Desiring a more hand-authored approach, this generator makes use of hand-made leaf, fruit and flower meshes, as well as hand-authored splines for the branches.
These are placed in collections, the contents of which are randomly instanced when the collection is picked.
Draw Trunk Curve
Trunk directly uses radius from spline points
Slope Range defined between Max and Min values
Slope Randomization
Local Z rotation randomization
Full control of angle distribution of branches
Turn
Twist
Gravity with falloff
Branch length scales separately from circumference.
Branch always follows parent circumference at radius 1
Minimum distance distribution
Density %
Subsequent branch layers inherit attributes from their parents, otherwise spawn similarly to first branch layer on Trunk
Trunk > Branch > Branch2 (optional) > Leaves > Flowers > Fruits
Seed controls all Randomized aspects of plant
Canopy mesh can be used to snap branches and leaves to a particular shape.
Canopy Snap: all branches whose endpoints are less than X distance from mesh surface will snap. Currently occurs before Gravity displacement
All branches, leaves, fruits, etc can be mirrored along curve normal
All branches, leaves, fruits, etc can be radially instanced.
trunk and branch curves can be given a profile and twisted. A decent start for a future sculpt
A profile curve can be used on branches and/or leaves to control scaling over the relative length of their parent.
Controlled subdivision count along length of Trunk and any set of branches. Trunk, Branches 1 and Branches 2 controlled separately
Similar controls for circumference definition
Automatically generated Vertex Colour outputs help mask Growth and Wind WPO effects
Automatically generated and stored UV coordinates contain position data for Growth effect. With simple logic in the shader using these 2 sets of data, this can be made to control a plant growth animation in WPO.