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.

Drag and drop meshing

Drag and drop meshing
No more node spaghetti. In Natsura, foliage meshing is handled by our Decorations system. Forget groups and splitting geometry streams. No more headaches. Just clean execution.
Procedural Trunk Surface
One day we'll try to simulate tree bark, but for now, your best option is our Surface Decorator. Create detailed trunks using heightmaps for highpoly and game-ready trees.
Optimized Meshing
Why waste time optimizing results when you can optimize the process? Natsura aims to produce the right amount of geometry for your foliage from the get-go.
Mesh it your way
Instead of waiting for us to add to our growing library of Decorations, build your own. Natsura is made to be extended for custom foliage workflows.

Extend highpoly trunks

Extend highpoly trunks
Turn scanned hero trunks into complete, animatable trees with procedural branches and roots for AAA games and film.
Scan Stitching
Painlessly blend real trees and procedural geometry without visible seams for production foliage.
Process Highpoly Meshes
Work with extremely dense meshes straight out of Reality Capture, interactively in the viewport.
Close the loop
Create watertight geometry out of Natsura simulations, then resimulate to refine your tree and root shapes.

Create geometry from textures

Create geometry from textures
Natsura is designed to be flexible. Work with scans, sculpts, or procedural geometry and trunk textures created directly inside Houdini.
Texture Baking
Import heightmaps, extract them directly from scans, or generate them yourself using our Copernicus-based baking process for trunk and leaf detail.
Docs: Trunks & Meshing in depth
The features above are the highlights. The docs walk through the whole workflow, concept by concept.

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