Decorations are Natsura’s post-process meshing layer.
Growth graphs and Simulate give you a clean skeleton of internodes plus attributes.
Decorations take that skeleton and generate the actual renderable geometry – trunks, bark, clusters, proxies, LODs, and so on – using compiled SOP graphs.

A typical Natsura setup has three stages:
Growth stays focused on rules and form.
Decorations handle representation.
Conceptually, each Decoration is:
Key properties:
id, parent_id, generation, root_distance, height, custom attributes, etc.) and decide how to mesh.Because the SOP graph is compiled and executed under Simulate’s control:
You can always take the skeleton out of Natsura and mesh it in a normal SOP network.
That’s useful for quick experiments or one-offs.
Decorations exist for the cases where you want:
Trade-off:
This section is deliberately high-level. Individual decorators are documented on their own pages.
Surface-style decorators generate continuous bark and trunk surfaces from the skeleton:

Some trunk decorators can also feed back into simulation:

This “decorate → resimulate” loop is an advanced workflow and will be expanded and documented separately.
The cluster decorator attaches and bends cluster assets (branch chunks, leaf bunches, fronds, etc.) along the simulated skeleton.


Internally, it’s effectively a “path deform” system specialised for foliage clusters, wrapped as a compiled SOP graph.
The library is intentionally small and focused right now:
Teams can also build their own decorators; patterns and guidelines for that will be provided in separate documentation.
Decorations themselves do not encode “species”, “biome” or similar concepts.
They simply run where they are assigned and read attributes from the skeleton.
To route to different meshing behaviours, Natsura provides select-style logic:
Typical uses:

Because you can assign multiple Decorations and switch between them:
You’re free to decide how many representations you need; the important part is that they all derive from the same growth + attribute structure.
Decoration parameters and logic are not as fully exposed to Mapping and conditional systems as growth nodes yet.
Current state:
The long-term goal is for key Decoration parameters to integrate with the same attribute-driven model used elsewhere in Natsura; this page will be updated as that happens.
Decorations are primarily a post-process, but they are not always a hard end to the pipeline:

Nested setups are powerful and easy to overcomplicate.
Expect dedicated guides for these cases with concrete recommendations and performance notes.
A simple end-to-end workflow might be:

If you want to go further:
Effectors
World-space influences that guide growth. Gravity, light, balance, and collisions feed into Natsura graphs as vectors or scalar attributes.
Core Nodes
Low-level building blocks of Natsura’s procedural graph. Core nodes handle fundamental operations like growth, repetition, branching, switching, and mapping.