Roadmap

Where Natsura is heading

Leaving Early Access and how we will reach Natsura 1.0
0.1Before early access

Prehistory

The earliest work, before early access. The growth engine arrived in 0.1, the first mapping system in 0.2, and the first decorations in 0.3. Internally the tools were namespaced Flops at this point, which is still visible inside some of the assets, and the work ran alongside Project Elderwood.

Core engine
0.1
The growth engine

The first version of the growth engine. You describe the growth rules as a graph of nodes, and the simulation runs that graph step by step to grow the plant. See Simulation.

The growth engine
Simulation
New node0.1
Grow

Extends the plant by creating new segments from the current endpoints, with control over length, angle, and width. See Grow.

Grow
Simulation
New node0.1
Split

Forks growth into several paths at once. Wire a different Grow into each input to give each branch its own rules. See Split.

Split
Simulation
New node0.1
Switch

Sends growth down one of two paths depending on a condition, such as height. See Switch.

Switch
Simulation
New node0.1
Repeat

Repeat Begin and Repeat End wrap a piece of the growth graph so it runs several times over, each pass growing from the ends of the last. See Repeat.

Repeat
Simulation
New node0.1
Wrangle

Write VEX directly into the growth logic, for the cases the other nodes do not cover. See Wrangle.

Shaping
0.2
Mapping

A parameter no longer had to be one number for the whole plant. A map works out a value for each part of the plant from something the simulation knows about it, such as its height or its age. See Mapping.

Mapping
Shaping
0.2
The map stack

In its first form maps were chained one after another in a stack, each one working on the value the one before it produced. See Map.

Trunks & meshing
0.3
Decorations

Decorations mesh the grown skeleton. You assign one to a Grow to say how the part of the tree it grows is meshed. See Trunks & Meshing.

Trunks & meshing
New node0.3
Surface Decoration

Surface Decoration meshes the trunk and branches. It sweeps a profile along each strand, sized by the strand's width. See Surface Decoration.

Foliage & instancing
New node0.3
Clusters Decoration

Attaches parts such as leaves, flowers, and fruit along the skeleton and bends them to follow the branches. It was deprecated in 0.6.1.0 in favour of Assembly Decoration, then rebuilt as Clusters Decoration 2.0 in 0.7.2. See Clusters Decoration.

Clusters Decoration
0.4Released June 2025

Scans

The first scan tools, Scan Rig Update and Scan Extract Texture, along with Select Decoration, the Import Props utility, and a Simple Conifer recipe. It also brought many meshing updates and fixes, particularly for Elderwood.

Trunks & meshing
New node0.4.0
Scan Rig

Gives a scanned section a skeleton, so Scan to Tube can rebuild it as a clean tube for a tiling bark texture. Experimental. See Scan Rig.

Scan Rig
Materials & atlases
New node0.4.0
Scan Extract Texture

Extracts colour, ambient occlusion, height, and normal textures from scan data. It still ships, marked deprecated.

Foliage & instancing
New node0.4.0
Select Decoration

The first version of choosing which parts of a plant a decoration applies to, instead of applying it everywhere.

Foliage & instancing
0.4.0
Import Props

Loads mesh files, such as leaves, flowers, and rocks, and prepares them as parts for decoration. See Import Props.

Shaping
0.4.0
Source attributes in mapping

Point attributes on the source points pass straight through into mapping, so what you bring in can drive how the plant grows. See Mapping.

Learning & content
0.4.0
Simple Conifer recipe

Added a Simple Conifer recipe to the library. The example was dropped in 0.6.0.3.

0.5 (Current)Released September 2025

Early Access

The release where anyone could sign up and download Natsura, with a free Apprentice licence. Grow 1.1 brought looping, forking, splitting, and switching into one node as parameters, and the long run of 0.5.x builds worked on making the Nanite assemblies workflow closer to production readiness.

Licensing
0.5.0
Public early access

Anyone could sign up on the new natsura.com, download the tools, and start on a free Apprentice licence.

Simulation
0.5.0
Grow 1.1

Looping, forking, splitting, and switching moved out of separate nodes and into Grow as parameters, each of them mappable. See Grow.

Grow 1.1
Shaping
New node0.5.0
Map If

Chooses between two mapping chains on a condition, such as one branch angle below a height and another above it. See Map If.

Map If
Shaping
New node0.5.0
Map Blend

Blends two mapping chains on a weight, for smoother control. It is still experimental, and 0.7.2 fixed it and added a Mask input and six new modes. See Map Blend.

Shaping
0.5.0
Mapping on Switch and Wrangle

Switch and Wrangle gained mapping chains of their own, for attribute-driven logic, gating, and custom behaviours. See Switch.

Trunks & meshing
New node0.5.0
Trunk Decoration

Put a scanned or sculpted trunk on the trunk Grow, so procedural branches and roots grow on from it. See Trunk Decoration.

Trunk Decoration
Foliage & instancing
New node0.5.0
Cluster Modules

Groups geometry into named modules that the cluster decorator can place. It still ships, experimental and hidden from the Tab menu.

Cluster Modules
Simulation
New node0.5.0
Seed Points

Makes the points a Simulate grows trees from, for stands and forests. Each point carries its own seed, age, and species, so one recipe grows a different tree at each point. Experimental. See Seed Points.

Seed Points
Foliage & instancing
New node0.5.0
Import Props, as a node

The 0.4 utility became a node: load meshes into the cluster decoration workflow as part of the graph rather than as a step beforehand.

Export to Unreal
New node0.5.0
Unreal Wizard

WYSIWYG export to Unreal, released as experimental. It was removed in 0.6.0.0, and Export Unreal Nanite Assembly and Wind Config now do its job. See Unreal Wizard (Deprecated).

Unreal Wizard
Materials & atlases
0.5.0
High to low poly baking

Bakes detail from a high poly mesh onto a low poly one as texture maps, in COPs. See Bake.

Trunks & meshing
0.5.0
Scan extension

Graft scanned trunks and extend them procedurally. See Trunk Extension.

Interface
0.5.0
The Welcome panel

Quick access to examples, docs, Discord, and the website. The Natsura Hub replaced it in 0.6, and in 0.7.2 the Welcome Screen and Project Browser replaced the Hub.

The Welcome panel
Interface
0.5.0
The Palette panel

A panel of mapping presets that could be applied to a parameter in one click. It was removed in 0.6.1.0.

Interface
0.5.0
The toolbar overhaul

Cleaner layouts, smaller buttons, new view modes (Skeleton, Preview, and Decorated), and new preferences such as bounds display and UI scaling. See Interface.

Interface
0.5.0
Panels became data-driven

Panels became data-driven, defined in JSON with preferences that persist.

Core engine
0.5.0
Scenes load faster

Overused dive targets were removed, which allowed Houdini to resume instancing nodes natively. Long-standing split and ID assignment bugs in the core graph were fixed at the same time.

Export to Unreal
New node0.5.11.0
Wind, first pass

Added experimental wind tools for Unreal: Wind Init, Wind Config, Wind Previs, and Unreal Wind. See Wind for Unreal.

Export to Unreal
0.5.9.1
Rig simplification

Simplify Tree Rig and Skin removes joints and rebinds the skin to the ones that are left, before export. 0.5.12.0 added carve and max joint count methods and took reskinning from 30 seconds to 0.2. See Simplify Tree Rig and Skin.

Core engine
0.5.12.0
The decorator attribute contract

Each decorator now has a clear contract for which attributes come in and which go out, and the rig attributes are transferred back in a single pass afterwards. Decorators got faster and use less memory.

Shaping
0.5.10.1
Mapping Template

The Mapping Template node defines which parameters on a node can be mapped. It was the groundwork for making decorations mappable, and in 0.5.11.2 Select Decoration moved onto it. See Mapping Template.

Export to Unreal
0.5.9.1
Nanite assembly export, first version

Export a tree to Unreal as a Nanite skeletal assembly, through Export Unreal Nanite Assembly and a Solaris node. Over the 0.5.x builds it gained multiple materials, multi-trunk rigs, and a run of export fixes. See Export Unreal Nanite Assembly.

Nanite assembly export, first version
Examples shipping alongside 0.5
  • Eleven example scenes for most of 0.5: Simple Tree, Simple Conifer, Bifurcation, Monopodial, Weeping, Mangrove, Grass, Twiglet, Atlas, Simple Scan Extension, and Advanced Scan Processing. The first 0.5 builds also had Birch, Overgrowth, and a few smaller examples.
0.6Released March 2026

Effectors

Shaping a tree with effectors, without writing VEX, and rigging twig and branch libraries into canopies with the Assembly workflow. Underneath, the mapping engine and the Python architecture were both rebuilt, and Houdini 21 support was added. This is the 0.6.0.0 release as it was announced; the builds that followed it are collected under 0.7.

Simulation
0.6.0.0
Grow 2.0

A spiral parameter that can override inherited phyllotaxy, the effector stack built in, instant colour preview, and map construction deferred into Grow so graphs compile faster. Grow 1.0, 1.1, and 1.2 kept working, and scenes retype to 2.0 on load from 0.6.1.2. See Grow.

Shaping
New node0.6.0.0
The modular effector system

Effectors became nodes in the graph, assigned to a Grow through a stack like decorations and maps. Weight each one by a value or a map to shape a tree without writing VEX, or write your own in VEX with the base Effector node. See Effectors.

The modular effector system
Shaping
New node0.6.0.0
Deflection, gravity, and magnet effectors

Three ready-made effectors joined the noise effector: deflection makes a tree aware of its own shape, gravity grows towards a direction (up, usually), and magnet grows towards or away from points you give it. See Deflection Effector.

A gravity effector bending a growing tree
Foliage & instancing
New node0.5.10.1
Assembly Resource

Imports a library of modelled twigs and branches from SOPs, USD, or BGEO and rigs it automatically, so the Assembly Decoration can place it on a tree. See Assembly Resource.

Loading a USD kit into Assembly Resource
Foliage & instancing
New node0.5.10.1
Assembly Decoration

Places rigged parts from an assembly library on a tree, picks them by trait, and turns them with rigid rotations so they stay instances. Most of its values can be mapped. See Assembly Decoration.

Assembly Decoration
Foliage & instancing
New node0.6.0.0
Classify

Gives the parts in an assembly library trait values, which the Assembly Decoration uses to decide where on the tree each part goes. See Classify.

Classify
Export to Unreal
New node0.6.0.0
Simplify Rig

Simplify a rig hierarchy as a step you can chain, with multi-stem support. See Simplify Tree Rig and Skin.

Simplify Rig
Export to Unreal
New node0.6.0.0
The wind node set

Wind Init, Wind Config, Wind Previs and Unreal Wind: assign wind classes along the tree and export them as DynamicWindSkeletalData for UE5. See Wind Config.

Wind layers previewed in colour on an oak
Export to Unreal
0.6.0.0
Nanite assembly export

Export to Unreal as a Nanite assembly, skeletal or static, with materials and wind data alongside. See Export Unreal Nanite Assembly.

Nanite assembly export
Export to Unreal
0.6.0.0
Nanite assemblies in Solaris

A LOP wrapper that builds a Nanite assembly inside a USD workflow, rather than only at the SOP level.

Nanite assemblies in Solaris
Materials & atlases
0.6.0.0
The atlas toolchain

The nodes the wizard drives, usable directly: bring source imagery in, trace and remesh it, lay tiles out, build the atlas mesh, emboss detail, and assign the material. See Atlas Workflow.

The atlas toolchain
Materials & atlases
New node0.5.10.1
Atlas Wizard

Turns a leaf atlas into separate leaf meshes that wear the atlas material, ready for the cluster decorator. It runs the other atlas nodes inside, and you can use them on their own when you need more control. See Atlas Wizard.

Atlas Wizard
Shaping
New node0.5.10.1
Constant, random, and attribute maps

Three single-purpose map nodes: Map Constant is one value you can share between parameters, Map Random gives each element its own stable random value, and Map Attribute reads an attribute without remapping it. See Map Constant.

Core engine
0.6.0.0
The mapping engine rebuild

VEX taken out of the core path, prims deferred to the nodes that need them, and specialised map variants instead of one general one.

Core engine
0.6.0.0
The Python architecture rebuild

Everything moved into one natsura package with the HDAs holding thin wrappers, so logic changes without republishing an asset.

Core engine
0.6.0.0
Simulate into Simulate

The output of one Simulate can be connected directly to the input of another, so growth can be carried out in more than one pass. See Simulate.

Trunks & meshing
0.6.0.0
Multi-trunk scan extension

Procedurally extend complex scans and sculpts with multiple trunks. See Scan Workflow.

Simulation
0.6.0.0
Post-process on Simulate

A place inside the Simulate to chain geometry fixes after growth, such as recomputing normals, deleting construction attributes, or adjusting topology, so they keep their dependency tracking.

Core engine
0.6.0.0
Graph metadata in parallel

Graph metadata updates were parallelised, from 16 seconds to negligible on large scenes.

Interface
0.6.0.0
The Natsura Hub

The welcome panel became the Natsura Hub, with tabs for home, projects, examples, settings, and feedback, each of which could be docked on its own. The Project Browser replaced it in 0.7.2.

Interface
0.6.0.0
Context-sensitive tips

A tab in the workspace that shows tips and documentation for the node or tool you are on, with pinning, images, and your own notes. It was rebuilt as the Guide in 0.6.1.0. See Interface.

Context-sensitive tips
Interface
0.6.0.0
The workspace panel

The toolbar and attribute spreadsheet became one workspace panel, which takes up less space and docks better. The Guide and attributes sit in tabs below the toolbar, and you can collapse them to leave just the toolbar. See Interface.

The workspace panel
Interface
0.6.0.0
The splash screen

A small start-up splash for starting a new scene or opening recent files, which can be turned off. It became the Welcome Screen in 0.7.2. See Interface.

The splash screen
Interface
0.6.0.0
The tab menu, reorganised

Node creation regrouped so the tab menu holds the nodes you make by hand and hides the ones that only ever appear inside something else.

Interface
0.6.0.0
Node icons

Every Natsura node was given a distinct icon, so nodes can be identified by shape and colour in a large graph rather than by reading each label.

Node icons
Interface
0.6.0.0
The Natsura desktop, made optional

A preference decides whether Houdini opens into the Natsura desktop. If you would rather keep your own layout, any Natsura panel can be docked where you want it. See Interface.

Learning & content
0.6.0.0
Node organisation and help

The node library was organised: many utilities hidden from the Tab menu, the rest regrouped into submenus, icons for the main nodes, and a help page for most nodes. See Node Reference.

Core engine
0.6.0.0
Houdini 21 support

Natsura runs on Houdini 20.5 and 21.0, with a PySide2 and PySide6 compatibility layer for the UI. See Installation.

Core engine
0.6.0.0
Analytics, opt in

Anonymous usage data, opt-in and off by default. Natsura asks on the third launch and collects nothing without your consent. See Interface.

Interface
0.6.0.0
Simulate selector

A menu on the display toolbar lists every Simulate in the scene, and greys out the ones that do not apply to the displayed node. It sets which Simulate a Grow or decoration previews in. See Interface.

Trunks & meshing
0.5.10.1
Mapping on Surface Decoration, first pass

Surface Decoration 2.0 got a first pass at mapping, with mappable width. It works on scans and procedural trees. See Mapping.

Examples shipping alongside 0.6
  • Ten example scenes: Simple Tree, Simple Conifer, Bifurcation, Monopodial, Weeping, Mangrove, Grass, Twiglet, Simple Scan Extension, and Advanced Scan Processing
  • Simple Conifer, Bifurcation, Monopodial, Weeping, Mangrove, Grass, Twiglet, and Advanced Scan Processing were removed in later builds
0.7Released July 2026

Assemblies and rigs

Building a canopy by decorating one simulated tree with another, and everything around it: bringing a library in, rigging it, classifying it, and placing it on a tree. Everything shipped after 0.6.0.0 is collected here.

Foliage & instancing
New node0.6.1.0
Rig to Assembly

Simulate a set of branches or a whole tree, decompose it into modules, and decorate another Simulate with them. Build canopies by decorating one simulated tree with another. The Instancify settings on the node turn repeated parts into shared instances. See Rig to Assembly.

Export to Unreal
New node0.6.3.0
Rig Merge, Rig Rename, and Rig Delete

Rig Merge merges two rigs into one, binding parents and children across the join. Rig Rename renames joints, and Rig Delete deletes them. All three are under Natsura/Animation in the Tab menu.

Foliage & instancing
New node0.6.1.0
The assemblies pipeline

Bring a kit of parts in, rig it, and place it on a tree. Assembly Resource imports the kit, splits it into parts, and rigs it from the parts' pivots. Classify gives the parts their traits, and Assembly Decoration uses the traits to choose which part goes where. See Assembly Workflow.

Merging two assembly libraries before the decorator
Foliage & instancing
New node0.6.1.0
Visualize Assemblies

Plays an assembly in the preview wind and shows its pivots, rig hierarchy, and debug colours, as a check that the rig works before the library goes on a tree. It runs inside Assembly Resource, Rig to Assembly, and the Simulate wind preview, and can also be placed on its own. See Internal Nodes.

An assembly previewed with wind
Foliage & instancing
New node0.6.1.0
Pivot Edit and Assembly Edit

Pivot Edit moves a part's pivot to its base in the viewport and names the parts whose pivots are bad. Assembly Edit turns parts, or single joints in their rigs, after rigging. Both are for the parts automatic rigging gets wrong. See Pivot Edit.

Rotating an assembly module with the Assembly Edit gizmo
Simulation
New node0.7.0.0
Natsura Stage

Passes the output of one Simulate into the next, so a tree can be grown in stages rather than in a single pass. The next stage starts from the tips, intersections, internodes, or roots of the last.

Shaping
0.6.1.0
Portable two-parameter mapping

One form for a mappable parameter across the whole toolkit: the value, and the map that drives it. The map drives the parameter directly instead of through an expression link. See Map.

Interface
0.6.1.0
Pickers instead of add menus

Map, decorator, and effector slots use a picker instead of Houdini's add menu. It lists what is already on this Grow, what is on other Grows, and what is not connected to anything.

Shaping
0.6.0.5
Up-vector control

Align (up) and Level (up) are effector responses on Grow that twist the growth frame: Align points a branch's up vector toward the effector, and Level lays it flat to it. This sets how a branch spirals, and so how its children are arranged. Orbit, which spirals growth around the effector, came in the same build. See Effectors.

Shaping
New node0.6.0.4
Ancestor and Direction effectors

Ancestor Effector lets a branch follow a direction stored on its parent, grandparent, or an ancestor further back, either its growth direction or another effector stored there. Direction Effector, added in 0.6.1.0, gives a constant direction such as a prevailing wind. See Ancestor Effector.

Foliage & instancing
0.6.1.1
The trait picker and chart

Traits on Assembly Decoration became a fixed list of up to eight, added from a picker, which stopped Houdini crashing past about ten traits. In 0.7.3.0 the trait chart was reworked: Add Selection Trait picks any skeleton attribute or makes a new trait, and each trait row has a menu to classify parts, put it on the chart, or replace it. See Traits.

Placing assembly modules on a trait chart
Export to Unreal
0.6.1.0
Rigged Nanite export

Rigged Nanite skeletal assembly export to Unreal, wired end to end: grow, fuse, skin, export, and USD. A wind file is written beside the USD. See Nanite Skeletal Assemblies.

Three exported oaks in Unreal
Core engine
0.6.1.0
Cook triggers removed

In 0.6.1.0 cook triggers were removed from the code that runs outside a cook: the interface, the menus, and the graph layer. In 0.6.2.0 we removed and simplified a lot of Python scripts that were causing errors and warnings by interfering with nodes during live cooks.

Interface
0.6.1.0
Tear-off workspace tabs

The toolbar sits above tabs for the Guide, Attributes, and Spans in one docked workspace. Right-click a tab to pop it out as a floating panel. See Interface.

Interface
0.6.1.0
Guide

The tips panel became the Guide: markdown pages, searchable by name and content, with previous and next buttons and more than one library. Since 0.7.2.0 the help buttons on Grow and Map open it too. See Interface.

Interface
0.6.1.0
The display toolbar and Natsura menu

The display toolbar was reorganised, and Natsura got its own menu in Houdini's main menu bar for documentation, updates, and your licence. Since 0.7.2.0 the toolbar also sets the preview wind. See Interface.

The display toolbar: Output, Colour, Wind, and Interface
Interface
0.6.1.0
Recipe spawn

Placing a Grow sets up its Trunk Preview and decoration slot without a second cook. Its follow rows are filled in too when there is a Simulate to read. See Trunks & Meshing.

Foliage & instancing
0.6.0.1
Decoration preview trees

Assembly Decoration places its parts on a built-in preview tree until a Grow carries it, so you can set it up on its own. The Simulate selector on the display toolbar switches the preview between trunk, monopodial, and sympodial. See Assembly Decoration.

Decoration preview trees
Trunks & meshing
0.6.0.3
Scan meshing without holes

Scan meshing no longer produces holes. Holes in scan data no longer result in missing attributes or geometry.

Materials & atlases
0.6.0.3
Supersampling and MikkT baking

Bake gained supersampling and MikkT tangent space, so its normal maps read correctly in engines such as Unreal. See Baking.

Learning & content
0.6.1.2
The Assemblies Workflow example

An example scene that walks the Rig to Assembly path end to end, from a simulated tree to a decorated canopy and an export to Unreal. Open it from the Example Browser.

The Assemblies Workflow example
Core engine
0.6.1.0
Scenes upgrade when they open

Scenes made in older versions upgrade when they open, and you can save a backup copy first. Since 0.7.3, scenes from 0.5 and 0.6 upgrade much closer to how they looked, and the console lists what changed. See Interface.

Examples shipping alongside 0.7
  • Four example scenes: Simple Tree, Chaining Simulations, Simple Scan Extension, and Assemblies Workflow
  • One template, Simple: a Grow feeding a Simulate
  • Examples open from the Project Browser as a new project, and your own examples and templates survive updates
Documentation
  • Getting Started, as walkthroughs: installing, the interface, your first tree, bringing in and decorating with assemblies, growing from scans, and drawing a tree
  • Core concepts: simulation, shaping, trunks and meshing, foliage and instancing, and a glossary
  • Feature pages: assemblies, atlases, decorations, effectors, mapping, materials, scans, and traits
  • Unreal: taking a tree to Unreal, wind, Nanite skeletal assemblies, and troubleshooting Nanite exports
  • Guru: building your own decorations and tools, extending Natsura, and VEX
  • A node reference on the website, with a page for each of the main nodes
  • A help page in Houdini for almost every node, generated from its parameter tooltips (some parameters are still undescribed)
  • The Guide's tips updated, with three new ones on mapping
  • Help pages for installing, activation and licensing, commercial use, and troubleshooting
0.8 (Next)Q4 2026

Meshing and Shaping

This release focuses on trunk meshing, which turns strands into a finished branch surface: stacked surfaces such as bark, the wood under rips, and lichen on top, and scattered details such as knotholes, moss, and splinters. Shaping also gets better, on Grow and on the decorations, and the core simulation is due for some pretty substantial performance improvements.

We listen closely to your feedback and requests, so please keep it coming. Based on your input, 0.9 and 1.0 will be filled out more completely.

Simulation
New node0.7.0.1
SpeedTree skeleton import

Bring in the curves of a tree exported from SpeedTree as USD, then grow on them, decorate them, and reshape them like a grown tree. Only the curves come in, not the branch geometry. See Drawing a Tree.

A tree imported from SpeedTree as USD

StatusExperimental, and still a bit rough.

Simulation
New node0.7.0.1
Drawing a skeleton by hand

Draw a tree's branches by hand with Houdini's Skeleton node and pass them through Custom Module, then grow on them, decorate them, and reshape them like a grown tree. See Drawing a Tree.

Drawing a skeleton by hand

StatusExperimental, and still a bit rough.

Meshing
0.7.1.0
Surface Decoration shaping and effectors

Surface Decoration has been overhauled, and it has surface effectors, which allow you to use any effector to displace the surface. It also gained mappable width (smoothing, min, max, and scale), resampling of the strands before meshing, end caps, displacement, and separate U and V scale. Assembly Decoration got its own effector stack in the same build. See Surface Decoration.

A noise effector displacing a trunk surface through Surface Decoration
Meshing
Planned
Scattering on the surface

Scattered details on the trunk and branches, such as knotholes, moss, and splinters.

Learning & Content
Planned
Natsura Store

A store with content you can use in Natsura, starting with scanned tree packs.

Natsura Store
USD
0.7.1.0
Batch export, with USD as layers

Export a whole library of trees at once, and import it into Unreal from one root file. Shared parts go in parts/, and each tree gets its own layer and wind file in assemblies/. See Nanite Skeletal Assemblies.

Multi-tree export, USD as layers
Simulation
0.7.1.0
Post-process stage on Simulate

A post-process stage in Simulate, run before the decorations: substeps with mappable segments, interpolation, and enhancement, with its own effector stack. Every decoration inherits the refined shape, so assemblies stay attached to their branches. See Simulate.

Simulate post-processing reshaping a tree
Shaping
New node0.7.2.0
Shader-graph-style map nodes

Map nodes that work like the functions in a shader graph, so you can build a map without writing VEX. Map Remap is new, and Map Blend now has a Mask input and six more modes. See Mapping.

StatusThe first nodes are in.

Licensing
Shipped
Education licences

Education licences for schools and universities, which also cover their students. Details on the pricing page.

LaunchedOctober 2026

Licensing
Shipped
Site licences

Site licences for studios, covering everyone at one location. Details on the pricing page.

LaunchedOctober 2026

Website
Planned
This roadmap

Every release from the first growth engine through to 1.0, with what shipped in each one, what is being built now, and what is coming without a version attached to it.

Website
Shipped
The About page

A page on what Natsura is, who builds it, and how it is made. See About.

Core engine
0.7.1.0
Houdini 22 support

Natsura runs on Houdini 22, where before it failed to start without saying why. Setup still marks Houdini 22 as untested. See Installation.

Houdini 22 support
Materials & atlases
0.7.1.0
Material bindings

Materials come through on instanced parts, where before only the trunk arrived bound, and the material list updates itself before every export. See Nanite Skeletal Assemblies.

Materials coming through on assembly parts
Trunks & meshing
0.7.1.0
Progressive sweep

Surface Decoration sweeps each branch at a resolution that can change along its length. Density is mappable, so the trunk can be dense and the tips light. See Surface Decoration.

Progressive sweep
Foliage & instancing
0.7.1.2
Merge Assemblies

Merge Assemblies combines several assembly libraries before the decorator, so one Assembly Decoration can draw on all of them. See Assembly Workflow.

Merge Assemblies
Foliage & instancing
0.7.2.0
Assembly Inspect

Assembly Inspect shows the polycount, instance count, joint count, and other useful data about an assembly. The assembly passes through unchanged. See Assembly Workflow.

Assembly Inspect showing polycount, instances, and joints
Foliage & instancing
0.7.2.0
Simplify Assembly

Simplify Assembly reduces an assembly's polycount. See Assembly Workflow.

Shaping
0.7.2.0
Map Remap and Map Wrangle

Map Remap remaps a value, and Map Wrangle lets you write a map in VEX, the same way as a custom effector. See Mapping.

Shaping
0.7.1.0
Natsura Shape

Shape reshapes a tree after it has grown, without simulating again. It deforms the rig and its geometry with a stack of effectors, so branches and leaves bend together. See Drawing a Tree.

Natsura Shape reshaping a grown tree
Foliage & instancing
0.7.2.0
Clusters Decoration 2.0

Clusters Decoration 2.0 refactors the internal utilities and simplifies the interface, as groundwork for mapping and effectors. A set of clustering utilities lets you pick from existing libraries or regenerate the clustered parts. Clusters Decoration 1.0 stays, so older scenes keep working. See Clusters Decoration.

Export to Unreal
0.7.2.0
Wind preview

Assembly Resource, Rig to Assembly, and Simulate preview with wind, set from a wind selector on the display toolbar (Calm, Breeze, and Strong). The values live on Wind Environment, an experimental node.

Export to Unreal
0.7.3.0
Wind Config by stiffness and branch width

You set Stiffness on each wind layer, and each joint's movement in Unreal comes from its stiffness and the width of its branch, so thin twigs move and thick limbs hold. Each layer is carved by width, by distance from the root, or by distance from the tips. See Wind Config.

Wind Config by stiffness and branch width
Export to Unreal
0.7.3.0
Export node rework

The export node has a Simplified mode for everyday exports, versioned folders and naming, and materials you can rename or link to ones already in Unreal. Save to Disk checks the export first, and bones now point along their branches, as Unreal's Dynamic Wind expects. See Export Unreal Nanite Assembly.

The export node's simplified and advanced modes
Interface
0.7.2.0
Project Browser

The Hub, Projects, and Examples panels are now the Project Browser, with collections, favourites, and project versions. Opening an example opens a copy as a new project. See Interface.

The Project Browser with the example scenes
Trunks & meshing
Planned
Surface layers

Stacked surfaces on the trunk and branches, such as bark, the wood under rips, and lichen on top.

Trunks & meshing
Planned
Colour on the surface

Vertex colour on the trunk and branches, set with effectors and maps.

Trunks & meshing
Planned
Branch intersections

Cleaner meshing where branches meet the trunk and each other.

Export to Unreal
Planned
Vertex colours and extra UV sets on export

The export writes vertex colours and extra UV sets with each part, so they reach Unreal.

Core engine
0.7.1.0
Faster selection and Spans

Selecting a node in a scene with about a thousand Natsura nodes went from around 3.8 seconds to 0.6 seconds per click. The Spans panel now refreshes in milliseconds instead of more than a second.

Documentation
  • Trunk meshing: surface layers and scattered details, with the Surface Decoration and Trunk Decoration pages updated to match
  • Shaping: effectors on the decorations, and the post-process stage on Simulate
  • Mapping: the new shader-graph-style functions
  • Node help for the nodes this work changes
0.9-1.0Q2 2027

Planned

Our goal is to reach 1.0 around the second quarter of 2027. We want to fill the gaps for more traditional foliage workflows, as well as give performance the attention it needs. All these features are planned, but most of them aren't locked to 0.9 or 1.0 yet.

Materials & Atlases
Planned
Vertex colour baking

Bake data from the skeleton onto the mesh as vertex colour, such as branch level or a wind mask, so a material in Unreal can read it without a manual step in between.

Framework
Planned
Baked graphs

Capture a Natsura network by selecting a Simulate and all connected nodes, and bake it down into a small graph. This simplifies studio workflows and makes it easier to run in game engines like Unreal Engine.

Placing a tree in Unreal with the Project Elderwood tool
LODs
New nodePlanned
LOD generation

We will support LOD chains.

An early LOD chain: four LODs of one tree with their vertex counts (R&D, 2023)
LODs
Planned
Proxy and collision meshes

The export also writes a simplified static mesh for collision and proxy use.

Meshing
Planned
Roots blending into the trunk

More controls for blending where the trunk meets the roots, with root flare and buttressing that widen out of the trunk.

Materials & Atlases
Planned
UDIMs and UV tile layout

Proper UDIM support, and control over how UV islands are laid out across tiles. Natsura Bake already reads source textures named with UDIM tokens.

Materials & Atlases
Planned
UV editing, packing and texture selection

Edit and pack UV islands by hand, and choose which region of an atlas each part uses, so several bark textures can share one texture file.

Meshing
Planned
Sweep with vascular shaping

A sweep that shapes the trunk's cross-section from the branches it carries, so it swells and flattens around them.

Shaping
Planned
Manual editing mode

More tools to sketch, hand edit, pose, prune, and manually add branches to the simulation.

Materials & Atlases
Planned
Material blending

Blend between materials across the plant, driven by a map from age, depth, light exposure, or any attribute.

Materials & Atlases
Planned
Shader-based scan blending

Blend a scanned trunk's material into the procedural bark in the shader, as well as the baked blend Create Graft Mesh does today.

LODs
New nodePlanned
Impostors

Single-quad stand-ins for trees at a distance, so large forests stay cheap to render.

Simulation
New nodePlanned
Named selections

Select part of a plant by what the simulation knows about it, such as branch order, age, or width, and reuse that selection by name in effectors and decorations.

Licensing
Planned
Floating licences

Seats are checked out and returned, so a studio buys for the most people using Natsura at once, not for its headcount.

Trunks & meshing
Planned
Bark peel

Bark that lifts and peels away from the trunk and the major limbs as geometry, showing the layer underneath.

Export to Unreal
New nodePlanned
Pivot Painter wind

Bake each branch's pivot, rotation axis and depth in the hierarchy into UV channels and vertex colours, in the layout Unreal's Pivot Painter expects, so wind runs in the vertex shader without a skeleton. It is the cheaper wind path for large numbers of trees, and sits beside the skeletal wind that already exists.

Decoding pivot painter data in an Unreal material (R&D, 2023)
Core engine
Planned
Faster simulation

Substantial performance improvements to the core simulation.

Foliage & instancing
Planned
Foliage through atlases and clusters

Better foliage through improvements to the atlas workflow and the cluster decorator.

Documentation
  • Atlases: UDIMs, UV editing and packing, and choosing which region of an atlas each part draws from
  • LODs: the LOD chain, impostors, and proxy and collision meshes
  • Editing by hand: posing, pruning, adding branches, and how the edits are kept
  • Unreal: vertex colour baking and Pivot Painter wind
  • Baked graphs: baking a network down so it runs in a game engine
  • Licensing: floating licences

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