Four days in the wilderness raised creative problem-solving scores by half. The reason has less to do with inspiration than with what nature lets your attention stop doing.

The claim that nature makes people more creative is old and mostly anecdotal. The mechanism is newer and more interesting than the claim, because it explains why some time outside helps and some does not.
Atchley, Strayer and Atchley (2012) tested 56 backpackers on the Remote Associates Test, which asks you to find the word that links three others. Half took the test the morning before a four-day trip in the wilderness. Half took it on the morning of day four, having had no phones or screens. The day-four group scored about 50 percent higher. The design cannot separate the effect of nature from the effect of four days without technology, and the authors say so. What it shows is that the combination is powerful.
Williams and colleagues (2018) proposed the explanation that most researchers now use. Natural settings hold attention gently. Trees, water and sky are interesting without demanding anything, which environmental psychologists call soft fascination. While attention is held that way, the part of the mind that does directed, effortful focus gets to rest. At the same time, the mind is free to wander, and wandering is where remote ideas get connected. The two processes reinforce each other: restored attention makes better use of what wandering turns up.
The practical consequence is that a walk spent scrolling or a walk spent grinding on the problem gets neither benefit.
Plambech and Konijnendijk van den Bosch (2015) interviewed 16 Danish creative professionals about nature and their work. They described nature helping most at the front of the process, in gathering and incubating, and least at the end, in evaluating and finishing. They also described needing nature to be somewhat wild and free of other people for it to work.
Ratcliffe and colleagues (2022) asked people to describe how nature helped their creativity. The themes were mood, restored attention, and aesthetic input, which match the two-process theory. Some also described needing a little arousal, weather or terrain, which the theory does not yet cover.
Palanica and colleagues (2019) compared creative performance after exposure to natural or urban settings at three levels of reality: in person, in virtual reality, and in photographs. The real natural environment produced the best creative thinking. Virtual and photographic nature helped less.
The mechanism needs soft fascination and time, not steps. A long look at moving water, clouds, or a fire does the same thing. So does sitting in a garden without a task. What breaks it is a screen.
Different mechanism. Walking itself raises divergent output through movement, which the Stanford experiments showed on a treadmill. Nature works through attention. Walking in nature stacks the two.
Restored attention helps focus afterwards. During the nature time itself, the studies find divergent gains, not convergent ones.
The professionals preferred wild and quiet. A large park interior meets that for most people. The key is few demands on your attention.
Lost in the Ramble is 45 minutes in the most disorienting part of Central Park, which is the point.
On the science: every study named here is real and linked below. The summaries and takeaways are my own reading of them, simplified to be useful rather than complete. Where a detail matters to you, the paper is one click away.
