Natsura is a procedural foliage toolkit inside Houdini.
It combines growth simulation, procedural modeling, and artist-driven control to build trees, shrubs, grasses, and more — all without leaving Houdini.
This page gives a bird’s-eye view of how Natsura is structured, what the major node categories are, and where to start depending on your level of experience.
At its core, Natsura is a graph system:
Think of it as authoring the rules first (the graph), then running them later (the simulation).
Natsura’s node system is organized into three conceptual layers:

Nodes designed for everyday use by artists.
They package useful assemblies of logic with a streamlined UI and sockets.
Examples:

Low-level nodes that wrappers are built from.
These are internal nodes used for custom tools and advanced workflows.

The node that actually runs the graph:
These three concepts make the graph dynamic and expressive:
Attribute-driven remaps that control parameters over space and time. Chained linearly, each Map blends into the next.
Post-simulation geometry (leaves, bark, clusters). They don’t affect the growth graph, only the rendered appearance. (See Decorations)