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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.
Tree chopping:
• 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)
Optimization:
• 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)
Other:
• 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.