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One recipe, endless variation.","i-lucide-git-branch",{"src":592,"alt":593},"natsura_screenshot.png","Natsura foliage node graph and interface inside Houdini",[595],{"label":596,"to":33,"icon":571},"The core verbs",{"title":598,"description":599,"icon":600,"image":601,"items":604},"Work at scale","From hero trees to entire forests, keep the same workflow and toolset for scalable game foliage and procedural vegetation.","i-lucide-trees",{"src":602,"alt":603},"coolant\u002Fcoolant_scale_example.gif","Large-scale forest generated with Natsura for Unreal Engine 5",[605,611,617],{"title":606,"description":607,"image":608},"Build Factories","Pass points laden with attributes from other Houdini systems to Natsura to generate immense variation in trees and plants.",{"src":609,"alt":610},"features\u002Fscaleable.png","Overview of scalable forest generation setup for UE5 foliage",{"title":612,"description":613,"image":614},"Add Micro Detail","The same tools that make enormous forests possible also facilitate high-detail work on individual assets.",{"src":615,"alt":616},"grass_b.png","Dense grass and micro-foliage close-up for environment art",{"title":618,"description":619,"image":620},"Define Species","Create compact species definitions, with recipes that respond to hyper-parameters such as age, vigor, health, and shade for your vegetation library.",{"src":621,"alt":622},"pines_scale_d.png","Pine forest showing species and age variation in a game environment",{"title":624,"description":625,"icon":626,"image":627,"links":630,"items":636},"Master plants in Houdini","One of our goals is to make Natsura accessible to everyone, even if you have no prior Houdini experience. If you do, we've got you covered for deep procedural foliage workflows.","i-lucide-graduation-cap",{"src":628,"alt":629},"unreal.png","Natsura trees and foliage rendered in Unreal Engine 5",[631,632],{"label":10,"to":11,"icon":571},{"label":633,"to":634,"icon":635},"Natsura 101","\u002Flearning\u002Fnatsura-v0.5-101","material-symbols:play-circle-rounded",[637,642,648],{"title":500,"description":638,"image":639},"Why grow a single tree when you can grow 100 at the same time, or simulate an entire ecosystem? Pass points laden with attributes from other Houdini systems to Natsura.",{"src":640,"alt":641},"crown_shyness.png","Tree canopy showing crown shyness pattern in a simulated forest",{"title":643,"description":644,"image":645},"Understand Attributes","Mapping, Effectors, Wrangles: it's all just attributes. 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Build graphs from core verbs, react to light and shade, and produce endless variation from a single recipe.",{"loc":578},"4.features\u002F1.simulation","hZJ6ywRzErajHafQhoC9QfLg1c5RKQ_KrS4F2xRg4TA",[661,662,666,670,673],{"title":32,"path":578,"icon":573,"description":568},{"title":36,"path":663,"icon":664,"description":665},"\u002Ffeatures\u002Fshaping","i-lucide-spline","Controlling the form: mapping, effectors, the environment a tree responds to, and the interactive tools for reaching in by hand.",{"title":40,"path":667,"icon":668,"description":669},"\u002Ffeatures\u002Ftrunks-meshing","i-lucide-box","Turning the grown skeleton into geometry: decorations as the contact point, trunks and bark, scans and high-poly, and how it is meshed.",{"title":44,"path":671,"icon":600,"description":672},"\u002Ffeatures\u002Ffoliage-instancing","Leaves, canopies, and the instanced assemblies that build them, placed by trait and posed without breaking instancing.",{"title":674,"path":675,"icon":676,"description":677},"Export to Unreal","\u002Ffeatures\u002Funreal","i-lucide-gamepad-2","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.",{"id":679,"title":680,"body":567,"description":681,"extension":572,"headline":567,"links":682,"meta":695,"navigation":693,"path":696,"seo":697,"stem":698,"testimonials":699,"__hash__":749},"cta\u002Fcta.yml","Sign up for Natsura and start creating stunning foliage today","Join the Natsura community and join other artists and developers in the conversation.",[683,689],{"label":684,"to":685,"icon":686,"variant":687,"color":688},"Try Natsura","\u002Flogin","i-lucide-download","subtle","primary",{"label":690,"to":691,"icon":692,"trailing":693,"variant":687,"color":694},"Pricing","\u002Fpricing","i-lucide-arrow-right",true,"neutral",{},"\u002Fcta",{"title":680,"description":681},"cta",[700,708,716,724,732,740,745],{"title":701,"image":702,"user":705},"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":703,"alt":704},"testimonials\u002Ftmielsch.png","a picture of a patch of pine trees",{"name":706,"description":707},"Tilman Mielsch","Technical Vegetation Artist",{"title":709,"image":710,"user":713},"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":711,"alt":712},"artists\u002Flillian-salehi\u002Flilian_roots.png","a picture of Roots",{"name":714,"description":715},"Lillian Salehi","Environment Artist",{"title":717,"image":718,"user":721},"i love that we can make all kinds of trees with the tools",{"src":719,"alt":720},"testimonials\u002Flea-kronenberger-3d-art-lead-frictional.png","a picture of a stylized tree sketch using the natsura unreal plugin",{"name":722,"description":723},"Lea Kronenberger","3D Art Lead - Frictional Games",{"title":725,"user":726},"Where creativity meets control — a fresh approach to vegetation assets, built by passionate developers.",{"name":727,"description":728,"avatar":729},"Paul Suchan","Environmental Artist",{"src":730,"alt":731},"\u002Flogos\u002Fwarhorse_profile.jpeg","Environmental Artist - Warhorse",{"title":733,"user":734},"I love Natsura's approach of combining simulation with parametric control - the developers are passionate and it shows in the product.",{"name":735,"description":736,"avatar":737},"Jan Klasen","Co-Founder - Realbiomes",{"src":738,"alt":739},"\u002Flogos\u002Frealbiomes_profile.jpeg","RealBiomes",{"title":741,"user":742},"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":743,"description":744},"Chico Spans","Expert Biome Artist @ Activision Elsewhere",{"title":746,"user":747},"Its an amazing software even though I'm totally new to Houdini.",{"name":748},"Cheenu","C3Lsy-giskyychPSmpwJ9iD6RMaCB376O8r5I1-4JUY",1784756944632]