
SpeedTree has a long, solid track record in games and film. It does what it set out to do: it’s a dedicated tree modeler with a large feature set and a substantial library.
Natsura exists for teams asking a different question: if you’re building vegetation pipelines for the next decade, do you want another standalone modeler, or a growth engine inside Houdini you can build on?
This page is about that choice.

At a high level, SpeedTree gives you:
That works well for teams who are comfortable with “one app for trees, another for everything else”.
Natsura is structurally different:

In practice, that means:
Most tools force you to choose:
Natsura is built so you don’t have to make that trade-off.

Practically:
The core idea is simple: keep full control all the time, and add simulation only where it helps.
You’ve probably hit this wall before: you want to talk about “age”, “health”, “biome”, “art style”, “soil type”, or “gameplay zones”, but your tools only speak in raw numeric parameters.
Natsura’s approach:
u, age, height, custom attributes, effector outputs, etc.) into parameter values
This is how teams can:
Natsura doesn’t bake in a hard-coded “Age” slider. It gives you a framework where your own high-level ideas drive structure in a way that’s repeatable, inspectable, and intuitive.
Random seeds and manual tweaking will only get you so far. Natsura lets you plug world-space influences directly into growth:

In practice:
It’s the same graph system; you simply decide when to let the outside world influence it.
Both Natsura and SpeedTree can output meshes into modern engines. The more important question is: where does the real work live?
With Natsura, the work lives upstream:

Because the source of truth is a Houdini graph, not a single runtime:

SpeedTree’s built-in library and marketplace are a big part of its appeal, and that model works for many teams.
Natsura optimises for teams that want to own their library:


Licensing is set up to support that:
The focus isn’t “more pre-made trees than anyone else”. It’s making it much easier for a studio to build, maintain, and own a high-quality vegetation library on top of a strong engine.
Houdini already has a healthy ecosystem of foliage and environment tools: SideFX Labs, scattering frameworks, other plant plugins, in-house HDAs. Teams will continue to mix them.
Natsura is built to join that ecosystem, not replace it.
Internally, it behaves like a specialised growth engine:
grow_core, repeat_core, split_core, switch_core, wrangle_core – for technical artists and pipeline developers
Because Natsura is a collection of SOP nodes and HDAs that respect Houdini’s usual rules:

For a studio, you’re not choosing between “Natsura or the rest of the Houdini ecosystem”. You’re choosing to make Natsura the growth and structure engine that sits alongside, and underneath, the rest of your Houdini-based environment tools.
Natsura is likely a good fit if:
Traditional tools like SpeedTree will probably remain a better fit if:
If you’re looking for a Houdini-native growth engine, an open node toolkit, and a path to modern Nanite-ready, engine-agnostic vegetation pipelines, Natsura is aimed at you.
Natsura 0.5 is an Early Access release:

This is the phase where early movers can: