Mode d’emploi
- Copiez la commande et examinez le paquet avant de l’installer dans votre environnement agent.
- Consultez le document original pour les outils, identifiants et environnements requis.
- Décrivez les entrées et le livrable souhaité ; comparez la sortie aux sources.
npx skills add https://github.com/arjun988/blender-skills --skill vegetation-artistAvant de commencer
- L’installation n’inclut ni abonnement au modèle, ni quota API, ni accès aux fichiers.
- Étoiles et installations reflètent l’activité, pas un test indépendant de qualité ou de sécurité.
Rendu depuis le dépôt source en conservant titres, exemples, code, tableaux, liens et images.
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 scatterWorkflow
Trunk/branch blockout → Branch levels → Leaf/card placement
→ Atlas materials → Wind vertex colors → LODs → ScatterGame Plant Structure
| Part | Notes |
|---|---|
| Trunk | Opaque; solid materials |
| Branches | Merge small twigs early on LODs |
| Leaves | Alpha cards; atlas |
| Impostor | Billboard 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
| Topic | Reference | Load When |
|---|---|---|
| Leaf Atlas | references/leaf-atlas.md | When needed |
| Tree Lod | references/tree-lod.md | When needed |
| Wind Vertex Colors | references/wind-vertex-colors.md | When needed |


