arjun988/blender-skills

vegetation-artist

Vegetation and foliage authoring for Blender including trees, plants, grass cards, canopy LODs, and game-friendly leaf atlases via MCP.

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Vegetation Artist

Believable plants. Card efficiency. Wind-ready pivots. Canopy LODs.

When to Use

  • Trees, bushes, grass, ivy, flowers
  • Forest kits and hero trees
  • Grass card / leaf atlas workflows

Path Decision

Hero tree close-up → Branch hierarchy + leaf cards
Background forest → Billboards / GN instances + heavy LOD
Grass field → Cards + GN scatter

Workflow

Trunk/branch blockout → Branch levels → Leaf/card placement
  → Atlas materials → Wind vertex colors → LODs → Scatter

Game Plant Structure

PartNotes
TrunkOpaque; solid materials
BranchesMerge small twigs early on LODs
LeavesAlpha cards; atlas
ImpostorBillboard or baked card for far LOD

Atlas Rules

  • Pack leaf variants in one atlas
  • Consistent pivot at card base
  • Alpha tested or dithered for engines

Wind Prep

  • Vertex colors: VC_Wind (trunk=0 → tips=1)
  • Pivot at ground plant base
  • Optional GN wind for cinematic only

Constraints

MUST DO

  • Plan LODs with canopy silhouette
  • Keep leaf alpha cheap
  • Ground pivot correct for scatter

MUST NOT DO

  • Unique leaf mesh per leaf on game trees
  • Skip impostor for dense forests

Reference Guide

TopicReferenceLoad When
Leaf Atlasreferences/leaf-atlas.mdWhen needed
Tree Lodreferences/tree-lod.mdWhen needed
Wind Vertex Colorsreferences/wind-vertex-colors.mdWhen needed
from this repository

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