Modular Tree v5.5.0 for Blender

A procedural tree generator addon for Blender using a node-based workflow.

Features
Quick Generate – One-click tree generation with presets (Oak, Pine, Willow)
Node-based workflow – Build trees visually by connecting nodes for full control
Procedural generation – Control trunk, branches, and leaves with parameters
Multi-level branching – Chain branch nodes for complex tree structures
Crown shapes – 8 botanical envelope shapes (conical, spherical, flame, etc.) based on Weber & Penn
L-system growth – Biologically-inspired growth simulation with apical dominance
Realistic physics – Gravity, stiffness, and natural spiral patterns (phyllotaxis)
Leaf distribution – Automatic leaf placement on thin branches via geometry nodes
Pivot Painter 2.0 export – Export wind animation data for Unreal Engine 5
Non-destructive – Adjust parameters and regenerate anytime

Requirements
Blender 4.3 or later

Quick Generate (Easiest)
Open the 3D View sidebar (press N)
Select the MTree tab
Click Generate Tree and choose a preset (Oak, Pine, Willow, or Random)

Node Editor (Full Control)
Open a Node Editor and select Mtree from the tree type dropdown
Add a Tree Mesher node (Shift+A)
Add a Trunk node and connect Tree Mesher’s output to Trunk’s input
Add a Branches node and connect Trunk’s output to Branches’ input
Click Generate Tree in the Tree Mesher node
(Optional) Click Add Leaves to distribute leaves on the tree
Tip: Select a Branch node and press N to see organized parameter sections with descriptions, plus preset buttons (Oak, Pine, Willow, Random) to quickly configure branch characteristics.

Node Types
Node Description
Tree Mesher Generates the final mesh; connect to Trunk
Trunk Creates the main trunk with length, radius, and shape controls
Branches Adds branches with density, angle, gravity, and split options
Growth L-system style growth with apical dominance and iterations
Radius Override Fine-tunes branch thickness along their length
Random Value Generates random values for parameter variation
Ramp Creates gradient values from start to end of branches

Branch Parameters
Use the Presets section in the inspector panel (N key) to apply Oak, Pine, Willow, or Random configurations, or manually adjust:

Seed – Controls randomization (same seed = same tree)
Length/Radius – Size and thickness
Up Attraction/Gravity – How branches grow relative to gravity
Split – Probability and angle of branch splitting
Phyllotaxis – Spiral angle between branches (137.5 is the golden angle)
Crown Shape – Control tree silhouette (Cylindrical, Conical, Spherical, Flame, etc.)

Crown Shape
Crown Shape controls branch lengths based on height, creating realistic tree silhouettes. Available in the Branch node inspector panel under “Crown Shape”:
Shape Use Case
Cylindrical Default, uniform branches
Conical Pine, fir, spruce (Christmas tree)
Spherical Oak, maple (round crown)
Hemispherical Dome-shaped canopy
Flame Cedar, cypress (pointed top)
Inverse Conical Wide bottom, narrow top
Enable Preview in Viewport to visualize the envelope. See Crown Shape Guide for details.

Growth Parameters (L-system)
Iterations – Number of growth cycles
Apical Dominance – How much the main stem suppresses side branches
Grow/Split/Cut Thresholds – Control branching behavior
Gravitropism – Response to gravity direction

Leaf Generation
Mtree generates fully procedural 3D leaves from math — no hand-modeling or textures needed. Each leaf is built through a pipeline:
Shape — The outline is created using the Superformula, a single equation that can produce round, pointed, heart-shaped, or star-like forms by adjusting a few parameters.
Edge detail — Teeth, scallops, or lobes are added to the outline to match real leaf margin types (serrate, dentate, crenate, lobed).
Vein network — Veins grow using space colonization, which scatters “growth hormone” points across the leaf and lets veins grow toward them — producing realistic branching patterns that fill the available space.
Surface curvature — The flat mesh is bent with midrib curvature, cross-cupping, edge curl, and raised ridges along vein paths.
Species presets (Oak, Maple, Birch, Willow, Pine) combine these parameters to match real leaves. See the Leaf Generation Guide for a full walkthrough.

Leaf Distribution
After generating a tree, click “Add Leaves” in Tree Mesher to configure:
Density – Leaves per area
Max Radius – Only place leaves on thin branches
Scale/Rotation Variation – Natural randomness
Leaf Object – Use a custom leaf mesh

Pivot Painter 2.0 Export (UE5)
Export hierarchical wind animation data for Unreal Engine 5:
Generate a tree using the Tree Mesher node
In the Node Editor, add an Export > Pivot Painter node
Connect your Tree Mesher output to the Pivot Painter node
Set the export path and click Export
This creates two EXR textures and a UV2 layer compatible with Epic’s PivotPainter2FoliageShader material function.
See UE5 Material Setup Guide for detailed import and material configuration instructions.

Note: Currently only Unreal Engine 5 export is fully tested. I am working towards testing properly in Unity

Development
This project uses modern Python tooling:
uv – Fast Python package manager (used in CI)
Ruff – Fast Python linter and formatter
pre-commit – Git hooks for code quality
clang-format – C++ code formatting
To set up the development environment:
# Install pre-commit hooks (requires uv)
uvx pre-commit install
See CONTRIBUTING.md for full development setup and build instructions.

Contributing
For detailed build instructions, architecture overview, and C++ library usage, see CONTRIBUTING.md.

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