Where Natsura is heading
Meshing and Shaping
The woody half of a plant, done properly. Trunk meshing above all: bark, the damage a tree carries, knots where branches were, roots meeting the trunk, and a sweep that knows what it is sweeping. Alongside it, shaping gets better across the board, on Grow and on the decorations. We listen a lot to your feedback and requests, based on those 0.9 and 1.0 will be filled out more completely once we are ready to announce those updates.
Status. In the build and rough. It works, but use it with care.
Status. In the build and rough. It works, but it has some edges.
Status. First version is in but the features are not all implemented yet.
Status. First version is in!

Replaces. Circular profiles that are the same shape all the way up.

Unblocks. Extending scanned trunks without spending the time hiding the seam.

Groundwork for. Posing and shaping, which is what it becomes once it is an authoring surface.
Status. Basically the switch but with multiple inputs. The exact shape is still under design.
- A bark study: peel, damage, knots, layers and roots on one trunk
- A moss and lichen pass over a finished trunk
- A conifer, showing whorls and phyllotaxis on Bud
- A scanned trunk extended procedurally and blended in the shader
- A stand of several trees exported as USD layers and opened in Unreal
- Decorations: surface and trunk pages rewritten for the new shaping
- Materials: blending and scan blending
- Shaping: the new effectors, forking, whorls, and the mapping function set
- Node help for every node the meshing and shaping work touches
0.9 - 1.0
Our goal is to reach 1.0 around the second quarter in 2027. We want to address the missing gaps for more traditional foliage workflows as well as giving the attention to performance where needed. All these features are planned but are not yet locked most of them down to 0.9 or 1.0
Status. The baking pipeline already understands UDIM tokens, so this addresses the remaining gaps.
Why it matters. The base of a tree is at eye height, and it is where the join currently shows.
Why it matters. Variation is cheap in geometry and expensive in texture memory.
Status. Currently you can pose the plant but further manual editing like pruning are changing width is not exposed yet.
- A broadleaf, start to finish, using the leaf decorator
- A palm, as the case the leaf system has to survive
- One tree taken through a full LOD chain, opened in Unreal and profiled
- An impostor set built from a finished tree
- A collision and proxy pass for a game build
- A hand-edited tree: posed, pruned, branches added
- The first store libraries, which double as worked examples
- Foliage: the leaf decorator, presets, and what a leaf is made of
- Atlases: UDIMs, UV editing, packing and selection
- A new LODs section, written from scratch: the chain, grouping, reduction and impostors
- Editing by hand: posing, pruning, adding branches, and what survives a regrow
- Licensing: running the offline server inside your own network
- Store: what is in a library and how to use one