Arboris — Procedural Trees & Wind

JuanBautista in Modeling


Shape trees for the scene you have in mind.

Arboris brings tree shape, seasons and movement into one editable workflow. Start with a species, choose a seed, then direct the trunk, roots, branches and foliage from the Arboris sidebar. Use it for environment concepts, stylized CGI, garden compositions and architectural visualization.

Nine species. Room for your own variations.

Explore Oak, Birch, Pine, Willow, Sakura, Giant Sequoia, Mystic Willow, Desert Mesquite / Acacia and Desert Juniper. Young, Mature and Open recipes are available for Oak, Pine, Willow and both desert profiles: 15 artistic starting points. These are art-directed profiles, not a botanical growth simulation.

Settings belong to each tree. Select another tree to bring back its own controls. Save your personal parameter presets inside the scene and keep them with the saved .blend.

Arboris interface: choose and apply Young, Mature and Open artistic presets

Choose an artistic recipe, apply it, then refine the parameters. Actual interface captures with a fixed view and seed.

One tree. A changing atmosphere.

Set seasonal color, foliage coverage, snow and blossoms manually, or use a tree-specific or global season cycle. Pine, Sequoia and Desert Juniper retain winter foliage. Add moss, climbing ivy and periodic falling-leaf motion to support the composition.

Movement in layers.

Combine trunk sway, branch gusts and leaf flutter. Orient the wind with the direction arrow, keep the base anchored and set strength to zero for a static tree. The interactive deflector is a procedural effect; it is not a physics collision solver.

Arboris wind interface: strength, trunk sway, gusts and leaf flutter

Set Wind Strength, tune the three layers and play the timeline. Sampled viewport captures; playback timing is condensed.

Choose detail for the destination.

CGI keeps the full geometry. Light Export reduces foliage while preserving the entire branch structure and your original parameter values. In the Oak / Mature / seed 1 reference, triangles change from 943,084 to 338,284: a 64.1% reduction. Counts and coverage vary with settings; Light Export is not a fixed polygon budget or a real-time performance guarantee.

Draft is a separate viewport setting. Render and bake use the selected CGI or Light Export geometry quality.

Arboris geometry quality interface: CGI to Light Export and back

Switch geometry profiles and inspect the actual mesh statistics. The 64.1% reduction applies to this Oak / Mature / seed 1 example.

Compose, bake and export.

Forest Scatter distributes a species collection over a terrain mesh, with seed, density, spacing, scale, slope, elevation and density-mask controls. The Arid Desert starting collection combines the two desert profiles.

Bake a static mesh copy or generate LOD0–LOD3, wind vertex weights and collision. Optional PBR atlas baking transfers supported Principled material channels into five PNG maps. Export an FBX family with textures, material metadata and an integration guide.

The included Unity reference importer and shader target the Built-in Render Pipeline. URP/HDRP require a compatible shader. Unreal and Godot require project-specific integration; their editors have not been validated for this release.

Cover scene uses Arboris trees. Terrain, bridge, bird and atmospheric lighting are presentation elements; the cover scene is not included.

Included with Arboris 0.7.3

  • Native Extension ZIP with English interface and written documentation.
  • Nine species profiles, 15 artistic recipes and a personal preset library.
  • Two editable, render-ready examples: a six-tree garden and a scattered grove.
  • Unity Built-in support sources supplied with Unity exports.

Compatibility and scope

Requires Blender 5.0 or newer within the 5.x series. Tested in 5.0.1 and 5.2.1 LTS. Rendering examples use Cycles CPU. The new morphology is more detailed and can produce hundreds of thousands of triangles per tree; review budgets for your scene and destination.

Atlas baking requires a Principled BSDF connected directly to Surface. Subsurface scattering and transmission are not transferred. Appearance is frozen at bake time. Geometry Nodes wind and engine shader wind are separate implementations. Example lighting, ground and furniture are presentation assets; Arboris generates the trees.

Code license: GPL-3.0-or-later. Generated trees may be used in commercial renders and projects. See the Documentation and FAQ tabs for installation, workflow and export limits.


$24$19

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Details
Blender Extension Compatible Yes
Published about 4 hours ago
Blender Version 5.0 - 5.2
Extension Type Add-on
Render Engine Used Cycles
License GPL