Natsura uses standard geometry attributes to control growth, drive mappings, and pass data to decorations.
These attributes are present on the skeleton (internodes) generated by Simulate.
| Attribute | Type | Description |
|---|---|---|
id | Integer | Unique identifier for each internode. |
parent_id | Integer | The id of the parent internode. -1 for roots. |
generation | Integer | Recursion depth. 0 = trunk, 1 = first branch, etc. |
u | Float | Normalized growth progress along the current branch (0.0 at start, 1.0 at tip). |
age | Float | Time (in seconds/steps) this internode has been alive. |
radius | Float | Radius of the internode (visual thickness). |
length | Float | Length of the internode. |
curve_id | Integer | Unique ID for the continuous branch curve this internode belongs to. |
You can set these attributes (e.g. via Wrangle) to override behavior per-internode.
| Attribute | Type | Description |
|---|---|---|
active | Integer | 1 = growing, 0 = dormant/stopped. |
energy | Float | If used, growth stops when energy reaches 0. |
prune | Integer | Set to 1 to mark for removal by the next Prune node. |
When using Map, you can drive parameters using any attribute. Common choices:
u — Taper effects (thick at base, thin at tip).generation — Make branches shorter as they go higher up the hierarchy.id — Random variation (hash the ID).Attributes used by Decorations to place assets.
| Attribute | Type | Description |
|---|---|---|
variant | Integer | Selects which mesh variant to use from a library. |
orient | Vector4 | Quaternion orientation for the instance. |
scale | Float | Global scale multiplier for the decoration. |