar":698},"Paul Suchan","Environmental Artist",{"src":699,"alt":700},"https:\u002F\u002Fmedia.natsura.com\u002F0bbd236b-061f-4e18-b6bd-6c8a652afc19.jpeg","Environmental Artist - Warhorse",{"title":702,"user":703},"I love Natsura's approach of combining simulation with parametric control - the developers are passionate and it shows in the product.",{"name":704,"description":705,"avatar":706},"Jan Klasen","Co-Founder - Realbiomes",{"src":707,"alt":708},"https:\u002F\u002Fmedia.natsura.com\u002F8e55e864-5021-4808-9557-17499655519a.jpeg","RealBiomes",{"title":710,"user":711},"The best way to describe Natsura would be to imagine all the possibilities inside Houdini combined with decades of experience in Procedural Vegetation Creation all combined in a single artist friendly toolbox.",{"name":712,"description":713},"Chico Spans","Expert Biome Artist @ Activision Elsewhere",{"title":715,"user":716},"Its an amazing software even though I'm totally new to Houdini.",{"name":717},"Cheenu",{},{"title":645,"description":646},1790588098186]