Choose a toon preset
Enable Show Plugin Content, then open Procedural Plant Creator Content / Presets / Toon. Duplicate a PG_Toon_ graph into your project and open it. These are additional graph assets; the New Plant Graph starter choices remain available.

| Folder | Presets |
|---|---|
| Trees | EmeraldOak, LimeOak, AmberMaple, CrimsonMaple, LavenderJacaranda, RoseBlossom, AppleTree, OliveTree |
| Palms | Banana, DwarfBanana |
| Succulents | BlueAgave, SageAgave |
| Ferns | RoyalFern, FanFern |
| Bushes | RoundBush, LimeBush, BerryBush, LavenderBush |
| Grasses | MeadowTuft, LimeTuft, GoldenTuft, BlueTuft, BroadGrass, FlowerGrass |
Edit shape and structure
- Start with the exposed Seed and size controls. Woody plants use Height, LeafSize and LeafCount; rounded crowns also have CanopySize. Rosettes use LeafLength, LeafWidth and LeafCount.
- Follow the labeled STRUCTURE section: Trunk Spine feeds the main Branch Level, which feeds the twigs. Keep each Skin output connected to Join Geometry.
- Edit the LEAF SILHOUETTE or SILHOUETTE section. Maple leaves join five modeled lobes. Banana uses broad Fronds and a Fruit bunch; fern leaflets use Split Depth; agaves use stiff pointed blades; grass combines two upright layers.
- Keep leaf instances connected to the twig curves. Small Angle Rand, Azimuth Jitter and Roll Rand values, with Face Up near one, preserve a readable leaf arrangement.
- For round crowns, edit the profiled curve and Skin in ROUND CROWN. Foliage stamps that graph-made mesh at a consistent station on each twig. Keep the prototype's small positive Sink value.
- Build and inspect the complete plant. Use a Procedural Plant Actor for per-instance changes, or re-export a complete scatter mesh for foliage placement.
Palette materials live in /ProceduralPlantCreator/Materials/Toon. Duplicate a material instance, change Color, and assign it to the graph's bark, leaf or fruit slot. The opaque two-sided shader uses broad color bands and darker edges; leaf silhouettes come from geometry.
Explore the paved woodland
Open /Game/Examples/Maps/L_ProceduralPlant_ToonForest. A winding walk and loop pass autumn trees, tropical planting and a lavender glade. The central walk has one labeled editable actor for every preset. Select an actor and use its plant component's Graph property to open the source. These 24 actors use Build at Runtime, so their graph controls also apply in Play.

Scene meshes, paving materials and foliage types live under /Game/Examples/ToonForest. The wider forest uses two baked seed variants per preset. The plugin presets depend only on plugin and engine assets; the forest map remains in the example project.