Foliage & Instancing
Leaves, canopies, and the instanced assemblies that build them, placed by trait and posed without breaking instancing.
Instantly deform millions of polys
Instantly deform millions of polys
Bend instanced branch and leaf clusters into place with our Cluster Decorator, which can deform millions of polygons with unparalleled speed for game-ready foliage.

Insane Detail
Our Cluster Decorator can interactively deform millions of polygons in the viewport for dense, high-detail vegetation.

Build foliage from atlas textures
Build foliage from atlas textures
A smooth flow to go from raw photos to instanced leaf cards. Work with foliage textures created, graded, and de-lit directly inside Houdini.

Atlas Textures
A smooth flow to go from raw photos to final results. Directly manipulate, color-grade, and de-light vegetation textures using Copernicus.

Export as Nanite foliage
Export as Nanite foliage
Everything built here is engine-bound: export canopies and assemblies as UE5 Nanite foliage on the dedicated Unreal path.

Docs: Foliage & Instancing in depth
The features above are the highlights. The docs walk through the whole workflow, concept by concept.
Trunks & Meshing
Turning the grown skeleton into geometry: decorations as the contact point, trunks and bark, scans and high-poly, and how it is meshed.
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.
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