🌿Creating Foliage

Create your first foliage

After importing the project, you get access to the Foliage Creator tool.

  1. Open the Foliage Creator under Tools/Growth - Foliage Creator

  2. Press the CREATE NEW button to create a new foliage instance.

  1. You will then see a pink bush be created in your scene in front of the view camera. To fix the pink texture, you need to assign it a material. You can do this by simply drag-and-drop a material or go into the LEAF tab in the creator and applying a Material under Mesh foldout.

  1. Enable Auto Update in the Growth Creator to see updates in realtime.

  1. You can now simply drag the white anchors to shape the foliage however you want.

  1. If you hold [Ctrl] & [Left-Click] on the shape, you create a new anchor. You can also hold [Ctrl] & [Right-Click] on an existing anchor, you remove it (keep in mind that you can't delete the base anchors to keep a euclidean shape).

  1. If you hold [Shift] & [Left-Click] on an anchor, you can move it more precisely using the default Unity gizmos.

  1. There are a lot of settings in the creator, but some you will need to change more frequently than others. Let's go over a few of them:

    1. Under the Shape tab; you can remake the general shape with some random properties to automate the shaping process a bit.

    2. Under the Shape tab; you can remake the general shape with a set size.

    3. Under the Leaf tab; you can set the particle count. This will try to generate up to a maximum of count leaf particles. This setting paired with the min distance setting allows you to generate a convincing foliage without any holes in it.

    4. Under the Leaf tab; you can set the scale of each individual leaf billboard (particle).

    5. Under the Leaf tab; you can set the seed which lets you randomize the generation consistently.

    6. Under the Details tab; you can add a new detail.

      1. You can now change the density and offset of the detail as well as the scale of it.

  2. When you are done creating your foliage. Head into the Export tab and export it (it separates the export location of meshes and prefabs).

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