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.
Create Nanite foliage
Create Nanite foliage
Natsura was built with Unreal in mind from the start, and it offers a dedicated workflow to create UE5 Nanite foliage and Nanite skeletal mesh assemblies for trees.

Create Nanite Assemblies
Export rigged trees built for Nanite; import and animate immediately in your Unreal Engine 5 scenes.

Run tools in-engine
Create tools that run live inside Unreal using Houdini Engine, as seen in Project Elderwood, for in-engine foliage authoring.

Create living worlds
Send libraries of trees or entire ecosystems to Unreal in a few clicks using the Unreal Wizard for fast environment art iteration.

Wind that travels with the tree
Wind that travels with the tree
Every tree that comes out of a Simulate is rigged by default. The Wind Config node assigns layered wind to parts of the tree, and the setup is carried into Unreal via wind.json alongside the USD export.

Docs: Export to Unreal in depth
The features above are the highlights. The docs walk through the whole workflow, concept by concept.
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