Graph structure
Trunk Spine supplies the parent curve. Chain Branch Level nodes for smaller limbs and twigs. Skin each order, collect the results with Join Geometry, instance a Leaf or Leaf Card prototype with Foliage, then route Wind Weights into Tree Output.
Attachment range, length, angle, tropism, whorls and profiles shape the crown. Roots and Flute add ground contact and bark relief. A shared LOD Table controls sampling and foliage counts. Comments, copy/paste and undo help organise the graph.
Invalid self-connections, incompatible wires and cycles are rejected. Compile errors prevent a partial graph build.
Species and leaf atlases
44 presets cover broadleaf trees, conifers, palms, bamboo, ornamentals, ancient trees and wetland plants. Bare Ivory is an additional starting graph. Presets assign shipped species materials automatically.
Leaf cards must match the texture atlas: shipped sheets use four columns and four rows. Pine uses the first eight cells of the Needle sheet. A wrong grid cuts leaves or mixes silhouettes.
Actor controls
| Control | Behavior |
|---|---|
| Seed and parameters | Vary one actor without changing the shared graph or other trees. |
| Seasons | Enable seasons and vary Season Phase across the graph palette. Foliage density can follow the season. |
| Wind | Wind Weights anchors the base and weights the crown. Supplied materials support sway and flutter. |
| Materials | Override bark, leaf and fruit materials per actor. |
| Cook policy | Use Baked Mesh uses saved geometry in PIE, cooking and the game. Bake again after changing the graph or instance density. Build At Runtime trades generation cost for a changing tree. |
| Leaves | HISM components share prototypes. Draw calls depend on clusters, LODs, materials and rendering passes. |