This tool allows for fast and easy generation of random dynamic trees & plants with intuitive drag & drop workflow.
Easy & fast generation:
• Easy drag & drop generation of trees & plants with many customizable parameters
• You can ‘lock’ any tree section to prevent it from regenerating (trunk/branches/fruits), create your own generation presets or save generated trees to a separate blueprint
• ‘FORM’ system: You can create your own trunk/branch shapes by hand (by controlling spline points) and then use them within any tree, with desired amount
• Possibility to use your own meshes/materials with the generator
• Bunch of ready-to-go tree & plant presets (with possibility to create your own)
• Included 20 starter bark materials, 40 leaf/plant materials and a bunch of example fruits, branch variations & trunk mesh sections.
Interactive trees & plants:
• Shockwave reaction: Trees & plants can react to external forces, taking impulse location, strength & distance into account
• Dynamic wind: Wind can be changed by rotating WindZone arrow (in editor) or dynamically (in game) with desired direction, speed & strength.
• Fruits: Trees can grow fruits with desired amount, scale and type of fruit. Fruits can randomly fall down after receiving specified amount of force.
• Dynamic lianas/vines: You can easily connect two branches with a configurable vine that will also follow any tree animation and react accordingly.
• All generated trees can be chopped down at desired trunk location.
• Chopped trees will fall down with physics simulation
• Leaf shake effect will play upon ground impact
• Fruits can fall down after ground impact
• Any attached lianas will follow chopped tree parts, retaining their physics simulation
• Chopped tree parts are spawned as a special blueprint that can be picked up by clicking on it - an example is available in the ‘Documentation_Chopping’ level
• You can specify chopped trunk texture for every bark material (9 default textures included)
• Automatic billboard generation: Every generated tree will automatically generate its billboard version
• Dynamic billboards: Billboards will periodically refresh in-game to match current [Camera <—> Tree] perspective. This allows for smoother [Tree <—> Billboard] transitions and accurate representation of distant trees. They can also perform a simple wind animation with desired intensity, to simulate wind even on distant billboard trees
• Distance culling system for plants, tree animation, etc. [with controllable parameters]
• Very fast tree generation & minimized drawcall count by using ‘FORMS’ (More in the documentation levels) instead of spline meshes
• Animation based on GPU – sets parameters via blueprints, performs animation logic in material
• Possibility to set animation FPS (Frames Per Second) value for every tree
• Automatic animation FPS optimization: The closer to camera, the more animation FPS. (Distance variable is exposed to allow you to tweak the strength of this optimization effect)
• Godrays: Every tree can generate godrays (lightshafts) with desired amount & size. Direction & color is automatically picked from current Directional Light. It’s also possible to update godray direction in game, based on current light direction
• Possibility to assign a ‘ground’ texture for every tree – it will blend between bark & ground texture on stump model to smooth out harsh mesh intersection
• Trees naturally align themselves to any surface
• Possibility to assign custom curves for tree wind/impulse animation (this way you can change the look of trunk/branch animation and customize it to your liking)
• When creating a plant, you can set desired color of any plant element and hand-edit plant shape using splines.
• ForestMaker actor: Forest generator with adjustable settings like min. between-trees-distance, max slope tolerance and more… It can be used to easily populate large area with desired set of trees & plants.
The project comes with documentation levels that explain all the features.
The system is made entirely in Blueprints.
If you have any questions, feel free to ask here or on firstname.lastname@example.org