
Unreal Engine 5.7 changed the foliage conversation:
Natsura fits into that stack as an upstream growth engine in Houdini that supplies Unreal with well-structured trees, species libraries, and ecosystems.

Unreal’s foliage stack today looks roughly like this:
It’s a strong in-engine environment stack. Natsura’s job is to feed it with species, hero trees, and libraries that match your projects and remain useful beyond a single game.
Inside Houdini, Natsura gives you:

From Unreal’s point of view, Natsura is:
A way to author structured, Nanite-ready trees and ecosystems in Houdini,
then hand them to PCG, PVE, Nanite Foliage, and your existing tools.
A clean division of labour:
In practice:

Natsura cares about what your vegetation is. PCG cares about where and how often it appears.
Procedural Vegetation Editor sits in a useful spot:
Natsura complements that by living one layer up:
So you get a clear pattern:
Building vegetation purely in Unreal graphs ties your definitions to a single engine.
With a Houdini + Natsura layer:

If you expect to ship multiple projects or support multiple engines, keeping growth in Houdini and worldbuilding in Unreal pays off quickly.
Natsura’s outputs are intentionally straightforward from Unreal’s perspective:
In all cases:
Whether your project is all-in on Nanite or still using classic LODs, the same growth engine feeds both.
Sometimes you want Houdini-side control inside Unreal:
Because Natsura is a set of Houdini nodes and HDAs, you can:
From there you can bake:
You keep the deep authoring in Houdini, while Unreal gets the controls it needs for day-to-day work.
A practical Unreal-centric pipeline with Natsura might look like:

Natsura is likely worth its place in an Unreal-heavy pipeline if:
If you’re thinking in terms of libraries, ecosystems, and the next few projects, Natsura gives you a growth engine that fits naturally alongside Unreal’s foliage stack.
Learn how to Export Nanite Assemblies
Learn how to Send a Forest to Unreal
Explore Features
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.
Natsura 0.5.5 – Natsura Is Available for Commercial Use
Announcing Natsura 0.5.5: early-access foliage tools for Houdini & Unreal, now available for real production work.