
If you have Houdini in the pipeline, the thought comes up sooner or later:
“We’ll just build our own foliage HDAs. How hard can it be?”
Here’s the short answer:
From where we’re standing now, the honest view is:
Unless you already have a great in-house system that isn’t overdue a refactor,
no new commercial project should choose to build a full vegetation engine from scratch.
Natsura exists so you can stop trying to write the same engine everyone else is silently struggling with, and focus on the parts that actually make your games and films different.

Internal tools usually start like this:
At that point, three things quietly become your problem:

The experimental graph was the fun bit.
The long tail of maintenance is what you’ve really signed up for.
Big studios know this. They pour years into foliage and worldbuilding systems, and they still kill or restart them when they don’t hit the bar. That’s with dedicated tools teams.
If you’re not planning to fund that level of long-term ownership, building “your own engine” is just taking on debt.
Run the numbers.
Against that, Natsura offers:
One person’s time for a year can buy a lot of Natsura.
If you wouldn’t seriously assign a dedicated team for 2–3 years to “foliage engine”,
then it’s hard to justify not buying one that already exists.
Natsura is not a pretty HDA pack. Under the artist-facing UI, there is a full engine:

And around that engine:
You could create versions of each piece internally. You will then own:
Natsura’s whole purpose is to take that off your plate.
The seductive idea: “we’ll simulate plant growth, it’ll look super natural”.
The reality: if simulation fights the artist, it gets turned off.
Natsura’s core premise is:
Complete artist control, all the time, with all the power of simulation when you want it.
Practically:


If you build your own system, getting this balance right — between hands-on control and real simulation — is where most of the difficulty hides. We’ve already been through that loop. Twice.
The usual argument for building in-house is “we need to extend it in special ways”.
Good. You should.
Natsura is deliberately designed to be extended rather than walled off:

We explicitly support:
Think of Natsura as:
The foliage engine you plug your studio’s ideas into,
not a black box you have to work around.
Home-grown tools often plateau at “good enough for this project”. Then:
Natsura is built so you can actually accumulate value:

Internal R&D should culminate in libraries and systems that outlive individual projects.
Natsura is there to be that stable layer.
This is the quiet killer of in-house tools.
With a fully custom vegetation stack:
With Natsura:

You still need internal expertise. But that expertise is spent on how your studio uses the engine, not on keeping the engine alive every time someone changes jobs.
We take support seriously for a simple reason: early-access tools live or die on it.
A few things that matter if you’re betting on us instead of building in-house:

Right now, in Early Access:
If you were going to influence a tool that might sit in your pipeline for a decade, this is the moment to do it.
Buying Natsura is not a vote against Houdini experimentation. It’s the opposite.
Natsura lives in Houdini:

The point is not to make you dependent.
The point is to stop you sinking years into plumbing so you can spend that energy on content and systems that actually move the needle.
Realistically, the list is very short.
You should consider building a full vegetation engine from scratch only if:
If you’re not in one of those two buckets, the honest answer is:
You shouldn’t be building a foliage engine in 2025.
You should be building on one.
Natsura vs SpeedTree – Choosing a Foundation for the Next Decade
Natsura is a Houdini-native foliage toolkit built on a growth graph engine. SpeedTree is a proven standalone tree modeler. If you’re choosing a vegetation foundation for the next decade, this page explains the difference.
Natsura in the Houdini foliage ecosystem
Natsura is a fast, flexible foliage engine inside Houdini, with artist-facing tools on top. It plays well with the Houdini graphs, HDAs and foliage workflows you already have, and outputs clean, rigged assets for modern game and film pipelines.