
Houdini is already a good place to grow trees.
Studios and artists have built their own HDAs, tools and workflows for vegetation. That variety is part of what makes Houdini worth investing in.
Natsura joins that ecosystem with a focused role:
You don’t have to change everything you already use. Natsura is there when you want a solid core for growth and meshing.

Natsura is built out of the same things you use every day: SOPs, attributes, VEX and HDAs.
That means:
The engine doesn’t mind where its inputs come from, as long as they’re good Houdini citizens.

What comes out of Natsura is designed to be usable immediately:
If you already have favourite wind tools, exporters or destruction setups, Natsura’s job is to hand them rigged trees that behave.

For teams that expect Houdini to stay at the centre of their vegetation work, Natsura is intended to be a strong spine:
You can adopt it gradually alongside your own tools, or build new workflows around it. Either way, it’s meant to feel like part of the Houdini world you already know.

Explore Docs
Explore Features
Natsura vs building it yourself
You can build foliage tools in Houdini. We did — three times. This page explains why, for almost every commercial team, it makes more sense to build on Natsura than to own a vegetation engine yourself.
Natsura in the Unreal foliage ecosystem
Unreal Engine 5.7 brings PCG, the Procedural Vegetation Editor, and Nanite Foliage. Natsura sits upstream as a Houdini-based growth engine that feeds those systems with structured, Nanite-ready trees and ecosystems.