Meshing directly in SOPs usually leads to:
It works, but the graph becomes about stream management, not trees.
Decorations solve this by letting you:
instead of splitting streams and wiring SOP branches after the fact.
You lose some direct node visibility, but gain:

Decorations are Natsura’s meshing layer built on compiled SOP graphs.
Each decoration is:
They don’t affect how plants grow.
They decide how that growth is represented: trunks, clusters, shells, proxies, LODs, etc.
Typical flow:
You can still export the skeleton and mesh it manually with SOPs when needed.
Decorations are for reusable, shareable, predictable meshing.
You think in terms of layers on a structure, not in terms of streams and groups.
Decorations let you:
Evaluation stays:
Surface-style decorators turn the skeleton into watertight trunks and branches:

Some trunk decorators can also push data back into simulation, for example:
This enables flows like scanning or defining a trunk, then letting growth adapt to it.

The Cluster Decoration attaches and deforms cluster assets (branch chunks, leaf bundles, fronds, etc.) along the skeleton:


You use it to say: “add this cluster set here, at this density and variation.”
With decorators as modules, you can:

One growth graph, multiple representations.
Decorations don’t know “species” or “biomes”.
They run where they’re told.
Routing is driven by:
Short version:
A typical workflow:

All decorators are built on Core Decoration.
Internally:
Later, during Simulate, those paths are used to build several internal streams, such as:
These streams are then passed to an APEX graph and evaluated.
Stream splitting and merging still happens, but inside this framework instead of all over your scene.
Each decoration is:
To keep this working:
Changing the compiled network structure forces a recompile and reattachment.
Parameter changes are treated as data and avoid this.
To avoid recompiling for every parameter tweak:
primuv() or parameter dictionaries) and turns them into attributes that drive verbs (Sweep, Copy, Deform, etc.).This gives:
Many native verbs can be controlled this way; non-verbs and non-compilable nodes are less cooperative.
In practice: work with verbs and VEX inside decorators where possible.
You can build your own decorations, but it’s technical:
Design principles:
More templates and examples will follow.
Longer-term, authoring APEX graphs directly for decorations is planned, so APEX users won’t be bound by SOP quirks.
Most decorations are pure post-process.
Some, like certain trunk decorators, can push information back into the growth side, such as:
That enables flows like:
Powerful, but easy to overcomplicate; dedicated guides will cover these cases.
| Node | Summary |
|---|---|
| Core Decoration | Base interface; foundation for all decorators and custom meshing assets. |
| Surface Decoration | Generates trunk and bark surfaces from the skeleton. |
| Cluster Decoration | Attaches and deforms cluster assets (branches, leaves) along the skeleton. |
| Trunk Decoration | Trunk surface generation with scan/heightmap support and optional feedback into growth. |
Decorations are compiled, portable SOP meshing graphs that you assign directly to parts of the skeleton, so you can think in layers and structure instead of geometry streams, groups, and node spaghetti.